Guidelines for the Management and Use of Online Virtual Worlds
Introduction
This document provides information about the management, use and pedagogical
value of online virtual worlds such as “Second Life”.
Management Guidelines
The formal exploration and experimental use of virtual environments for university
managed educational and research purposes are to be assembled or grouped as
projects. Each project that uses resources owned by the University within an
online virtual world is guided by a documented project brief that must be submitted
to the Management Group prior to the project being started. This project brief
will contain the following:
- Objectives and outcome of the project
- Project Sponsor
- Project Manager
- Technical Manager
- Funding guidelines including:
- Cost of purchasing land or any other item
- Cost of accessing the environment
- Ethical guidelines.
Only Murdoch University’s building avatars may be used for projects. Access to the avatars will be administered by the Management Group and will cease at the conclusion of the project, or at the discretion of the Management Group.
A report detailing the outcomes is to be submitted to the Management Group1 two weeks after the completion of the group. All items purchased and created
on the University’s behalf under this program are the property of Murdoch
University.
Guidelines for Use2
Murdoch University believes that online virtual worlds and other 3D Internet
environments offer significant opportunity to our students, academics and the
world at large, as they evolve, grow in use and popularity, and become more
integrated into many aspects of business and society. We encourage staff and
students to explore responsibly and to further the development of such new spaces
of relationship-building, learning and collaboration. As we engage in these
new environments, staff and students should follow and be guided first and foremost
by our values and policy.
These guidelines have been created to build upon those foundations and to address some of the choices that individuals may face in online virtual worlds.
Use of online virtual worlds by our staff and students is primarily intended
to demonstrate and evaluate the effectiveness of this communities tool to achieve
various teaching and learning outcomes.
These guidelines are not intended to address every situation you may encounter
through use of a digital persona or personas. The guidelines are a good start
at informing our community collective engagement and exploration.
- Engage. Murdoch University encourages its staff and students
to explore responsibly – indeed, to further the development of –
new spaces of relationship-building, learning and collaboration. For university-managed
projects, this engagement should only be for the purposes outlines above and
not for personal use. Learning to use the environment and understand its literacy
is proper usage under these guidelines
- Use your good judgment. As in physical communities, good
and bad will be found in online virtual worlds. You will need to exercise
good judgment as to how to react in these situations – including whether
to opt out or proceed.
- Protect our good name. At this point in time, assume that
activities in online virtual worlds and/or the 3D Internet are public –
much as is participation in public chat rooms or blogs. Be mindful that your
actions may be visible for a long time.
- Protect others’ privacy. It is inappropriate to disclose
or use Murdoch University confidential or proprietary information within an
online virtual world. It is inappropriate to disclose without permission any
personal information of any other person or coavatarsmpany (including their
real name) within an online virtual world.
- Make the right impression. Your avatar’s appearance
should be reasonable and fitting for the activities in which you engage. Where
appropriate, you must identify your avatar as affiliated with Murdoch University.
If you are engaged primarily for personal uses, consider using a different
avatar.
- Protect Murdoch University and others’ intellectual property.
Murdoch University has a long-established policy of respecting the intellectual
property of others, and of protecting its own intellectual property. Just
as we take care in our physical-world activities to avoid infringement of
intellectual property rights and to provide proper attribution of such rights,
so we must in our activities in online virtual worlds – in particular
with regard to the creation of rich content.
- Conducting of Business. You should not carry out any business
or make any purchases on behalf of the University without authorization from
the Management Group, or without outlining your intention to do so in your
original project brief.
- Be truthful and consistent. Building a reputation of trust
within an online virtual world represents a commitment to be truthful and
accountable with fellow digital citizens. You may be violating such trust
by dramatically altering your digital persona's behaviour or abandoning your
digital persona to another operator who changes its behaviour. If you are
the original creator or launcher of a digital persona, you have a higher level
of responsibility for its behaviour.
- Dealing with inappropriate behaviour. Murdoch University
strives to create a workplace that is free from discrimination or harassment,
and the University takes steps to remedy any problems. However, Murdoch University
cannot control and is not responsible for the activity inside online virtual
worlds. If you are in a virtual environment in conjunction with your work
or study at Murdoch University and you encounter behaviour that would not
be acceptable inside Murdoch University, you should “walk away”
or even sign out of the online virtual world. You should report abuse to the
service provider. And as always, if you encounter an inappropriate situation
in an online virtual world which you believe to be work-related, you should
bring this to the attention of the Management Group.
- Be a good 3D Netizen. Murdoch University staff and students
should be thoughtful, collaborative and innovative in their participation
in online virtual world communities – including in deliberations over
behavioural/social norms and rules of thumb.
- Age. The terms of service of some online virtual environments
stipulate that you must be over 18.
1 The “Management Group” is defined as a group of people
who are responsible for the management and governance of these projects. It
can be an existing group or be formed as new.
2 Based on http://domino.research.ibm.com/comm/research_projects.nsf/pages/virtualworlds.ibmVirtualWorldGuidelines.html
| RESPONSIBILITIES: |
| Policy Custodian |
Chris Foley, Director, Office of Information Technology Services |
| Policy Implementation Officer |
Chris Foley, Director, Office of Information Technology Services |
| Information Contact |
Chris Foley, Director, Office
of Information Technology Services |
|