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Second Life may get much less press attention than it used to - Reuters has withdrawn its much-trumpeted Second Life correspondent - but it is still being used by many people as a space for socialising, experimentation and, of course, cartoon-like sexual encounters.

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Second Life and World of Warcraft are not really "worlds", whatever their proponents might claim.

They are sophisticated 3-D environments that allow for a much greater degree of engagement than other tools, and they offer tools for interaction and creative expression that browsers, chatrooms and e-mail do not. However, the grandiose terminology makes it too easy to dismiss their importance.

The organisers of ReLIVE08 seem to realise this. In her paper, Ms Robbins-Bell talked about virtual worlds, but the conference as a whole was concerned with "Researching Learning in Virtual Environments", a broader and far less confrontational term.

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