The Watch – virtual worlds in the news

1. AdAge (USA) – Guinness Lets U.K. Drinkers Create Virtual Worlds. “Guinness is offering U.K. drinkers a personalized virtual-reality experience in a partnership with Google Earth that lets people create their own worlds and then invite friends to join them via Facebook. The Diageo-owned stout is best known for its epic TV commercials, but Guinness is moving its marketing online in order to build a more interactive relationship with drinkers.”

2. TechCrunch (USA) – My Virtual Head Would Look Great On Your Virtual Body! Gizmoz Merges With Daz 3D. “Since Israeli startup Gizmoz launched three years ago, people have used its technology to create millions of 3D-realistic avatar heads from photos of themselves. But what good is a head without a body? Gizmoz found a body—lots of them, actually—in a Utah-based company called Daz 3D. The two companies are merging. Existing investors, led by Benchmark Capital, Highway 12 Ventures, and Columbia Capital, are put in an additional $5.3 million into the new, yet-to-be-named company. Previously, Gizmoz raised a total of $12.8 million, most recently $6.5 million in March, 2008 from the venture arm of Docomo, which also participated in the latest round. Daz 3D raised $4 million back in June, 2007, and targeted creative professionals as customers.”

3. SBS (Australia) – Alter Ego. “Alter Ego is a documentary about virtual worlds on the internet, but ironically it’s really a story about people. Mind you, these are not just any people. You could call them eccentric. The more callous, when pressed, would say they were odd. But in each case we meet real people dealing with real challenges in an unconventional way – online in a virtual reality world called Second Life where their alter ego takes precedent. Our first Second Lifer is 37-year-old Melbourne man Andy, a frustrated musician and self-confessed “bum.” If there’s a rebellious, alternative path to take in life, Andy’s will take it. His cousin Pearlie, whom we also meet, describes Andy’s music as “fiercely non-commercial.” And she’s not wrong. I can’t understand the appeal of his songs where the guitar and vocals are set to different rhythms. But Andy’s happy.”

4. Arabian Business (UAE) – Virtual worlds – Arabic style. “One only needs to utter the words “World of Warcraft” to grab the attention of many avid gamers. This classic game is a primary example of how Massive Multiplayer Online Gaming has taken the world by storm, especially when one considers that it has 11 to 12 million subscribers. Other kinds of MMO games out there, apart from WoW, include the likes of Everquest II, Runescape, Star Wars Galaxies, Lord of the Rings Online and many more. The very nature of MMOs are such that they are capable of supporting hundreds of thousands of players playing simultaneously on the internet in what is a persistent virtual world. These games typically feature character avatars, online chat, a level editor and network play. There is often character progression, whereby players first need to go through a character creation process choosing the race, profession, appearance and specific skills that are of interest.”

5. Gamers Daily News (USA) – Be at Home in the London Pub. “EEMEE, an independent creator of branded and original content for games platforms and virtual worlds, are excited to announce details of the first virtual London Pub releasing on January 7th 2010 in PlayStation Home, priced at €4.99. Based on your favourite London watering hole, situated on the banks of the river Thames overlooking The Houses of Parliament, The London Pub personal space comes complete with a multi-player darts game, a roaring open fire, comedy beer pumps, crank phone calls and hand dryers that don’t dry your hands (they’re only virtual you know).”

6. VentureBeat (USA) – IMVU and myYearbook set up virtual currency exchange. “Two successful online sites are getting together to encourage their users to adopt the other’s services. IMVU and myYearbook are setting up a virtual currency exchange so that users from either service can exchange currency between the sites. The deal is significant because it is a step toward a universal virtual currency, which could have profound implications for the economies of games and virtual worlds, creating the ability for fluid movement between different sites.”

7. The Guardian (UK) – Video games: the decade when playtime took over. “Seasoned gamers would say that every decade feels like a tumultuous one. This is, after all, the entertainment medium in which the major content delivery platforms – ie, the home consoles – are reinvented every five years. And if you’re a PC owner trying to stay at the cutting edge – well, that’ll be a graphics card and processor update at least every 18 months, thank you. Moore’s law can be a bitch like that. But the Noughties has been a standout period – mostly for the acceptance of video gaming as a mainstream activity. Sure, it bloomed during the 90s as the well-marketed PlayStation console courted a generation of cash-rich twentysomethings with no family commitments and bags of free time. But this was still boys playing games together. It wasn’t until the 2000s that the industry really started to hit the family living room, rather than the teenage bedroom or shared bachelor pad.”

8. Marketing Vox News (USA) – 3M’s Real World Privacy Filters Get Virtual Campaign. “3M has launched a virtual goods marketing campaign to promote its Privacy Filters product line. It’s a serious product and serious subject – filters designed to prevent data theft in public places by making a computer screen impossible to read from the side. The campaign, though, focuses on the lighthearted with several TMI (“Too Much Information”) themed virtual goods designed for the campaign. When opened, these virtual items opened to reveal funny short videos of embarrassing moments with the warning, “Don’t let TMI happen to you.” There is also a Facebook application where consumers can watch other embarrassing videos, choose other TMI ‘badges,’ and send them to friends.”

9. VentureBeat (USA) – Multiverse’s Remix makes it easy to create Avatar spinoff games. “James Cameron’s high profile sci fi movie Avatar, which hits theaters tomorrow, will be accompanied by a ton of accompanying merchandise and spinoff products. And thanks to a small company called Multiverse, two big brands, Coca-Cola and McDonalds, were able to easily create some spinoff web games based on the themes in the film. Mountain View, Calif.-based Multiverse has built a platform that can be used to pop out one virtual world after another. And both Coca-Cola and McDonalds made use of a new Multiverse technology, dubbed Remix, that takes the digital assets created for a film — such as a computer animated character’s face or body — and automatically turns it into something that can be used in a game.”

10. ZDNet Asia (Singapore) – Businesses get a Second Life. “The spotlight on Second Life as a marketing tool has dimmed with the emergence of social media tools like Facebook and Twitter, although the virtual world is increasingly used by enterprises internally for virtual meetings and events, says its developer, Linden Lab. Second Life saw its hype peak two years ago as users flocked to the platform. According to reports at the time, however, businesses setting up virtual shop there did not profit from their online ventures, nor where they expected to in the immediate years to come. Some companies today are putting more emphasis on social media platforms like Facebook–which reached 300 million users in September–and Twitter. Greg Fisher, head of advertising and marketing services at Intel Technology Asia told ZDNet Asia in an e-mail interview that Intel, which launched a Second Life marketing campaign in 2007, is increasingly leveraging “more traditional” social media channels such as Facebook, Orkut and Twitter to reach Asia-Pacific mainstream consumers.”

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