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VIRTUAL WORLDS

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Updated June 2010





GUIDE TO USING NEW MEDIA TOOLS IN RESPONSE TO HIV/AIDS









VIRTUAL WORLDS

What are virtual worlds?

A virtual world is a computer-based, simulated environment. You can create a digital representation of yourself,

known as an avatar, and then interact with other avatars to connect, collaborate, and socialize.

A growing number of educational institutions and non-profits are using virtual worlds to create communities,

share information, and to serve as training and teaching venues.

You need Internet access to visit a virtual world. Some virtual worlds require you to download software. Some

common virtual worlds include Second Life , Club Penguin , Habbo and Whyville .



Who is using virtual worlds?

• 825,000 active Second Life users as of April 2010; and

• 116 million of user hours were spent in Second Life during the first quarter of 2010. 1

• 32 nonprofits with “offices” in Second Life through The Nonprofit Commons organization alone. 2



Virtual worlds in response to HIV

• Provide HIV prevention, testing, treatment, and research information in an immersive, interactive learning

environment.

• Facilitate “in-world” support groups for people infected and/or affected by HIV.

• Provide a virtual space to honor people who have died from AIDS-related illnesses, such as with an virtual

candlelighting memorial or AIDS quilt.

• Give people an environment to model behaviors which may lead to changes in real life.



Examples from the field

• Centers for Disease Control and Prevention (CDC) in Second Life:

slurl.com/secondlife/CDC Island/191/86/22

• Second Life’s Karuna Island – HIV/AIDS-specific island that provides information and support for people

infected and affected by HIV: www.karunahiv.com

• Nonprofit Commons in Second Life - a virtual community consisting of more than 80 nonprofit

organizations: www.nonprofitcommons.org



Where can I learn more about virtual worlds?

• Nonprofits and Second Life: Promoting Causes Inside Second Life –For Real World Impact (PDF):

npsl.wiki.techsoup.org/file/view/Non+Profits+and+Second+Life+Report+1008.pdf

• CDC’s Introduction to Virtual Worlds: www.cdc.gov/healthmarketing/ehm/virtual.html



Thinking about using a virtual world?

• Check out “Understanding Your Audiences” at AIDS.gov to help decide if virtual worlds are an appropriate

way to reach your target audience(s).



1 Massively, “Linden Lab hands down Second Life metrics for Q1 2010,” http://www.massively.com/2010/04/28/second-life-q1-2010-metrics/ Accessed on 07/12/10.

2 Nonprofit Commons, “ Second Life in Numbers,” http://npsl.wiki.techsoup.org/Second+Life+In+Numbers Accessed on 07/12/10.



Exit Disclaimer: Links marked with this image are non-government websites









Join the website: www.AIDS.gov www.twitter.com/AIDSgov

blog: blog.AIDS.gov www.facebook.com/AIDS.gov

Conversation email: contact@AIDS.gov www.myspace.com/AIDSgov

www.youtube.com/AIDSgov



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