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This report on Second Life is structured in five parts. Part 1 gives a short outline of what Second Life is. Part 2 details current and potential use of Second Life in pedagogy. Part 3 addresses Second Life in relation to research and creative practice. Part 4 examines Second Life’s current and potential uses in the areas of institutional management and governance. The last section looks at various issues that are raised by Second Life, both those that affect our real-world lives and which are the product of human interaction in virtual worlds.

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