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Second Life: A Virtual World Platform for Profiling Online Behavior for Network and Information Security Education? An Initial Investigation
Abstract
Virtual worlds have become increasingly popular with the growth of high speed Internet access worldwide and online gaming. The popularity of massively multiplayer online role playing games (MMORPG), such as World of Warcraft, and virtual worlds, such as Second Life, has created an opportunity for educators to build a learning platform that students can readily relate to. This paper explores some of the possibilities of utilizing one particular virtual world (Second Life) as a platform for network and information security training with a focus on the profiling of online behavior. In particular it describes the initial attempts of its use at one of the Pennsylvania State University’s campuses.
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