Archives for 2008

Journal of Virtual Worlds Research – second issue

The latest issue of the Journal of Virtual Worlds Research has been released and this time consumer behaviour is the focus.

There’s eight research papers, of which five are peer-reviewed, plus there’s six ‘think pieces’ on related topics.

The full contents:

Peer Reviewed Research Papers

Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life (Jennifer Martin)
Virtual World Affordances: Enhancing Brand Value (So Ra Park, Fiona Fui-Hoon Nah, David DeWester, Brenda Eschenbrenner, Sunran Jeon)
On the Relationship between My Avatar and Myself (Paul R Messinger, Xin Ge, Eleni Stroulia, Kelly Lyons, Kristen Smirnov, Michael Bone)
The Social Construction of Virtual Reality and the Stigmatized Identity of the Newbie (Robert E. Boostrom, Jr.)
The “New” Virtual Consumer: Exploring the Experiences of New Users (Lyle R Wetsch)

Research Papers

Ugly Duckling by Day, Super Model by Night: The Influence of Body Image on the Use of Virtual Worlds (Enrique Becerra, Mary Ann Stutts)
Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment (Handan Vicdan, Ebru Ulusoy)
Demographics of Virtual Worlds (Jeremiah Spence)

“Think pieces”

Surveillance, Consumers, and Virtual Worlds (Douglas R Dechow)
Second Life and Hyperreality (Michel Maffesoli)
Having But Not Holding: Consumerism & Commodification in Second Life (Lori Landay)
Metaverse: A New Dimension? (Yohan Launay, Nicolas Mas)
Virtual Worlds Research: Global X Local Agendas (Gilson Schwartz)
Real Virtual Worlds SOS (State of Standards) Q3-2008 (Yesha Sivan)

There’s some serious reading time in it all and if virtual goods, branding, avatar identification, new user experience or demographics are of interest, this is one must-read issue from a journal hitting the ground well and truly running. Well researched quantitative and qualitative studies will be key as virtual worlds expand in scope and popularity – this Journal deserves kudos as one of the pioneers of empirical observation of virtual worlds.

We really can’t win

A woman was shaking out a rug on the balcony of her 17th floor condominium when a sudden gust of wind blew her over the railing. “Damn, that was stupid,” she thought as she fell. “What a way to die.”

As she passed the 14th floor, a man standing at his railing caught her in his arms.

While she looked at him in disbelieving gratitude, he asked, “Do you suck?”

“No!” she shrieked, aghast.

So, he dropped her.

As she passed the 12th floor, another man reached out and caught her. “Do you screw?” he asked.

“Of course not!” she exclaimed before she could stop herself.

He dropped her, too.

The poor woman prayed to God for one more chance. As luck would have it, she was caught a third time, by a man on the eighth floor. “I suck! I screw!” she screamed in panic.

“Slut!” he said, and dropped her.

The Watch – virtual worlds in the news

1. Sky News (UK) – Woman Divorces Over Virtual Lover. “Amy Taylor, 28, cited unreasonable behaviour in the court papers, describing how their three-year marriage came to an end when she twice walked in on her husband pretending to have sex in an online game. Her estranged husband is now engaged to one of the women he had an ‘affair’ with on Second Life – even though they have never actually met in real life.”

(more than 500 publications have run this story in the past week)

2. China Digital Times (China) – China: Too Much Time Online? You’ve Got Psychosis. “On a update of an earlier post on CDT, China has become the first country to list internet addiction as a mental disorder as stated by the Ministry of Health. According to one of the definitions in a manual by Chinese psychologists, anyone who spends over 6 hours on the computer with a mouse has the disorder, and a guideline is expected to head to hospitals soon.”

3. The Times (UK) – Open Minds: Caught in the Net. “The medium is the message, Marshall McLuhan famously said. And by changing the message we change ourselves. Never has this observation been so relevant as it is today, when many people spend their days at the computer, conducting friendships through Facebook and MySpace, posting videos on their websites, going into real society shielded by an iPod, or simply sending their avatar across the Grid in Second Life, looking for virtual relationships, virtual excitement and even virtual sex. Some welcome this, as a form of liberation. Shy people used to go trembling into society, hand in mouth; now they can go boldly into virtual society, hand on mouse.”

4. i09 (USA) – What Happens in Virtual Reality … Probably Won’t Stay There. “Cross Reality, Dual Reality, X-Reality: all of these terms describe the recent work of an MIT Media Lab team to bring the virtual into the real and vice versa. So far, the X-Reality group has focused their attentions on Second Life; last year, its Shadow Lab project allowed the game’s users to virtually check out real-life activity inside the Media Lab building in Cambridge. Later this month, the next X-Reality project goes live — and they’ve got big, wormhole-tunneling, reality-crossing plans for it.”

5. The Guardian (UK) – Art, music, gossip – it’s (virtually) all there in my parallel universe. “It has been quite a week for virtual worlds, the three-dimensional sector of the internet where people can live a parallel existence with their own avatar or alter ego. The world’s most profitable virtual game, World of Warcraft, which has more than 11 million paying participants, released a long-awaited expansion that generated midnight queues as enthusiasts vied with each other to steal a march in the new version. The Chinese government, realising that virtual worlds are an unstoppable phenomenon, announced it was planning to impose a 20 per cent tax on profits earned within them rather than, as hitherto, banning such virtual transactions. And a British couple who got married after meeting in Second Life are divorcing after the wife caught her husband chatting up another woman in the virtual world.”

6. Gearlog (USA) – Hands On: Disney’s Pixie Hollow Clickables. “If your daughter is one of the many girls obsessed with Pixie Hollow, then this year’s gift list will probably feature Techno Source and Disney Consumer Products’ new Clickables Fairy Collection featuring Disney Fairies. Pixie Hollow is Disney’s newest virtual world, and over 7.5 million Disney Fairies avatars have already been created. Girls can escape into Tinker Bell’s world to help bring about the change of seasons by meeting friends, playing games, and collecting items in nature.”

7. The Telegraph (UK) – Second Life infidelity is no less real. “A man and a woman fall in love and get married. The man’s head is turned by another woman. The marriage breaks up, and the man becomes engaged to the new woman, while his wife goes on to find a new partner. Nobody’s a villain here. It’s a sad story, the break-up of any marriage. There’s betrayal, sure – but there may also be the beginning of two separate love stories, and the end of something that was causing neither partner happiness. It’s the second-oldest story in the world: the one that comes right after “boy meets girl.”

8. The Herald (UK) – Sinister reality of fantasy game. “At 4pm on a Thursday in central Edinburgh, Aaron Campbell is beating the traffic with an armoured wolf. The shaggy creature leaps across a wooden bridge and through a market-place unimpeded by the assortment of gnomes, dwarves and orcs milling around. No, it’s not Lothian Road on a fancy dress club night, but the virtual world of Northrend, a newly released continent in the hugely popular online role-playing game World of Warcraft. Aaron, 20, and several other members of his playing “guild” have met up at the Ministry of Gaming cafe on Bread Street to try out WoW’s hotly anticipated expansion set, Wrath of the Lich King, which was released at midnight on Thursday. Three of them went as the clock struck 12 to pick up their pre-ordered copies at Gamestation on Princes Street. The shop sold out the same night.”

9. Eurogamer (UK) – Blue Mars gets beta, launch dates. “Avatar Reality has let Eurogamer know that its massively multiplayer virtual world Blue Mars will enter beta testing at the turn of the year, in January 2009. The first-time developer expects this to last for around three months, before the full game launches in April. And perhaps there will be time for some tea and biscuits if all goes well.”

10. Ars Technica (USA) – Snowy game, VR goggles take burn victims’ minds off of pain. “You’d think being seriously wounded on the battlefield would be the most painful thing a soldier could go through, but the recovery from burns can take months of agonizing physical therapy that prolongs the suffering. In some cases, healing can be more painful than the original trauma. What if you could take patients away from their immediate surroundings when cleaning their burns or stretching the skin during physical therapy? A virtual reality game created to help patients deal with pain hopes to do just that.”

Shadows on the wall, mimes in the street

Feldspar - at my command?

“… their avatars were less coy. While flesh and blood reporters and photographers banged on the door of the couple’s homes, virtual ones were trying to doorstep …”

” … one of the South West staff who “controlled” Meggy, ” … our characters started chatting and it was different. … Amy’s character was much more confident in the game than she was in real life.””

” … his character got the run around from Barmy because he was a novice in the ways of Second Life, … “It was difficult sometimes because there was a blurring between reality and Second Life.”

All quotes above from How South West News got its divorce scoop in Second Life.

The above article is from the Guardian, Friday November 14 2008. Giving the impression that ‘characters’ (perhaps they mean ‘avatars’) have independent action, and perhaps a life separate from their creators, this article demonstrates a common fallacious idea. An avatar, whether as a component of a gaming or non-gaming digital environment, cannot be said to be controlled by a person, nor can it have its own actions.

An avatar, in digital terms, is a visual representation of the person behind the screen. As the person behind the screen, you do not have direct access to you avatar – as many a person has bemoaned on the Second Life development lists, there is no way even for programmers without access to the servers for a digital environment to move or otherwise interact with an avatar.

Instead, what we have access to is an ‘agent’. The agent – defined either as an entity capable of action, or as something that acts on behalf of a[nother] person – is the thing that acts on your behalf. When you create input through your keyboard or mouse, those instructions run through your agent to the server. When ‘you’ move, you are changing the location stored in your agent. Effectively, the agent is an invisible point in a virtual space which moves by proxy. The avatar then, is a visual representation of changes you have made, or actions you have taken, through your agent.

In a digital environment, the things you can typically do involve moving, communicating, and interacting with or editing objects. In each case, your input is sent from your input device to the servers via your client and through your agent. Some manner of response to that input is then sent back to your client. This response might lead to text being displayed on your screen, or you hearing some audio output, if you are communicating; if you moved, the response will involve visual output – you will see your avatar ‘walking’ or perhaps ‘flying’, moving with respect to the background. If you are interacting with an object, you may receive visual output or text-based output, depending on the type of interaction. In each case, the agent acts on your behalf – moves, communicates, or interacts – and you then receive a response based on your actions.

Your agent is not the only entity that can cause a reaction in your avatar. If in Second Life another person starts to type, your avatar will turn their head in the direction of their agent, independently of any action you might take, unless your camera is locked. The servers may also cause your avatar to react. You can send an action request to your avatar through your agent to allow your avatar to be animated, but your agent is still doing the work on your behalf. Your ability to get an avatar to do anything that does not reflect an action you took at the input level, then passed through an agent, is very, very limited indeed.

Finally, an avatar most certainly has no life of its own. It cannot do anything the agent has not done, since it is a visual representation of what the agent is doing. Avatars do not communicate; people communicate through their agents. A somewhat inadequate analogy might be this: think of your computer hardware as if it were your phone – would you say that phones talk to each other? Think of your agent as a person taking dictation and typing out Teletext for a deaf person – would you say that you are communicating with the person you called, or the person taking dictation? Think of your avatar as an annoying street mime, following you and reacting only to your actions. Better yet, think of your avatar as a shadow thrown against a cave wall – would you say that the shadows had a life of their own, and could wander off and communicate with other shadows?

It may seem like a purely semantic issue – does it matter whether avatars can do these things or not, or which terms are used to couch these ideas? Well, it matters very much to the people who design and code digital environments and it matters in legal terms. It should be of importance to you, whether you are a user of these environments, or a reporter of these environments, or an outsider. Why?  It means that many of these amazing and outlandish stories never even become an issue, and that people have a better understanding about how these things work, legally and socially. There’s less cause for confusion and less wiggle room for those gaming the system.

Wouldn’t you rather know where you stood on this issue concerning digital environments?

Bread is dangerous

1. More than 98 percent of convicted felons are bread users.
2. Fully HALF of all children who grow up in bread-consuming households score below average on standardized tests.
3. In the 18th century, when virtually all bread was baked in the home, the average life expectancy was less than 50 years; infant mortality rates were unacceptably high; many women died in childbirth; and diseases such as typhoid, yellow fever, and influenza ravaged whole nations
4. More than 90 percent of violent crimes are committed within 24 hours of eating bread.
5. Bread is made from a substance called “dough.” It has been proven that as little as one pound of dough can be used to suffocate a mouse. The average North American eats more bread than that in one month!
6. Primitive tribal societies that have no bread exhibit a low incidence of cancer, Alzheimer’s, Parkinson’s disease, and osteoporosis.
7. Bread has been proven to be addictive. Subjects deprived of bread and given only water to eat begged for bread after as little as two days.
8. Bread is often a “gateway” food item, leading the user to “harder” items such as butter, jelly, peanut butter, and even cold cuts.
9. Bread has been proven to absorb water. Since the human body is more than 90 percent water, it follows that eating bread could lead to your body being taken over by this absorptive food product, turning you into a soggy, gooey bread-pudding person.
10. Newborn babies can choke on bread.
11. Bread is baked at temperatures as high as 240 degrees Celsius! That kind of heat can kill an adult in less than one minute.
12. Most bread eaters are utterly unable to distinguish between significant scientific fact and meaningless statistical babbling.

In light of these frightening statistics, we propose the following bread restrictions:

1. No sale of bread to minors
2. A nationwide “Just Say No To Toast” campaign, complete celebrity TV spots and bumper stickers.
3. A 300 percent federal tax on all bread to pay for all the societal ills we might associate with bread.
4. No animal or human images, nor any primary colors (which may appeal to children) may be used to promote bread usage.
5. The establishment of “Bread-free” zones around schools.

Wrath of the Lich King – has it been popular?

Its been a couple of days since Wrath of the Lich King was released, and its been difficult to get a grasp on how popular the expansion has been. Until this afternoon when I attempted to log in:

This is the first time I’ve ever seen that message in the year I’ve been playing World of Warcraft – and the realm I play on (Draka) is a low population one.

I then took a look at the Oceanic realm list:

It’s fair to assume queuing will be a regular feature of the game over coming weeks – what will you do to while away the wait?

Weekend Whimsy

Every week we pick some machinima, ranging from amateur to professional, that demonstrate some of the activity going on in virtual worlds.

1. I’m a Ute and I’m a Cougar #2 (Real Cougar)

2. YouNews – Second Life Divorce

3. Piece of Heaven Second Life

4. World of Warcraft Wrath of the Lich King – Three Days Straight

Comparing

A fat guy and his skinny buddy were showering in the gym.

The skinny guy asks “Dude, how long has it been since you saw your dick?”

The fat guy says, “I don’t know, it’s been a long time”

The skinny guy says, “Why don’t you diet”

The fat guy says, “Why, what color is it now?”

Positively Furry

Anubis

The stereotype of the Furry, whether inside Second Life or out, has been abused out of all proportion. Let us establish a new stereotype of Furries. They have a tendency towards shyness and reticence, understandable given the substantial drubbings they have received, but perhaps also part of their natures. When they create representations of themselves, they tend to use anthropomorphic personifications.

So far, so good. Remember I’m talking about a stereotype here – I’m not intending to describe any one individual. To continue, the stereotypical Furry is not obsessive when it comes to sex. Or, perhaps, anything else. They have more of a tendency to be tolerant and accepting.  That’s what you’re into, they ask? Great, hope you enjoy it, and play safe – don’t hurt anyone doing it. Specific Furry individuals have commonly had other traits: curiosity, generosity, respect, common sense.

So much for breaking the commonly-held stereotypes surrounding Furries. What do Furries have in common? What attracts them to being Furry, whether they be Furry fans or follow a Furry lifestyle?

Humanity – is it a base condition?

Every Fur, from one end of the spectrum to the other, exists inside a human body, and necessarily has some traits associated with that form. Whether the Furriness manifests as a desire to dress differently and to stand out from other people, or as a knowledge that the person has an other-than-human soul, every Fur has some human traits, and as such, like all humans, has a tendency to act in predictably human ways.

As with any grouping of human beings, some of the individuals in this group are nasty, petty, obsessive, and can possess a whole host of other negative traits. This is the aspect of Furriness that is often portrayed by the media, and that’s unfortunate, because it all boils down to stereotypes generated based on input from a minority of cases.

On the flip side, humans like to identify themselves with traits that they see as being positive. Who can say that they did not play dress-ups as a kid – Pretty Princesses, Cowboys and Indians, Jedi Knights – and pretend to be heroes or distressing damsels or even villains, with all the connotations that underlie those ideas?

Positively Furry

Animals – whether for reasonable or unreasonable reasons – are often associated with human traits – the lion is noble, the hyena cowardly, the dog loyal. Sometimes these traits are actually possessed by said animal, but in just as many cases traits are allocated based on looks, or, other misguided reasonings. Whatever the purpose of allocating these traits might have been, we have been handed down a rich variety of animals and associated traits to work with. As we said earlier, being Furry is not a single fixed idea, there is a spectrum. At one end of the spectrum, we have folks who put on and take off their Furry apparel and personas as easily as changing clothing. Indeed, they see Furriness as a temporary condition, perhaps putting it on to indicate how they are feeling, or to change how they are feeling. They identify or resonate with the traits portrayed by the animal or parts thereof that they don, but are not attached in identity to one form. At the other extreme, we find those people who fully identify with a single representation, and the traits that go with that representation. Somewhere in the middle, are those who resonate with a representation, but do not feel that they are in an incorrect body.

A very brief history

The use of the term “Furry” dates back to perhaps the early 1980s. Tthe practice of dressing up as an animal, or adding parts of animals such as ears or tails or masks to a costume in order to symbolise taking on the characteristics of that animal, dates back so far that the origins are lost in time. Even today, in the remnants of the ancient religions, we see shamans and other tribesfolk taking on animal roles and appearances, to tell stories, and to add to the flavour of those stories. The ancient Egyptians gave their depictions of their Gods’ animal parts, linking the appearance of those Gods to the traits those animals where believed to have. More recently, mummers would often dress-up as a part of their plays, donning animal masks and other parts at times, to elucidate their tales. More recently yet, the cartoons and shows popular with children are filled with a veritable menagerie of characters – in essence, animals have taken the place of heroes and villains from the stories of older civilisations, and children are often being encouraged to identify with animal characters instead of people from those older stories.

In conclusion

When we are young and naive, the world is a big place, full of external forces that tower over us. First there are our parents or guardians who, like gods, know everything. Then there are the more advanced role models: bosses, rock stars, actors, and others who manage to masquerade as our power archetypes. They represent to us our own undeveloped sexual, artistic, or professional powers, aspects of individuality we do not yet possess. For a while we give them authority over us; we give them our energy by buying their albums, supporting their causes, and recruiting others into their reservoir of power. On subtle levels our ritual acts of patronage even project part of our aura in their direction. (God Forms of High Magic)

And so, animals have become role models to some of us.

We’ve all dressed up, or changed our hair cuts, or bought new cars to make us seem more confident, or cooler, or more appealing. When we want access to a particular trait, either externally or internally, we put on the trappings associated with that trait.

Being Furry is an uncommon choice, but for most Furries, the genesis is commonplace.

Australian absenteeism this Friday

I’m going to make a fairly safe prediction: on Friday 14th November Australian businesses and government departments will experience a spike in leave of all varieties. And here’s why:

Wrath of the Lich King, the second expansion pack for World of Warcraft went on sale midnight Thursday. Most specialist game stores opened at midnight with significant crowds in some locations (more than 100 were lined up at my local game store, one of three in the area).

We’d love to hear your thoughts – are you taking a day off to experience the new content?

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