The Watch – virtual worlds in the news

1. PC World (USA) – Lego Creating Multiplayer Online Game. “Toy construction set company Lego Group plans to launch an MMOG (massively multiplayer online game) in the second half of this year, to be called Lego Universe, said Mark Hansen, director of business development and LEGO lead for the project. Lego users have long been known for their creative use of the company’s products, so the company is hoping its users will take their creativity online, using virtual Lego bricks to create entire virtual worlds. “There are such endless possibilities for what you can do in this game,” Hansen said. Hansen revealed some of the details of the game, which was four years in the making, at the 2010 Engage youth entertainment technology conference, being held this week in New York.”

2. Venture Beat (USA) – Online firms and toy companies clash over kids virtual worlds. “For many years toy and video game companies have been battling each other for the mindshare of kids. Toy companies have strong products targeted at children from pre-school up to about second grade, when they turn 7 or 8. Then, at about age 8, video games start to replace traditional toys. The typical business model enables video game companies to license their products to toy companies to generate additional revenue. At the same time toy companies have been offering more interactive toys to reach the slightly older child. Media companies like Nickelodeon, Cartoon Network and Disney have effectively found a way to provide programming for both the younger and older kids and license their properties to toy and video game companies who in turn use their networks to market back to kids. After Disney bought Club Penguin for $350 million plus earn-outs in 2007, a wave of kids virtual worlds copycats materialized.”

3. CTV (Canada) – The world’s most expensive island – online. ” What is the most you’re willing to pay for a virtual item in a videogame or virtual world? Five, ten dollars? How about $26,500? That’s the amount David Storey, a 27-year-old graduate student living in Sydney, Australia, paid for a virtual island, the “Most valuable object that is virtual,” according to Guinness World Records. It’s easy to write off Storey, who goes by the name “Deathifier,” as a geek gone wild, but he now owns a million-dollar empire. Storey runs Amethera Treasure Island, which he purchased in the virtual world Entropia, as a rare game preserve and taxes hunters on his land. Storey says the taxes bring in more than $100,000 in real money per year.”

4. San Jose Business Journal (USA) – Xulu Entertainment provides real opportunity in virtual worlds. “Xulu Entertainment Inc. is developing a high-definition software platform for virtual worlds and gaming. It includes tools and libraries that professional developers as well as users can apply to create extreme realism and physical interactivity. Xulu’s simulation-driven software is built on an open framework and is designed to exploit the processing power of recent PCs. It is extendible to mobile devices and multiple operating systems. Xulu plans to launch an online entertainment destination to show early adventurers and developers what types of activities it will support. This will include sports, gaming and social activities. The first commercial release is planned for the end of this year.”

5. Virtual Worlds News (USA) – Richard Garriott’s Portalarium Aiming At A More Mainstream Second Life? “Today Richard Garriott, former part-time astronaut and founder of Origin, announced his latest company: Portalarium. Portalarium, according to the site, was founded in September 2009 to develop and publish ” online social games, virtual worlds and related services and products.” There’s not much to the company publicly yet, but its initial release is a Torque2D-based plugin for Windows PCs (Mac support is coming in Q2 2010) allowing developers to work within social networks, but outside of traditional Flash-based environments. The Portal Player is currently in beta testing with Portalarium’s first title, Sweet @$! Poker, on Facebook. Virtual worlds are on the way.”

6. VizWorld (USA) – Scientific Research in Virtual Worlds. “When I began this series of investigative reports on Second Life, one thing I was really looking forward to was to see just how much “science” was going on in Second Life. I wanted to know is the majority of what happens inworld Social or Academic? The reality wound up being more complex than I originally thought, being heavily influenced by the perspective of who I was speaking to. Some people said science was everywhere, while some people said it was a nonexistant community. After several weeks of digging around I’ve come to some conclusions, and I share them here.”

7. The Independent (UK) – Control freak: Will David Cage’s ‘Heavy Rain’ videogame push our buttons? “Nothing so complicates a child’s relationship with his parent as the death of a sibling, and when we first see Shaun Mars and his father Ethan alone together, it’s plain that they are struggling to navigate the hostile unfamiliar territory in which they find themselves. Deprived of his co-conspirator and protector, the previously effervescent Shaun is monosyllabic and sullen; Ethan, meanwhile, is barely able to function. As the camera follows the pair into the cheerless house that Ethan has moved to since his marriage ended, there seems little reason for hope. But once they are home, it is soon clear that the bond between them has survived this terrible assault – that, in fact, it is the only thing keeping Ethan from falling apart entirely. He makes his son a snack. He asks him how his day was. He helps him with his homework. He feeds him a healthy dinner. And, eventually, the faintest echo of their former happiness becomes audible. When Ethan tucks Shaun in at the end of the evening, the future doesn’t seem so grim.”

8. Federal Computer Week (USA) – Feds look for their avatars in 3-D. “Many agencies have staked out so-called islands on the virtual world Second Life, but now the government wants software to build and host a virtual world of its own for collaboration, training, simulation and analysis. The Agriculture Department plans to award multiple contracts under a program to develop a fully immersive, persistent 3-D experience in a virtual world populated by avatars that can be customized to resemble real-life users, according to documents published on the Federal Business Opportunities Web Site.”

9. Mediaweek (USA) – Study: Women Social ‘Gamers’ on the Rise. “The increasing number of women who play games on social networks do so with a regularity normally associated with hardcore gaming. But according to a recent study conducted by the lead generation firm Q Interactive, most women don’t associate themselves with a gaming lifestyle like the PlayStation and Xbox lovers do—and don’t care for the label “gamer.” According to executives at Q Interactive (which owns CoolSavings.com), the study was conducted in January among 770 women who were likely to be familiar with online gaming and virtual worlds. It found that while 36 percent of respondents said that they play games on sites like Facebook and MySpace, 54 percent of those who do so admit to playing social games every day. Not surprising to any Facebook user: The most popular social games were identified as Mafia Wars and Farmville.”

10. TechCrunch (USA) – Moonshoot Raises $6.6 Million To Teach English Through Online Gaming. “Moonshoot, a startup with that aims to teach English to children globally through an online gaming experience, has raised a total of $6.6 million in funding led by Alsop Louie Partners and TL Ventures.The startup is also announcing that Tom Kalinske; former CEO & Chairman of Leapfrog, President of Knowledge Universe, CEO of Sega of America, and CEO of Mattel; is joining Moonshoot as Executive Chairman.”

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