Purpose The purpose of this paper is to provide an overview of issues related to library involvement in a popular virtual world, the massively multiplayer online role‐playing game (MMORG) Second Life. Design/methodology/approach Interviews with librarians participating in Second Life expand on the rationale for participating in this 3‐D virtual world as well as various uses of Second Life and other new technologies for all types of libraries and librarians. Findings Benefits to both libraries and librarians from participating in a virtual world like Second Life include opportunities for collaboration, creativity, learning, and global networking with other librarians, educators, and technologists. Originality/value Virtual worlds are new to most libraries, librarians, and administrators. This interview will be of interest and value to all those interested in extending their reach in reference, collections, and information literacy by pushing out to new technological frontiers and exploring and taking risks in virtual areas where users are going.
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Grassian et al. (2007) studied this question.