Abstract
Second Life (SL) offers unique opportunities for research and exploration in virtual environments. A review of current research regarding SL has examined the influence of real world social influences in online interactions and what the effects on users may be. This suggests the importance of developing an understanding of the relationship between users' real life (RL) and their SL. Some research has begun to reveal the effectiveness of telecommunication and computer simulation with certain clients in the fields of mental health and human services, yet there is a lack of sufficient research done within the context of virtual worlds. This study illustrates a methodology which can be used for online and in-world survey data collection of participants in SL. Limitations encountered as well as suggestions for refinement are discussed. Implications for human services are discussed including engaging clients using incentives for social participation built into the SL milieu.