This report summarises an investigation into the use and uptake of Second Life (SL) by UK Higher and Further Education. The research, initially carried out in the period up until July 2007 and subsequently expanded by further investigation during September 2007, had four main goals:
* to determine the "state of play" of SL developments within the Higher and Further Education sector,
* to discover how these developments are supported, in terms of time, funding and other resources,
* to explore the functionality of these developments, i.e. which types of media or interactive service they incorporate,
* to establish how "busy", or well-used, the developments have been and discover any impacts resulting from their implementation and use.