Provided by James R. Martin, Ph.D., CMA
Professor Emeritus, University of South Florida
Second
Life Main Page | Education Issues Main Page
Adrian, A. 2008. No one knows you are a dog: Identity and reputation in virtual worlds. Computer Law & Security Report 24(4): 366-374.
Au, W. J. 2008. The Making of Second Life: Notes from the New World. HarperBusiness.
Bell, L. and R. B. Trueman. 2008. Virtual Worlds, Real Libraries: Librarians and Educators in Second Life and Other Multi-User Virtual Environments. Information Today, Inc.
Blackthorne, A. 2009. SBSL: Successful Business in Second Life - Second Edition. (Kindle Edition). Pixietale Studios.
Boellstoriff, T. 2008. Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University Press.
Bourke, P. 2009. Evaluating Second Life for the collaborative exploration of 3D fractals. Computers & Graphics (February): 113-117.
Buckless, F., K. Krawczyk and S. Showalter. 2012. Accounting education in the Second Life world. The CPA Journal (March): 68-71.
Burden, D. J. H. 2009. Deploying embodied AI into virtual worlds. Knowledge-Based Systems (October): 540-544.
Burgess, M. L., J. R. Slate, A. Rojas-LeBouef and K. LaPrairie. 2010. Teaching and learning in Second Life: Using the Community of Inquiry (CoI) model to support online instruction with graduate students in instructional technology. The Internet and Higher Education. (January): 84-88.
Carr, P. and G. Pond. 2007. The Unofficial Tourists' Guide to Second Life. St. Martin's Griffin.
Castronova, E. 2008. Exodus to the Virtual World: How Online Fun is Changing Reality. Palgrave Macmillan.
Chesney, T., S. Chuah and R. Hoffmann. 2009. Virtual world experimentation: An exploratory study. Journal of Economic Behavior & Organization (October): 618-635.
De Lucia, A., R. Francese, I. Passero and G. Tortora. 2009. Development and evaluation of a virtual campus on Second Life: The case of SecondDMI. Computers & Education (January): 220-233.
DeWinter, J. and S. Vie. 2008. Press enter to "Say": Using Second Life to teach critical media literacy. Computers and Composition 25(3): 313-322.
Dilla, W. N. 2013. Guest editorial: Can avatars fight fraud? How virtual business environments facilitate learning more about fraud investigation and prevention. Journal of Information Systems (Fall): 127-130.
Dilla, W. N., A. J. Harrison, B. E. Mennecke and D. J. Janvrin. 2013. The assets are virtual but the behavior is real: An analysis of fraud in virtual worlds and its implications for the real world. Journal of Information Systems (Fall): 131-158.
Freedman, R. 2007. How to Make Real Money in Second Life: Boost your Business, Market Your Services, and Sell Your Products in the World's Hottest Virtual community. McGraw-Hill.
Fusar-Poli, P., M. Cortesi, S. Borgwardt and P. Politi. 2008. Second Life virtual world: A heaven for autistic people? Medical Hypotheses (December): 980-981.
Girvan, C. and T. Savage. 2010. Identifying an appropriate pedagogy for virtual worlds: A Communal Constructivism case study. Computers & Education (February).
Heaton, J. 2007. Introduction to Linden Scripting Language for Second Life. Heaton Research, Inc.
Heaton, J. 2007. Introduction to Textures, Animation Audio and Sculpting in Second Life. Heaton Research, Inc.
Heaton, J. 2007. Scripting Recipes for Second Life. Heaton Research, Inc.
Hemp, P. 2006. Avatar-based marketing. Harvard Business Review (June): 48-57. (Marketing in Second Life).
Herold, D. K. 2010. Mediating Media Studies - Stimulating critical awareness in a virtual environment. Computers & Education 54(3): 791-798.
Hodge, E. 2009. The Virtual Worlds Handbook: How to Use Second Life and Other 3D Virtual Environments. Jones and Bartlett Publishers, Inc.
Holzwarth, M., C. Janiszewski and M. M. Neumann. 2006. The influence of avatars on online consumer shopping behavior. Journal of Marketing 70(4): 19-36.
Hornik, S. and S. Thronburg. 2010. Really engaging accounting: Second LifeTM as a learning platform. Issues in Accounting Education (August): 361-378.
Jacobson, R. 1993. After the "virtual reality" gold rush: The virtual worlds paradigm. Computers & Graphics (November-December): 695-698.
Jarmon, L., T. Traphagan, M. Mayrath and A. Trivedi. 2009. Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life. Computers & Education. (August): 169-182.
Johnson, P. 2010. Second Life, Media and the Other Society. Peter Lang.
Johnson, R. A. and J. M. Middleton. 2008. Accounting for second life. Journal of Accountancy (June): 54-58. (Summary).
Jung, Y. and H. Kang. 2010. User goals in social virtual worlds: A means-end chain approach. Computers in Human Behavior (March): 218-225.
Kaplan, A. M. and M. Haenlein. 2009. Consumer use and business potential of virtual worlds: The case of Second Life. International Journal on Media Management 11(3).
Kaplan, A. M. and M. Haenlein. 2009. The fairyland of Second Life: About virtual social worlds and how to use them. Business Horizons 52(6): 563-572. (Summary).
Kaplan, A. M. and M. Haenlein. 2009. Consumers, companies, and virtual social worlds: A qualitative analysis of Second Life. Advances in Consumer Research (36): 873.
Kohler, T., K. Matzler and J. Fuller. 2009. Avatar-based innovation: Using virtual worlds for real-world innovation. Technovation (June-July): 395-407.
Lafsky, M. 2009. Can training in Second Life teach doctors to save real lives? Discover (July) online. (Link to Lafsky).
Ludlow, P. and M. Wallace. 2009. The Second Life herald: The Virtual Tabloid that Witnessed the Dawn of the Metaverse. The MIT Press.
Mahar, J. and S. M. Mahar. 2009. The Unofficial Guide to Building Your Business in the Second Life® Virtual World: Marketing and Selling Your Product, Services, and Brand In-world. AMACOM. (According to the publisher's hype, this book provides practical tips and strategies for creating an income stream, and marketing or extending a brand including relevant examples, e.g., IBM creating a collaborative virtual work-space, start-up companies with virtual goods, and Princeton University Second Life® classrooms. It also provides proven techniques for successfully generating buzz through Second Life®-centered promotions and advertisements. This book reveals the best ways to make money using the hottest thing online).
Malaby, T. M. 2009. Making Virtual Worlds: Linden Lab and Second Life. Cornell University Press.
Mansfield, R. 2007. How to Do Everything with Second Life®. McGraw-Hill Osborne Media.
Meadows, M. S. 2008. I Avatar: The Culture and consequences of Having a Second Life. New Riders Press.
Memp, P. 2006. Avatar-based marketing. Harvard Business Review (June): 48-57.
Mennecke, B. E., J. L. Triplett, L. M. Hassall, Z. J. Conde and R. Heer. 2011. An examination of a theory of embodied social presence in virtual worlds. Decision Sciences 42(2): 413-450.
Messinger, P. R., E. Stroulia, K. Lyons, M. Bone, R. H. Niu, K. Smirnov and S. Perelgut. 2009. Virtual worlds - Past, present, and future: New directions in social computing. Decision Support Systems (June): 204-228.
Miller, C. 2008. Virtual worlds, real exploits. Network Security (April): 4-6.
Molka-Danielsen, J. and M. Deutschmann. (eds). 2009. Learning and Teaching in the Virtual World of Second Life. Tapir Academic Press.
Montagne, O. 2007. Metaverse Manifesto. Studio SFO.
Montoya, M. M., A. P. Massey and N. S. Lockwood. 2011. 3D collaborative virtual environments: Exploring the link between collaborative behaviors and team performance. Decision Sciences 42(2): 451-467.
Moore, D., M. Thome and K. Haigh. 2008. Scripting Your World: The Official Guide to Second Life Scripting. Sybex.
Morgan, G. 2009. Chapter 3 highly interactive scalable online worlds. Advances in Computers 75-120.
Myers, J. 2007. Virtual Worlds: Rewiring Your Emotional Future. Myers Publishing LLC.
Nevo, S., D. Nevo and E. Carmel. 2011. Unlocking the business potential of virtual worlds. MIT Sloan Management Review (Spring): 14-17.
Noor, A. K. 2010. Potential of virtual worlds for remote space exploration. Advances in Engineering Software (April): 666-673.
Papagiannidis, S., M. Bourlakis and F. Li. 2008. Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change (June): 610-622.
Percival, S. 2007. Second Life In-World Travel Guide. Que.
Petrakou, A. 2009. Interacting through avatars: Virtual worlds as a context for online education. Computers & Education (November).
Plantec, P. 2003. Virtual Humans: A Build-It-Yourself Kit, Complete With Software and Step-By-Step Instructions. AMACOM.
Rheingold, H. 1991. Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds - and How it Promises to Transform Society. Summit Books.
Robbins, S. 2008. Second Life For Dummies. For Dummies.
Rufer-Bach, K. 2009. The Second Life Grid: The official Guide to Communication, Collaboration, and Community Engagement. Sybex. (From the back cover: "Understand the Second Life Grid: Explore the platform your organization will inhabit, Study what educators are doing: Try remote learning, lectures, simulations, and collaboration, Learn from NASA and other government agencies: See new ways to inform, educate, and get feedback from the public, Get virtual business sense: Find out how nonprofit and for-profit organizations conduct real business in SL, Marketing in the virtual world: See what works and what doesn't, Take control of events: Set up and publicize successful in-world events, Design and build effective learning environments, Hold in-world conferences, meetings, and classes, Understand Second Life's diverse culture.").
Rymaszewski, M., W. J. Au, C. Ondrejka, R. Platel, S. Van Gorden, J. Cezanne, P. Cezanne, B. Gatstone-Cunningham, A. Krotoski, C. Trollop and J. Rossignol. 2008. Second Life: The Official Guide. Sybex.
Savin-Baden, M. 2010. A Practical Guide to Using Second Life in Higher Education. Open University Press.
Subrahmanyam, K. and P. M. Greenfield. 2008. Virtual worlds in development: Implications of social networking sites. Journal of Applied Developmental Psychology (November-December): 417-419.
Tapley, R. 2007. Designing Your Second Life. New Riders Press.
Terdiman, D. 2007. The Entrepreneur's Guide to Second Life: Making Money in the Metaverse. Sybex.
Toronto, E. 2009. Time out of mind: Dissociation in the virtual world. Psychoanalytic Psychology (April): 117-133.
V3image. 2007. A Beginner's Guide to Second Life version 1.1. ArcheBooks Publishing.
Van Den Bossche, B., B. De Vleeschauwer, T. Verdickt, F. De Turck, B. Dhoedt and P. Demeester. 2009. Autonomic microcell assignment in massively distributed online virtual environments. Journal of Network and Computer Applications (November): 1242-1256.
Wankel, C. and J. Kingsley. 2009. Higher Education in virtual Worlds: Teaching and Learning in Second Life. Emerald Group Publishing Limited.
Ward, T. B. and M. S. Sonneborn. 2009. Creative expression in virtual worlds: Imitation, imagination, and individualized collaboration. Psychology of Aesthetics, Creativity, and the Arts (November): 211-221.
Weber, A., K. Rufer-Bach, and R. Platel. 2007. Creating Your World: The Official Guide to Advanced Content Creation for Second Life. Sybex.
White, B. A. 2007. Second Life: A Guide to Your Virtual World. Que.
Young, J. R. 2010. After frustrations in Second Life, colleges look to new virtual worlds. The Chronicle of Higher Education. (February 14).
Zerzan, J. 2007. Second-best life: Real virtuality. Telos Press Ltd.