Archives for January 2009

Anthropology in World of Warcraft

WoW Insider have a very interesting interview with Alex Golub, an Assistant Professor within the Anthropology department at the University of Hawaii.

Golub is well underway in research on culture of raiding in World of Warcraft, with the final product expected to be a book in 2010. There’s some discussion on behaviour in raids, gender differences and effective communication strategies. One of the most fascinating aspects is Golub’s take on ‘real-life’ versus online behaviour:

One thing about studying WoW and other virtual worlds is that it has made social scientists realize that “real” and “in the same room” are just not the same things. Everyone in my guild knows each other in “real life,” because real doesn’t mean “physical world” — it means “things that people care about,” or as an anthropologist, I’d say, “things that people in a culture care about.” There is a guy in my guild who works in a cheese factory, turning over 90-pound blocks of cheese all day. I bet I know him better than he knows the guys in the control room measuring cheese temperatures or whatever, even if he sees them every day.

Read the full article here.

Sexual expression in virtual worlds – is normalcy achievable?

From our sister site, Metaverse Health:

For many, the Christmas / New Year period is a time when there’s more regular social contact with people. It’s certainly been the case for me and it’s emphasised a well known virtual world conundrum – personal boundaries. Over the past month I’ve had the occasion to discuss virtual worlds with a handful of people who have no experience with them at all. In each case, the issue of virtual sex would arise – no surprise there. What did surprise me in its regularity in being raised, was the belief that real-world personal boundaries shouldn’t apply in virtual worlds.

One friend, who’s got a postgraduate education, said to me “if you can’t get immediate and free sex in Second Life, why would you bother?”

sexual_expression

It’s not an uncommon opinion by any means. It actually sits on the opposite end of the continuum from “virtual sex is wrong / funny / worthy of ridicule”. In the middle is a limited amount of work being done by health professionals and educators on promoting sexual health, particularly in Second Life. Until there’s further work done in the area of establishing the ‘normalcy’ of sexual expression online (with the usual caveats around unacceptable behaviour / child pornography / extreme sexual violence etc), opinions like my friend’s will continue to hold sway. Some would argue that’s not necessarily a bad thing, and there’s still not enough evidence to determine whether acceptable online sexual expression if harmful, beneficial or both.

There’s obviously some appeal in a different set of personal boundaries, it’s just defining the groundwork for alternate approaches that’s challenging.

Linkrealms – content creation in a gaming world

Linkrealms is a new MMORPG currently in beta. On the face of it, Linkrealms appears a bog-standard role-playing gaming world. Reading through the FAQ however, reveals a few differentiating points:

– Players will be able to have their own plot of land and can create individual content on that land

– Unlike a lot of MMORPGs, there’s no need to commit to a specific class or race – skill sets can easily be altered over time

– Linkrealms will only be accessible to adults, presumably to minimise risks associated with free-form content creation and chat

Developer Mythyn Interactive states in their FAQ that there’ll be no cost to play although on exit from beta there’ll be a premium subscription option plus virtual goods for sale. Graphically, it’s not too shabby at all, with a perspective not dissimilar to classics like Diablo. There’s also some superficial similarities to Metaplace. If Linkrealms pull off simple and effective content creation tools, they may find themselves a significant cohort of gamers wanting something a little different.

The short video below gives some overview of the Linkrealms experience:

We’ll follow Linkrealms’ development over coming months. A big thanks to Poinky for the heads-up.

The Watch – virtual worlds in the news

1. Washington Post (USA) – O Brave New World That Has Such Avatars in It! “The virtual world Second Life, a landscape of primping avatars, ballroom dancing bears, space stations and vampire castles, has a new — and maybe even more surreal — inhabitant: the Arlington County government. The county’s cyber-office, on the first floor of a virtual glass-and-steel tower, sits behind tinted sliding doors, across from a vending machine that sells digital Cheez-Its and Pop-Tarts.”

2. GAAPweb (UK) – Ernst & Young to use PS3 for virtual meetings. “In an effort to cut costs and reduce carbon emissions, UK financial services businesses, including Ernst & Young, are to trial holding management conferences through Playstation 3’s new virtual world Home. The move is part of a project led by Dr Nipan Maniar and Manish Malik from Portsmouth University, which was commissioned by Advanced Workplace Associates and aims to explore how large companies can use virtual worlds to reduce costs on office space and travel, as well as their carbon footprints.”

3. Kotaku (USA) – A Field Guide To Second Life Animal Hybrids. “As some of you were confused about the difference between what Second Life denizens call furries and what they call nekos, or hybrids, I thought I would take a moment to clear things up. Since the dawn of time, man has had close bonds with the animal kingdom. Many Native American tribes revered animal spirits as part of their rituals and celebrations. The ancient Egyptians worshiped gods depicted as humanoids with animal heads. Zeus, king of the Greek gods, liked to turn into a bull and mate with human women. Perhaps that’s a bad example. ”

4. Globe and Mail (Canada) – The age of avatars. “Who do you want to be, digitally speaking? Over the past year, avatars – online characters or personas standing in for real people – entered the public consciousness and grabbed real-world headlines all around the globe. Avatars will enjoy greater mainstream acceptance in 2009, and although convergence is not likely to happen overnight, expect certain sites to begin thinking about partnering up to allow character crossovers the way social networks are trying to make profiles more portable.”

5. Indopia (India) – Video games ‘could be used for education’. “In the midst of a debate over whether they are good for kids, a new study has suggested that video games could be used for education. An international team has carried out the study and found that online computer games could be used as a powerful teaching tool for children because they are not only popular but engaging as well. According to researchers, interactive games could be adapted so that children learn skills from them that could be transferred to real life -in fact, the”immersive” aspect in which the player suspends his belief means that the brain is particularly engaged and can absorb complex issues.”

6. Kotaku (USA) – Second Life Cheating Husband Surprised by Movie Deal. “The man at the heart of the Second Life story, which Pirates of the Caribbean director Gore Verbinski seeks to turn into a movie, was caught off guard by news of the film adaptation. After Crecente posted the news of Verbinski’s purchase of the rights to the 2007 Wall Street Journal article about a man cheating on his wife in Second Life, I hopped onto the virtual world in order to ask Ric Hoogestraat’s avatar Dutch what he thought about his situation possibly turning into a film. Not surprisingly, he hadn’t heard anything about it.”

7. The Mormon Times (USA) – Reflections: Can avatars be Mormon? “Can avatars be Mormon? It’s an interesting and valid question, and one I had never thought to ask until Mormon Times staff writer Michael De Groote decided to explore the virtual, role-playing world of Second Life in a two-part series in July.
While most people think of the LDS Church as worldwide, I doubt many, like myself, had ever given much thought to its presence in online communities on the Web such as Second Life until De Groote went traipsing around the Internet in search of religious people.”

8. Scientific American (USA) – Using virtual worlds and video games to teach the lessons of reality. “Researchers are beginning to wonder whether video games, long seen as a top time waster for kids and a roadblock to their educational development, might actually be a solution to what ails today’s schools rather than a problem. Several educators suggest in the newest issue of Science that schools use video games to simulate the real-world situations in the classroom to help students develop critical-thinking skills and enhance their understanding of science and math and, perhaps, even encourage them to pursue careers in those and related fields such as technology and engineering.”

9. Computerworld (USA) – Gaza: “Though torn in two, we can be one”. “The conflict raging in Gaza between Israel and Palestine has spilled over to the Internet. Since Saturday, thousands of Web pages have been defaced by hacking groups. The defacements have primarily affected small businesses and vanity Web pages hosted on Israel’s .il Internet domain space. One such site, Rosh Ha’ayin, Israel’s Galoz Electronics Ltd, whose hacked Web site read “RitualistaS GrouP Hacked your System!!! The world isn’t insurance!!! For a better world,” on Wednesday. Other attackers have placed more incendiary messages condemning the U.S. and Israel and adding graphic photographs of the violence.”

10. Sydney Morning Herald (Australia) – Online galleries are go. “AUSTRALIAN artists are using the virtual world to show their artworks, hanging digital replicas of paintings and drawings in online galleries. “I expect we’re on the cusp of seeing an increased engagement with [Second Life] and new digital mediums for art sales over the next few years,” Australia Council for the Arts Inter-Arts program director Andrew Donovan said.”

Linden Lab emphasises its international focus

In a post on the official Linden Lab blog, Clare Linden has summarised achievements to date outside of the USA and vaguely alludes to continued growth internationally.

Certainly, Australian jobs at Linden Lab were advertised during 2007 but to my knowledge, these have not resulted in any formal Australian presence. With 60% of Second Life residents coming from outside the US, Linden Lab’s pledge to improve international support is a near necessity given the growing competition in the marketplace.

A Federal Government approach to virtual worlds: what a contrast

fcvw The Federal Consortium for Virtual Worlds is an initiative designed to bring together US Federal Government employees. The April 2008 event held by the Consortium shows the depth of discussion at that level in regard to virtual worlds, and the 2009 version is likely to go a step further. This is a body that’s developed through the motivation of public servants from a wide range of fields.

When comparing the efforts of the Consortium to local ones, the lack of action by key governmental departments becomes more obvious. The USA experience shows diverse departments like Defence, Energy and Health all examining virtual worlds closely. To be fair, there’s obviously a much greater critical mass of employees in the US, but it still does paint a stark contrast to what’s happening in Australia. The tertiary sector is leading the way with little indication of anyone following at the Federal level aside from independent bodies like the ABC and the Australia Council who’ve invested in some impressive projects.

The real risk is that governmental policy in virtual worlds in Australia is driven by the Australian Tax Office and other bodies focused on legislation and regulation. Creating law is a very important part of the evolution of virtual worlds, but a widespread discussion of opportunities is even more important if Australia is to show the level of innovation that the USA is.

Do you agree that the Australian government should be taking a more active role, or is this something that should be driven privately whilst the government considers legislation to create some “safeguards”?

Weekend Whimsy

Time for the first machinima round-up of 2009. As always, if you’ve produced a piece in a virtual world that you’re proud of, let us know.

1. Lego Second Life

2. SL-kid Orchestra – Canon mix

3. Lambshanks Redemption: A Sheepskate Xmas

Gaming worlds: World of Warcraft triumphant

The GamerDNA blog have done some further stat crunching for calendar year 2008 (Part 1 and Part 2 here).

dranei_priest

The findings? The excitement around Warhammer Online’s launch translated to players bleeding from Age of Conan, but essentially no impact on the leader, World of Warcraft . There’s an enormous array of other data worth reading through, but the take-home message for me was:

The top 100 chart was remarkably stable for the last six months of 2008. Some big launches made a splash – Spore, Fallout 3 – but overall the big players stayed the same. Four titles were in our top ten “most logged in” the entire time: WOW, Call of Duty 4, Counter-Strike: Source, and Guild Wars. Two other titles were up there four out of six months: Lord of the Rings Online and Warcraft III: The Frozen Throne.

It remains difficult to forsee any real challenge to World of Warcraft’s dominance as a gaming world anytime soon – do you agree?

Previous Posts