The Gartner Group predicts that by 2011, 80 percent of Internet users will be involved in virtual worlds. This is estimated to be 50–60 million people. From April 2006 to October 2007, the virtual world of Second Life increased from 180,000 accounts to over 10 million, growing an average of 30 percent a month. The ultimate virtual world may or may not be Second Life; however, with the rapidly increasing use of programs like Second Life, World of Warcraft, and other worlds, virtual worlds are here to stay in one form or another. Libraries should be. Many individuals involved in virtual worlds may not be traditional library users. By putting ourselves where the users are, there is a great opportunity to increase use of the bricks and mortar library, to promote library services and materials, and to support education initiatives in Second Life and other virtual worlds.