Archives for August 2008

Second Life – on the wane for aussies?

Asher Moses from the Sydney Morning Herald has run a story titled ‘Few lives left for Second Life’. It’s based on research undertaken by the Queensland University of Technology’s Kim MacKenzie, who’s completing her honours thesis on Second Life and business.

The research findings aren’t surprising in a lot of respects – there are significant areas of Second Life that are ghost towns and yes the numbers of people on one sim are usually very low at any given time (something I’m quoted on in the article).

A point I did make that didn’t make the final cut was that businesses like Telstra and the ABC had been successful in Second Life because they were aware of the experimental nature of Second Life, particularly where business is involved. The notable failures occur when the business jumps in boots and all expecting true return on investment in the short to medium term. Telstra’s sucess in particular has been its ability to leverage its large presence to provide a breadth of activities including residential options.

The story overall is quite pessimistic but does accurately cite the challenges Linden Lab face. I’ve said it before and I’ll say it again now – 2008 is meant to be the year of bedding down stability for Second Life. Some gains have been made, but time and patience is running out for a lot of people.

What are your views – does Second Life have a few more lives left?

Melbourne Laneways on its last legs

One of Australia’s most striking Second Life locations is Melbourne Laneways on ABC Island.

It was launched in October 2007 as a joint initiative of the ABC and Multimedia Victoria. Unfortunately, its days are numbered, with the build being eliminated in the next week or two according to ABC Admin, Wolfie Rankin.

The upside will be the increased space for new developments on ABC Island but it’s fair to say that Melbourne Laneways will be missed. It will also provide an unfortunate perception that Second Life is continuing to dwindle as a desirable virtual world location.

Some further shots of Melbourne Laneways for posterity:

Check it out in-world while you can.

New Zealand OpenSim grid on the way

I stumbled across a communication from a consortium of New Zealand Universities, who are making a public call for support for their proposal (which is reproduced in full below):

I’ve been asked as a contributor to OpenSim to pass along the following.

There is a bid going on for a new public project in NZ, through the University of Otago, and the principles (researchers at the university) are making a general call for support for their bid.

If you could sign a letter of support for this bid within the end of the week, please forward it to me, and I will pass it on.

“Support” can be any thing of your choosing, and is non-binding. Samples are appended to this email.

I have been authorized to pass along the following excerpt from the application:

Executive Summary

Project Title: National Virtual World Grid

Project overview

Rationale for the project

The National Virtual World Grid (NVWG) project will develop an open access national virtual world grid based and bring together a community of researchers and educators with an interest in playing an innovative role in the development and usage of the next wave of the Internet: Web3.D.

Continual advances in telecommunications bandwidth and computer processing power are already giving users a more multimedia-intensive experience on the Web. Now with the advent of online virtual worlds (e.g. Google Lively, Second Life) we have the harbinger of the next wave of the
Internet: Web3.D, where users inhabit and participate in a 3D Virtual World (VW) by means of their
personal in-world avatars. An IT industry research and advisory company, Gartner, has predicted that by 2011, 80% of all Internet participants will be regular users of Web3.D technology. Already over 500 US universities are offering courses of instruction in Second Life, and major companies are
getting involved too (e.g. Vodafone, IBM, TelstraClear, Sun). The commercial nature of the most widely used Virtual World implementations, such as Second Life, places high financial costs on users who are charged for developing in-world content and for the traffic associated with accessing the remotely located servers.

This proposal describes how through the development of an national virtual world grid based on open
source software deployed on KAREN, and activities to promote the development of an active user
community, NZ tertiary educators and researchers can be given an accelerated opportunity to play an
innovative role in Web3.D development and usage.

Project outline

The National Virtual World Grid (NVWG) project will operate NZ-based computer servers running the OpenSim software (an open-source clone of the core functionality of Second Life) in “grid mode”. This will encourage uptake of Web3.D technology across New Zealand by enabling organisations connected to the Kiwi Advanced Research and Education Network (KAREN) to obtain free and high speed access to virtual world “regions” hosted in our servers, or to interconnect their own “region servers” with those of other institutions in NZ.

By developing, managing, and operating this National Virtual World Grid, and Web-based community
support tools for users, there will be an opportunity for all institutions that are connected to
the KAREN network to:

1) undertake both experimental and routine use of virtual worlds in teaching and research;

2) develop engaging, interactive in-world content customised for New Zealand use; and

3) develop new context-specific plugins enabling interaction with external applications that are
connected to the real (non-virtual) world and external services.

Expected outcome

The project will:

* Promote the establishment, growth and maintenance of a community of NZ users of Web3.D technology for tertiary education and research
* Provide the environment for New Zealand to become an innovator in Web3.D technology at the
international level.
* Facilitate the tertiary education sector to produce graduates ready to exploit Web3.D technology for the economic benefit of New Zealand

Project partners

University of Otago (Department of Information Science): Project leadership and management; grid
development and management of central grid services and Web-based community support tools.

University of Canterbury: deployment and management of Canterbury grid node (SIM); exemplar VW learning environments for two learning application areas.

University of Auckland: deployment and management of Auckland grid node (SIM).

It’s great to see such advocacy coming from New Zealand universities. I’m more than happy to be corrected on this but I’m unaware of such a project underway in Australia. There’s an enormous amount of development going on in the Australian university sector but is there anything as potentially unifying as the New Zealand model?

Thanks to Mo Hax (via Mal Burns) for the heads-up.

Students vs Second Life

Average Gen Xer? Maybe not?

When I started thinking about education in Second Life, and the reactions of students of university/college age to it, I rather naturally turned to think of my own experiences, and of ideas and prejudices I held as a student of approximately the same age. It took me a little time, and the reading of an article by Joe Essid and Lee Carleton, to realize that that particular approach was never going to work. Today’s students are, for the most part, not of my generation (Generation X), which typically includes folks born between 1964 and 1982. Instead, they tend to be those folks born between 1982 and 2002 or thereabouts – the Millennial Generation.

Why make this distinction? Each generation has a tendency to differ greatly from the generation directly preceding it (which is precisely why these otherwise seemingly arbitrary groupings are made). Ideas, political notions, morals and ethics all have a tendency to change, as the younger generation both learns from and rebels against the previous one. As Generation X rebelled against the strictures placed upon the Baby Boomers, so the Millennial Generation rebels in its quiet, refined manner against the excesses of Generation X.

In Second Life, the gap between Generation X and the Millennial Generation comes sharply into focus, in the two ways that I will discuss further:

1. Second Life is primarily filled with Generation X’ers, unintentionally creating a socially unwelcoming environment for Millennials;

2. Generation X’ers know how to play in the freeform manner that Second Life requires, whereas Millennials typically do not display that skill.

First, the social and political atmosphere of Second Life. Statistically, more people from Generation X participate in Second Life than from any other generation. The ramifications of this are two-fold. It’s harder for Millennials to make contact with other Millennials in this scene, since they constitute a minority of the population. Millennials no doubt feel somewhat uncomfortable interacting socially with folk outside their own generation, whether it be because they sense the cultural disconnect between themselves and older folk or for some other reason. Second Life is chock full Generation X’ers, and they have filled it with their own fashion sense, outlooks, learning styles, and politics – what an intimidating world to enter for the Millennials. Generations X’ers are the Millennials’ parents, and also those strangers their parents warned them about. Add to that the fact that the Millennials are much more likely to have many friends with whom they communicate face to face and then organize those friends and their own lives using technological gadgets and the Internet, rather than meeting people over the Internet. Second Life is simply an unfriendly place for you to go, even if you are not a typical, timid Millennial.

Second, Second Life is an environment in which you need to be able to set goals and tasks for yourself in order to get anything out of it – it is a non-directed playground in which to let the imagination run free. The Millennial Generation has not learned to play this way. They are not used to “making their own fun.” Throughout their schooling they have been given regimented tasks, with pre-determined goals; time outside school is often dominated by a flurry of parentally- determined activities. They are more likely to play games that are directed than to come up with their own games – a Millennial is more likely to play Guitar Hero than to spend time noodling about with a guitar.

The Millennial Generation has an overwhelming sense of ‘busyness’ that pervades their lives, so that not only is learning in a directed fashion a habitual thing for them, it’s also a way of doing things more quickly. Targeted exercises speed up the process of transmitting and garnering information. Additionally, students are looking to do close to the minimum of coursework required to pass, in order to spend more time socially with friends, a priority in this generation.

The educator who uses Second Life as a learning tool will be teaching an additional subject – how to play in a freeform way. The concept and practice of freeform or open-ended play was easier for Generation X, in a way – we were rebelling against another world entirely. Difference and imagination was embraced. It was like a little Renaissance. Even though our schooling focused somewhat on directed study, by university age we had hopefully been weaned off it – by the system. The Millennial Generation, however, needs now to be taught to play this way. They need to be drawn out of their risk-averse shells gently – they need to be led, not pushed. They are not bold.

Second Life is a place where the adventurous prosper and creativity is king – and being able to play in an open-ended way is a necessary skill. Educators need to accommodate their students by creating a somewhat directed environment for them to learn in, and then wean them off it and release them into the open.

For further information on this topic, check out “A Playful Pedagogy for Second Life“, Dr Joe Essid and Lee Carleton, 2008, to be published later this year.

Peter Rowsthorn gets virtual

Last Friday night, ABC show Can We Help covered the topic of virtual worlds, with host Peter Rowsthorn being shown around Second Life by the RMIT’s Lisa Dethridge.

Watch it in full here:


SL
Uploaded by Wolfie_Storr

Thanks to Wolfie Rankin for the heads-up!

The Watch – virtual worlds in the news

1. Newstrack India – Stardoll.com is Brit kids’ most popular site. “Britain’s most popular website for under-12s has been set up to pass on the art of knitting clothes for dolls, according to a new survey. The survey by the Internet analysts Nielsen Online put Stardoll.com at the head of its Top Ten sites visited by the youngest web users. Second in the list was Club Penguin, a virtual world in which players adopt a bird and march it round the beach, theatre or school.”

2. Tampa Bay Business Journal – Entrepreneurs find typical business strategies don’t work in a virtual world. “After previous stops in New York, San Francisco and Chicago, the Second Life Community Convention steps into reality at the Tampa Marriott Waterside the weekend of Sept. 5. It’s visiting a city that already has had its share of entrepreneurs who have jumped into a realm only the Internet, and maybe even a little science fiction on the side, could create.”

3. The Times (UK) – Where the web kids are. “Are they lurking in the darker reaches of YouTube? Or delivering a series of ‘pokes’ and other greetings on the social networking site Facebook? Nope. Today’s kids aged 12 and under are likely to be whiling away their online hours playing games on sites you have never heard of.”

4. Wall Street Journal (USA) – Fluid Entertainment Invites Kids to Play With Purpose in Emerald Island. “Today, Fluid Entertainment announces the title and first details for Emerald Island(TM), their original children’s MMO (Massively Multiplayer Online) game. The company, whose formation and funding was announced earlier this year, is adding this upcoming title to their extensive library of software games for children. Currently in development and slated for release Fall of 2008, Emerald Island challenges players to become online eco-heroes in a mission to save a vibrant, imaginary, virtual world from environmental destruction.”

5. AsiaOne (Singapore) – Donation, sir? It’s online. “A Singapore charity has taken fund-raising to the virtual world, The Straits Times reported. Instead of selling flags or lucky draw coupons potential donors now visit the giant virtual universe Second Life. They enter a special zone filled with candy castle, lollipop trees and chocolate rivers. Each of these virtual goodies come with an option to buy them, and all it takes is a click for the cost of the items to be debited from their virtual accounts. At the close of the donation drive on Sept 21, the virtual funds, collected in Second Life’s currency Linden dollars, will be converted to real Singapore dollars.”

6. Ars Technica (USA) – One month later: Google Lively? Not so much. “In July, Google released Lively, a “Second Life in the browser” plug-in that lets anyone embed a basic 3D chat realm on a website or blog. We strolled through Google’s new social world back then and found that, possibly as a result of the “20 percent time” Google allows employees to spend on projects like this, Lively seemed to be 20 percent done. Now, a month later, we took another look to see if Lively is living up to its name.”

7. Times Union (USA) – Redirecting kids’ passion for video games. “Your son in high school can lay down a face-melting solo on “Guitar Hero,” while your middle school daughter can reach the highest levels on her Hannah Montana video game. They spend hours, without parental provocation, passionately engrossed in their Nintendo DS and Xbox 360 systems like young Einsteins burrowing into a physics problem.”

8. GigaOM (USA) – Why The MMORPG Subscription-Based Business Model Is Broken. “Famed game developer and analyst Scott Jennings recently announced on his blog that he’s quit online game publishing giant NCSoft to join John Galt Games. His new home is the small casual game startup developing Web Wars, a sci-fi game played via a browser plug-in, where web sites themselves are territories to fight over. (Sort of RocketOn meets battle cruisers.) The move is a bit like a top Hollywood producer quitting the movie business for an obscure online-video startup; it’s such a big jump, you want to know why.”

Journalism in Second life: research underway

In the past week i had the pleasure of spending an hour with Annabelle Boyd Jones, an Honours research student from the Department of Media and Communications at the University of Sydney.

Her research is on the role of journalism and governance in Second Life. To my knowledge this is an unexplored research area and should provide for some fascinating results. I’m pleased to have been what will hopefully be one of many research subjects. The Fourth Estate role of journalism in virtual worlds is at an early but influential stage. Research like Annabelle’s will help to encapsulate the progress so far and the challenges to come.

Kudos to the University of Sydney in driving communications research in arenas like virtual worlds.

If you’d like to put your view forward on this topic, head to Annabelle’s blog.

Joseph Jaffe to early Second Life marketers: fail

Joseph Jaffe runs a marketing company called crayon and in the lead up to a visit to Australia Marketing Magazine have completed an interview with Jaffe on his thoughts about Second Life as a platform.

He’s fairly scathing on some of the earlier marketing efforts in Second Life, something older Second Life residents would agree heartily with. He equates SL with a new continent and that those early pioneer marketers squandered a great opportunity.

Here’s the interview in full:

Thanks to Mal Burns for the heads-up.

Live Future 2020 event in Second Life this Sunday

Global Youth Futures are running an event this weekend called ‘Live Futures 2020:A World of Possiblity’.

It’s being held in Newtown, Sydney but there’s a stream being coordinated by Jokay Wollongong, with some interesting speakers confirmed (all times in AEST):

12pm – Welcome and Second Life orientation

12:30pm AEST – Dell Wolfensparger shares some his work and insights, followed by a tour of his island.

1:30pm – Topophilia – Love of Land: AAEE Gallery Exhibition, Islands of jokaydia. Birut Zemits and members of the Australian Association for Environmental Education will share their exhibition in Second Life, titled Topophilia – Love of Land

3:00pm AEST – Global Challenges and Sustainable Futures – Cocreation and Collaboration Session
Janine Cahill and her team will lead an inworld discussion and collaboration session – which will explore some of the issues presented at the real life conference. Help co-create the future!

4:30pm – Dr. Andrew Wallace PhD, Director of the Network of European Technocrats
Dr Wallace will give a presentation titled Technocracy: Building a New Sustainable Society for a Post Carbon World live in Second Life.

If you want to join in, here’s where to go.

Weekend Whimsy

1. WoW & Second Life: Review Of MMORPGs (Part 2)

(Note: some swearing in this one)

2. Second Life Visions

3. Lucent Heart

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