Purpose -This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services. Design/methodology/approach -A multi-faceted methodological approach was taken utilising two questionnaires (pre-and post-immersion), non-participant overt observation, structured interviews, and online diary keeping. Data was then analysed to identify barriers and attractors. Findings -More negative experiences were recorded than positive, with the costs, time commitment, stigma of using, the lack of structure, social interaction, and the complexity of the control interface all provoking negative responses. Avatar creation, and the creativity and quality of graphical presentation produced positive responses. Research limitations/implications -Due to the investment in time required to participate in the research, the sample size is smaller than ideal thus limiting the conclusions that can be generalised. The research also did not directly include interaction with online library or information services. Practical implications -For librarians using SL the research demonstrates that the response from new users is less than enthusiastic and that when designing virtual library services care should be taken to avoid the barriers identified here and to focus on the features found attractive by participants. Originality/value -Previous studies have examined the implementation of in-world information services without examining the experience of new users. Those studies that have looked directly at the user's interaction with virtual worlds are more focused on MMORPGs and on current users.
This article investigates the "three digital platforms" of Hangzhou Public Library 杭州图书馆 through a discussion of information inequality, the digital divide, and community informatics. After an introduction to the context of contemporary China, and in particular Hangzhou, the authors consider the resources themselves with special reference to their ability to reduce information inequality. These resources—the "Three Platforms" referenced in the title of this essay—are: the library's Website (which can be accessed through standard browser applications), a Wireless Application Protocol (WAP) service that is available to mobile users, and a unique digital television service (that is supplied in collaboration with a local cable television company). As part of this discussion, the authors provide data on the number of users and views each service has had in the time since their implementation; offer detailed information on the profile of Website use and the numbers of library patrons taking part in library activities; assess the impact of these services; and debate their implications for community informatics and digital inequality in Hangzhou. Finally, the authors discuss potential future developments.
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