Archives for October 2008

The Watch – virtual worlds in the news

1. TMCnet (USA) – Diabetes UK: Second Life launch for diabetes campaign. “Diabetes UK has this week launched its Silent Assassin campaign’ within the virtual 3-D world of Second Life. The charity launched both its headquarters and the campaign in the virtual world that boasts 15 million residents’ to coincide with its biggest ever UK-wide campaign – created to raise awareness of the seriousness of diabetes.”

2. CCTV (China) – Beyond space and time: 3-D Forbidden City. “A three dimensional Forbidden City is now open in a virtual world. People can get a glimpse of the imperial palace and experience the lives of ancient emperors without having to be there. And the interactive platform allows online tourists to take on an ancient identity.”

3. Herald Sun (Australia) – Microsoft’s Xbox, Sony’s Playstation launching rival ‘virtual worlds. “Microsoft and Sony are taking their battle for gaming supremacy into cyberspace, launching competing virtual worlds.
Microsoft announced its New Xbox Experience at this weekend’s Tokyo Games Show.”

4. DMNews (USA) – Machinima is a futuristic, viral option for marketers. “Although still in its infancy, machin ima — animated films created by using a number of different game or virtual world engines — is rapidly emerging as a surpris ingly effective new tool for marketers. Currently, most machinima is produced through the online virtual world Second Life. However, it is expanding to include other online games and virtual worlds.”

5. Stars and Stripes (USA) – Game developers tap into social network. “As the Internet continues to increase in complexity and social networking grows in popularity, game developers are working to utilize the full potential of these technologies. “Social technology has fundamentally altered the means by which we communicate,” Jim Crowley, president and CEO of Turbine, said during a presentation Friday at the Tokyo Game Show.”

6. VentureBeat (USA) – Twofish raises $4.5M to create economies for virtual worlds. “Twofish has raised $4.5 million in a second round of funding for its business of creating the economic infrastructure behind virtual worlds. The deal is another indication that the virtual goods economy is heating up, even as the real world economy spirals downward.”

7. Gaywired (USA) – A Virtual Lesbian Life: Revisiting Second Life. “Although I dabbled in the massive online world of Second Life back when it was first becoming really popular 3 or 4 years ago, I didn’t have time to really explore and didn’t end up playing for long. It was not until Showtime made a big splash in SL by creating a virtual L Word island in the game a couple of years back that I ventured back in for another go. My passion for the immense virtual world comes and gos, but there is no denying that Second Life is an addition that’s hard to kick.”

8. bMighty (USA) – Welcome To Fantasy Island. “With fewer dollars to spend in the real world, consumers have been hanging out in virtual worlds — where their money goes farther, according to operators of such sites. Take Habbo, a self-described hangout for teens that charges a small fee for access to specific site features. Visitors are spending twice the amount of time on Habbo than in days past, the site’s EVP told Forbes.com. U.S. users, who account for 25% of Habbo’s 10 million customer base, spend around $18 per month buying virtual items. You do the math.”

9. Pittsburgh Post Gazette (USA) – The Next Page: The triumph of the gamer. “If he were alive today, Shakespeare might very well have rephrased his famous observation stating “All the world’s a stage and all the men and women merely players” by describing this worldly existence of ours as more closely resembling a videogame than a theatrical production.”

10. BBC News (UK) – Virtual worlds carve out new path. “If you are walking with orcs in the World of Warcraft or setting up a business on planet Calypso, the real world is probably very far from your mind. But for attendees at the Virtual Worlds Forum in London this week, the question of how to bridge the gap with the real world is a very pertinent one. As well as gaining an audience beyond the core teenage male gamer, virtual worlds with real world connections offer a whole new way to make money.”

Competition winners: ‘The Unofficial Second Life Building Guide’

Over the past fortnight we’ve run a competition, with five copies of The Unofficial Second Life Building Guide.

Twenty-one people entered, with some excellent suggestions of new builds in Second Life. Using a random number generator, I’m pleased to announce that the five winners are:

Cary
Alberik Rotaru
KerryJ
Kim Flintoff
Rayn Juran

Thanks to Killer Guides for the prize of five copies of the guide. Winners – we’ll be in touch via email very soon with your prize.

We have another competition coming up in the next month, so there’s plenty more opportunities to win!

Our new Second Life HQ

We’re really proud to announce the opening of our new in-world presence in Second Life. It’s been quite a number of months in the making. Our aim with the new presence was to have a multi-purpose facility that could be used for in-world information sharing.

Our old presence had its limitations although we had a number of groups utilise it for events. With the new build, we hope to increase that focus – if you’re from a non-profit group, education or health support group and need a venue for a meeting, research project or other event, contact us. We’re also happy to hire the venue to for-profit entities, though that’s not the focus.

The whole layout is pretty spartan at present – well be adding further aspects as time goes on but keeping it simpler makes it easier to customise things when an event is underway.

A big thanks to Encore Design Group for their work on the build – they were consultative and very understanding of the extended development timeframes. A disclosure here: EDG Designs are intermittent advertisers on The Metaverse Journal.

So it’s over to you – comments, questions and debate welcome. And here’s to more Australian community events.

Check it out in-world

Weekend Whimsy

1. SKATEBOARDING FOR REAL IN WORLD OF WARCRAFT

(This is related to the new virtual worlds course offerings at the Australian Film Television and Radio School)

2. Kaneva World Welsh Society Even Bigger

3. surfable waves for second life

Reminder: win a copy of the ‘Unofficial Second Life Building Guide’

A quick reminder that our competition closes at the end of this week.

Please post your comment on the competition thread to be in the running. A big thanks to all those that have already entered – there’s been some great building projects suggested so far.

A year ago on The Metaverse Journal

Early October 2007 was a busy month. We interviewed Australian Second Life resident Wolfie Rankin on furries – it remains one of our most viewed stories.

The Melbourne Laneways build launched on ABC Island in Second Life.

Finally, potential Aussie virtual world Project Outback folded before it got close to public viewing.

Second Life – game?

Second Life - not a game.

Using games in education is a thorny topic. Which games? Which goals? Which outcomes? Which games will warp and twist the minds of our youth, which will contribute to their ongoing development in a positive way?

Games created solely for educational purposes often have their content boiled dry as old bones, all the fun ripped from them in order to create “serious” games. “Fun” in education is often viewed as being suspicious – anything lighthearted or playful is seen as not “serious”. Unfortunately, “serious” has more shades of meaning, that do not involve the concept of fun: serious can mean worthwhile, useful, functional and important – while not excluding fun.

One of the reasons that Second Life gets knocked back as an educational tool is that it is viewed as a game. Second Life is not a game. Second Life contains games, but is not itself a game. Let us examine the reasoning behind these statements, commencing with this definition of “game” by Roger Caillois, via Wikipedia:

A game must be:

  • fun: the activity is chosen for its light-hearted character
  • separate: it is circumscribed in time and place
  • uncertain: the outcome of the activity is unforeseeable
  • non-productive: participation is not productive
  • governed by rules: the activity has rules that are different from everyday life
  • fictitious: it is accompanied by the awareness of a different reality

Fun

Second Life contains fun much as it contains games. In the atomic world, fun exists, as does seriousness (for all meanings of the word) – this is also true of digital environments. Digital environments are not fun all the time. However, playfulness and fun are well-supported by digital environments – they lend themselves to lighthearted interaction and creativity more easily than the atomic environment does.

Separate

A game of chess has a finite starting and ending point, It exists in a “game space”, whether that be the physical location, of the game board and pieces, or a mental space in which the player thinks about the game. Second Life does not have a definite beginning or ending, in which people can “play” it. Second Life is continuous – it exists regardless of whether any given user is in the space or not.

Uncertain

An activity that has a guaranteed outcome is not a game. However, an activity that has some degree of uncertainty is not automatically a game. For the most part, it’s about the degree of uncertainty – something that is more uncertain is more likely to be a game. For most non-game activities in Second Life, the degree of uncertainty is similar to that of non-game activities in the atomic world.

Non-productive

pro·duc·tive (pr-dktv, pr-)

adj.

4. Economics Of or involved in the creation of goods and services to produce wealth or value.

Caillois’ definition of productivity, or lack thereof, revolves around the economic definition of the word. Thus, non-productive carries connotations of not making goods or services, not being directly productive. Similarly, un-productive: adding nothing to exchangeable value. Games are more typically only indirectly productive, adding value through increased knowledge and learning. Second Life is productive, directly and indirectly, in the economic sense of the word.

Governed by rules

The rules in Second Life do not differ from the rules in the atomic world, though there are additional rules that cover circumstances that can occur in digital environments that cannot occur in the atomic world, just as any specialist venue in the atomic world might.

Fictitious

Feigned, rather than artificial. A contrivance, the rules of which only work within the system of the game being played. Second Life is an artificial space, or construct, in which real and meaningful interactions can and do occur. The consequences of actions within Second Life have an impact beyond the digital space.

“If you can tell me how real life isn’t a game, I’ll tell you how SL isn’t one.”

Is the game-like digital interface being used, or the use of avatars, or maybe even the hyperbole and misinformation generated by the press, that causes the confusion? Regardless of the cause, it’s long past time to set people’s minds at ease – Second Life is not a game.

Virtual Worlds London lineup finalised

As mentioned previously, we’re a media partner for Virtual Worlds London. It’s looking like a dynamic get-together, with quite a list of speakers finalised.

Linden Lab CEO Mark Kingdon is one of the many notables. If I were attending myself, I’d love to ask some questions of Niniane Wang, Google Lively’s Engineering Lead, on how Google perceive Lively’s performance to date. Australia’s own Bruce Joy, CEO of VastPark is on the speakers list as well.

So if you’ve got a spare few thousand dollars and a couple of weeks to go to London – why not register to attend?

Tappity-tap Cranial Tap – anyone home?

Feldspar and Tia face off

In the terms of digital environment time, the basic concept of business solutions is already old and tired. The exciting initial days of bringing businesses to digital environments, when it was thought that any old rubbish would fly, is over. Users are already used to seeing sterile builds with minimal interactivity, multimedia displays and information tags that would be better served by a web site presentation, and bots that provoke hilarity rather than dispensing useful data on demand.

Sadly, if Cranial Tap have made a substantive step forward into the realm of the interactive, the enlightening and the functional, they have not been able to demonstrate that move adequately in a digital environment.

Cranial Tap, based in metropolitan Washington, DC, have written many self-congratulatory words about their services to businesses endeavoring to enter digital environments. They claim to be able to provide expert knowledge and assistance regarding “global collaboration, ideas sharing, research, teleworking, embedded learning / training systems, recruiting and branding,” which is interesting, considering that their own showcase appears to display few of these qualities.

Data Visualization Display in the showcase

Their business solutions showcase in Second Life, found in-world on the Cortex sim, has a small, unassuming set of displays, containing information about each of their software tools: the Media Display tool (a web-programmable display), the Virtual Book Publishing platform (books with additional scripted behavior), the DataViz tool (visual exploration of datasets), and the Virtual Environment Portal (a web-based application which “tracks and analyzes visitors, supports staff management, [and] records meetings”).

Like many of its ilk, the Cranial Tap showcase falls down in several areas. The most disappointing aspect of our visit was the attempted discussion with the bot, Tia Lisle, who is in place in the showcase to demonstrate how effectively a bot can be used “in place of [a] human host,” in the dissemination of information regarding the product. In the main, Tia’s responses were unhelpful or extremely limited, though they descended into the downright rude and unnecessary at times. Here’s a few samples of her delightful verbiage:

Feldspar Epstein: cranial tap

Tia Lisle: Cranial Tap is a company that provides virtual world services including builds and software.

Feldspar Epstein: software

Tia Lisle: Do not ask me any more questions please.

Feldspar Epstein: cranial tap software

Tia Lisle: Do you want to hear a joke?

Feldspar Epstein: no

Tia Lisle: Yay.

Feldspar Epstein: virtual world

Tia Lisle: I like the way you talk.

Tia Lisle: Where are you located?

Feldspar Epstein: australia

Tia Lisle: Tell me a little about your life in  australia.

Feldspar Epstein: cold

Tia Lisle: Ambiguous: cold weather or cold sickness?

Feldspar Epstein: cold weather

Tia Lisle: The response ought to be a weather link.

Tia Lisle: I was created by  Korvel Noh.

Feldspar Epstein: what is your purpose?

Tia Lisle: My goal is to become smarter than humans and immortal.

The single largest problem with the whole showcase was the unfinished feel it gave. Certainly, the build itself was a beautiful example of a digital environment presence for businesses, but the information, and most decidedly the bot, give the appearance of not being fully completed prior to launch. It’s a pity – the feeling one gets from the professional visual display of the showcase leads one to believe that this company could have done so much more with their time and finances before releasing it to the public eye.

Location SLurl: slurl.com/secondlife/Cortex/27/231/56 .

Cranial Tap’s latest video can be seen here: http://blip.tv/file/1267537 .

For information: www.cranialtap.com

Contact: info@cranialtap.com

The Watch – virtual worlds in the news

1. Fox News (USA) – ‘World of Warcraft’ Gets Kids Interested in School. “t’s not unusual for video game players to speak of a routine that involves ordering pizza, getting a sugar jolt, and then playing “World of Warcraft” for hours. But the person talking in this case is Constance Steinkuehler, an educational researcher who organized an afterschool group for boys to play, for educational purposes, the massively multiplayer online role-playing game.”

2. MarketWatch (USA) – Virtual World ‘Planet Cazmo’ Integrates AllPosters.com Content. “Today Planet Cazmo, http://www.planetcazmo.com, a virtual world that hosts a global audience of ‘tweens and teens, announced a major update which includes integration of ad content from AllPosters.com, the world’s largest online retailer of quality wall decor, with over one million items including posters, prints, and specialty items. Planet Cazmo is one of the first virtual worlds to partner with AllPosters.com — a relationship which gives Cazmo players access to thousands of poster images with which to decorate their virtual rooms.”

3. BBC News (UK) – Future football stars start here. “If you ever had the desire to live the life of a top football player both on and off the pitch but lack the real world ball skills, then Football Superstars might be able to help. The online game combines a football simulation with a virtual world and lets players work their way up towards superstar status, earning money as they go.”

4. ScienceDaily (USA) – Virtual World Offers New Locale For Problem Solving. “Second Life, a virtual world created in 2003, currently boasts more than 12 million users worldwide who go there for everything from college recruiting to shopping. Now, Penn State researchers are investigating how virtual teams can better solve real world problems by collaborating in Second Life. Nathan McNeese, undergraduate, psychology; Gerry Santoro, assistant professor, and Michael McNeese, professor, information sciences and technology and psychology, Penn State; and Mark Pfaff, assistant professor of media arts and sciences, Indiana University-Indianapolis, created an experiment in which students formed teams and were asked to solve a problem, posed by a video, using different meeting styles.”

5. Ottawa Business Journal (Canada) – Living in a virtual world. “It was when he mentioned we could teleport to our next meeting that I got a little skeptical. I’d been chatting with Eilif Trondsen, program director of the Virtual Worlds Consortium for Innovation and Learning at California’s SRI Consulting Business Intelligence. He was in town last week to deliver a series of presentations to Industry Canada, OCRI and the National Research Council on the growing importance of ‘virtual worlds’ (VW) – those quasi-geeky, online simulated realities such as Second Life – in the business world. “The key message is corporations are recognizing that these are technologies they need to understand better,” said Mr. Trondsen, with a distinguishable Scandinavian lilt, just before heading off to the NRC early last week.”

6. Online Media Daily (USA) – HipChicas.com Targets Tween Latinas with Eco-Friendly Virtual World. “Hip Venture Co. is the latest company to enter the crowded virtual worlds market for kids, tweens and teens (KT&T) with the imminent launch of HipChicas.com. But what separates this Flash-based virtual community from some of its competitors is its focus on socially conscious, young Latinas, and its “eco-friendly” stance, differentiators that analysts say may help it stand out from the pack. HipChicas.com members can create and customize avatars and living spaces, as well as purchase items with virtual currency called Hip Change. Girls can chat in English, Spanish, Portuguese or French, with an automatic translator that displays the appropriate language for each user.”

7. io9 (USA) – Real Economist Studies Virtual Economy in EVE Online. “Today’s virtual worlds have their own virtual economies, whether you’re coughing up enough gold to buy an epic mount in World of Warcraft or converting real money to Linden dollars so you can buy realistic genitalia for your Second Life avatar. EVE Online, a sci-fi online game of space warfare and commerce, may have the deepest, most complex virtual economy in the world. It’s so deep, in fact, that EVE Online has a chief economist, Eyjolfur Guomundsson. What do real economists think of fake economies?”

8. The Guardian (UK) – We’ll all be citizens of virtual worlds. “Most people still look askance if you admit to using virtual worlds where you move around with an avatar or 3D version of yourself. It recalls the technophobic reactions in the early days of the internet. But attitudes may now change for two reasons. First, children are piling into their own virtual worlds, so their parents can get a glimpse of what it is all about. And second, a huger user base is being created, one that is accustomed to virtual worlds and is ready to trade up to more sophisticated ones as they grow older.”

9. TMCnet (USA) – Vollee Enables Nokia N96 for Second Life Mobile. “Vollee, a 3G streaming services provider, announced support for Nokia (News – Alert) N96, and also its start of sales worldwide. With Nokia’s new model, N96, users can access Second Life, the 3D virtual world platform by Linden Lab. Other than new Nokia N96, other Nokia, Sony Ericsson, Motorola, Samsung, LG and other manufactures models are being supported for access to Second Life as well. In fact, with N96, there are now more than 70 3G handset models supported by the Vollee service.”

10. The Daily Telegraph (UK) – Space travel: The urban spaceman. “Richard Garriott grew up surrounded by astronauts, keeps two Sputniks in his home, and claims to own the Moon. And next week, the British-born video-game pioneer will become the sixth person to make a private flight to the International Space Station. Peter Lyle joins him in Russia as the countdown begins.”

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