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    <title>Linden Lab on Ariadne</title>
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    <description>Recent content in Linden Lab on Ariadne</description>
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      <title>Has Second Life Lived up to Expectations?</title>
      <link>http://www.ariadne.ac.uk/issue/68/gorman/</link>
      <pubDate>Fri, 09 Mar 2012 00:00:00 +0000</pubDate>
      
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      <description>Second Life (SL) is a virtual world created and owned by a company called Linden Lab and was launched in 2003. By 2006, SL was increasingly visible in the UK media and by 2007 SL had secured over 600 mentions in UK newspapers and magazines [1]. However, media interest in SL evaporated rapidly with references to it dropping by more than 40% in 2008 and even further since. During this peak period SL attracted large investment in virtual land from multi-national corporations, businesses and also attracted significant interest from educational institutions.</description>
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      <title>Intute Reflections at the End of an Era</title>
      <link>http://www.ariadne.ac.uk/issue/64/joyce-et-al/</link>
      <pubDate>Thu, 29 Jul 2010 23:00:00 +0000</pubDate>
      
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      <description>Increasingly, library and information services are under pressure to demonstrate value for money. Against the backdrop of search engine dominance, economic instability, and rapid technological development, Intute, a JISC-funded free national service which delivers the best of the Web for education and research, is facing reduced funding and an uncertain future. This article will share its successes and achievements, put a spotlight on the human expertise of its contributors and partners, and reflect on lessons learnt in the context of the sustainability of library and information services.</description>
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      <title>The Second Life of UK Academics</title>
      <link>http://www.ariadne.ac.uk/issue/53/kirriemuir/</link>
      <pubDate>Tue, 30 Oct 2007 00:00:00 +0000</pubDate>
      
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      <description>Introduction: Second Life Second Life (SL) [1] is an Internet-based virtual world developed by Linden Research Inc (commonly referred to as Linden Lab) and launched in 2003. A downloadable client program called the &amp;lsquo;Second Life Viewer&amp;rsquo; enables its users (&amp;lsquo;residents&amp;rsquo;) to interact with each other through avatars, providing an advanced level of social networking in the setting of a virtual world. Residents can explore, meet other residents, socialise, participate in individual and group activities, and create and trade items (virtual property) and services.</description>
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      <title>Eduserv Foundation Symposium 2007: Virtual Worlds, Real Learning?</title>
      <link>http://www.ariadne.ac.uk/issue/52/eduserv-rpt/</link>
      <pubDate>Sun, 29 Jul 2007 23:00:00 +0000</pubDate>
      
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      <description>I was pleased this year to accept a place as a delegate at the Eduserv Foundation Symposium, which was held at Congress House, London on 10 May 2007. The Symposium was primarily concerned with Second Life and its relevance and applicability to learning. Second Life is a &amp;lsquo;virtual-world&amp;rsquo; created and commercially operated by a company called Linden Lab. It has gained a significant amount of media coverage in recent months.</description>
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