Spooky Tech Stories for the November 1st NonProfit Commons Meeting

This Friday, November 1st, TechSoup’s Nonprofit Commons in Second Life meeting will feature a discussion on some of the spookier sides of tech. from email spam, to data hacks, to software malware. In light of Halloween this week, come ready to share any scary security stories and costume dress is welcome. 

 

Join us in Second Life!

Nonprofit Commons Weekly Meeting

Friday, November 1st, 8:30 AM PDT / SLT

Plush Nonprofit Commons Amphitheater

http://bit.ly/NPCinSL  

 

AGENDA (all times below PDT)

  • 8:30 am Introductions
  • 8:40 am TechSoup Announcements
  • 8:45 am Mentors Central: Overview of Second Life share to Facebook
  • 9:00 am Featured Presentation: Spooky Tech Stories  
  • 9:30 am Open Mic / Announcements

 

http://nonprofitcommons.org 

The mission of the Nonprofit Commons in Second Life is to create a community for nonprofits to explore and learn about virtual worlds, foster connections, and discover the many ways in which nonprofits might utilize the unique environment of Second Life to achieve their missions. 

Written by: Rhiannon Chatnoir

Synopsis from Avatar on Duty Meeting

Host: Johnson Center for Philanthropy at Grand Valley State University
Facilitator: 2020Vision Obviate
Attendees: Windy Schor, Fayandria Foley, Petro Bellic, Stingray9798 Raymaker, Jarhead Euler, Patt Bravin, , Sue Bazar, Reece Llewellyn, Glitteractica Cookie, Penguin Kuhn, Muse Carmona, Rez Messing, Coughran Mayo
Date: July 28, 2008

Synopsis:
Focus of the conversation was on how nonprofits can find long-term sustainability in Second Life and better translate into real-world action towards achieving their missions. The first question asked was “What do you hope to gain by having a presence in Second Life?” Participant’s answers related to the following: reaching new audiences, collaborating, networking and raising awareness.

Next question asked was “What is the advantage of Second Life over a bulletin board or just doing IM?” Again, answers related to the following: experiential learning, greater interactivity and connection, immersive learning and greater affinity among members.

The last question related to the difference between Web 2.0 and Second Life. This was a more challenging question to tackle. Participants noted that users of Second Life can customized their experience, build stronger connections and engage in all five senses. Compared to Real Life, most participants agreed that Second Life was fun and easier to engage in conversation as complete strangers. Finally, the comment was made that Second Life and virtual worlds are a trend for the future.

Some other points that emerged in the conversation not directly related to the questions connected to challenges. Some of the challenges discussed are focused on research that need to be conducted and some are the facts of working in a virtual environment. The research challenges are finding demographics focused on social benefit and good practices for nonprofits. Challenges related to the environment are corporation’s IT constraints, Second Life learning curve and burnout.

Finally, some beginning key points or good practices for nonprofits in Second Life which emerged are that the mission of the organization should be tied to the work being done in Second Life and having clear, simple objectives for work in Second Life helps maintain focus and balance.

Written by: ashima.saigal