Archives for November 2009

Weekend Whimsy

1. Coulrophobia – The Fear of Clowns – Second Life Machinima

2. New World Hallows’ Eve in Second Life® — the short version

3. Second Life: The Traveling Laughter Crew

World’s shortest fairy tale

Once upon a time, a guy asked a girl ‘Will you marry me?’ The girl said, ‘NO!’

And the guy lived happily ever after and rode motorcycles and went fishing and didn’t invite people he didn’t like to his BBQ’s and played

golf a lot and drank beer and rum and wore whatever he wanted whenever he wanted and had tons of money in the bank and left the toilet seat up

and farted whenever he wanted.

The End

Games for Health at Game Connect Asia Pacific

gameconnect-nov2009 Game Connect Asia Pacific 2009 is convened by the Game Developers Association of Australia.

On the 6th December there is a workshop session on games for health, supported by HISA. Registrations are through http://www.gameconnectap.com/register.html (Forum pass, Sunday only).

This event is a key part of the strategy to create momentum in games for health in Australia, so if that’s an area of interest for you, this is a must-attend event.

Telstra responds to questions on Second Life withdrawal

bigpond-secondlife-nov2009-3-smlAs mentioned yesterday, Telstra have announced their withdrawal from Second Life, and there’s been no shortage of discussion on it around the blogosphere.

We’ve had some passionate comments and a couple of emails from residents quite upset at the decision.

I took the opportunity to put some questions to Telstra’s media spokesman, Craig Middleton, to get some further clarity on future plans and what will happen to the content that’s been successful for their presence:

Lowell: After more than two years of operation, what are the key lessons Telstra has learnt from the experience?

Craig: From our venture into Second Life we learnt a great deal in a variety of areas, including online community anagement and how to foster event-based traffic – experiences in relation to the in world support team and management of frequent in world events .

Lowell: It’s arguable that Telstra has been one of the more successful examples of a business building a community, through regular activities, dedicated staff support and a large presence. Was the costs of delivering that service too much for the returns it provided?

Craig: We don’t discuss the commercial aspects of our business, however we were very happy with the popularity of the islands and the interaction they allowed us in-world.

Lowell: In regards to cost – how does Telstra plan to report to shareholders on any substantive outcomes from the Second Life foray? BigPond’s involvement on the face of it has been a success, so how will those successes be captured?

Craig: BigPond’s activities and investment in Second Life have been widely reported since our launch. I do not expect any further reporting beyond that.

Lowell: Are there any particular issues with Second Life that have hastened the decision to leave?

Craig: Our focus is now moving towards other social media options that are gaining in popularity and functionality on computers, mobile phones, TVs and game consoles. Watch out for such announcements in coming months. It is important for a communications company like Telstra to continue to experiment with emerging Web 2.0 applications

Lowell: What will happen to all the BigPond content? Does Telstra have any plans to archive it or even make it available for BigPond customers to use as a basis for further content creation?

Craig: There are no plans beyond helping our customers transition their inworld residences to other locations

Lowell: Does BigPond have any plans to continue development of products in virtual environments at all?

Craig: As per above.

For mine, after the impact on the community of residents, the disappearance of all the BigPond content is the biggest shame of the decision by Telstra to withdraw from Second Life. It appears they’re not ruling out further forays into virtual environments, but aside from that and anything they’ve learnt from the experiment, there doesn’t seem to be a lot of joy for BigPond customers who are Second Life residents.

New Words for 2008

* SALAD DODGER.
An excellent phrase for an overweight person.

* SWAMP-DONKEY
A deeply unattractive person.

* TESTICULATING.
Waving your arms around and talking bollocks.

* BLAMESTORMING.
Sitting round in a group, discussing why a deadline was missed or a
project failed, and who was responsible.

* SEAGULL MANAGER.
A manager who flies in, makes a lot of noise, craps on everything, and
Then leaves.

* ASSMOSIS.
The process by which people seem to absorb success and advancement by
sucking up to the boss rather than working hard.

* SALMON DAY.
The experience of spending an entire day swimming upstream only to get
screwed and die.

* CUBE FARM.
An office filled with cubicles.

* PRAIRIE DOGGING.
When someone yells or drops something loudly in a cube farm, and
people’s heads pop up over the walls to see what’s going on. (This also
applies to applause for a promotion because there may be cake.)

* SITCOMs.
Single Income, Two Children, Oppressive Mortgage. What yuppies turn
into when they have children and one of them stops working to stay home
with the kids or start a ‘home business’.

* SINBAD.
Single working girls. Single income, no boyfriend and desperate.

* AEROPLANE BLONDE.
One who has bleached/dyed her hair but still has a ‘black box’.

* PERCUSSIVE MAINTENANCE.
The fine art of whacking the crap out of an electronic device to get it
to work again.

* ADMINISPHERE.
The rarefied organisational layers beginning just above the rank and
file. Decisions that fall from the ‘adminisphere’ are often profoundly
inappropriate or irrelevant to the problems they were designed to
solve. This is often affiliated with the dreaded ‘administrivia’ – needless
paperwork and processes.

* 404.
Someone who’s clueless. From the World Wide Web error message ‘404 Not
Found’ meaning that the requested document could not be located.

* AUSSIE KISS.
Similar to a French Kiss, but given down under.

* OH – NO SECOND.
That minuscule fraction of time in which you realize that you’ve just
made a BIG mistake (e.g. you’ve hit ‘reply all’).

* GREYHOUND.
A very short skirt, only an inch from the hare.

* JOHNNY-NO-STARS.
A young man of substandard intelligence, the typical adolescent who
works in a burger restaurant. The ‘no-stars’ comes from the badges
displaying stars that staff at fast-food rest au rants often wear to show
their level of training.

* MILLENNIUM DOMES.
The contents of a Wonderbra, i.e. extremely impressive when viewed from
the outside, but there’s actually naught in there worth seeing.

* MONKEY BATH .
A bath so hot, that when lowering yourself in, you go: ‘Oo! Oo! Oo!
Aa! Aa! Aa!’.

* MYSTERY BUS.
The bus that arrives at the pub on Friday night while you’re in the
toilet after your 10th pint, and whisks away all the unattractive people so
the pub is suddenly packed with stunners when you come back in.

* MYSTERY TAXI.
The taxi that arrives at your place on Saturday morning before you wake
up, whisks away the stunner you slept with, and leaves a 10-Pinter in your
bed instead.

* BEER COAT.
The invisible but warm coat worn when walking home after a booze cruise
At 3:00am .

* BEER COMPASS.
The invisible device that ensures your safe arrival home after booze
cruise, even though you’re too drunk to remember where you live, how
you got here, and where you’ve come from.

* BREAKING THE SEAL.
Your first pee in the pub, usually after 2 hours of drinking. After
breaking the seal of your bladder, repeat visits to the toilet will be
required every 10 or 15 minutes for the rest of the night.

* TART FUEL.
Bottled premixed spirits, regularly consumed by young women.

* TRAMP STAMP
Tattoo on a female

* PICASSO BUM.
A woman whose knickers are too small for her, so she looks like she’s
got 4 buttocks

Telstra retreats from Second Life

bigpond-secondlife-november2009-smlAs reported today in the mainstream press, Telstra have announced their retreat from involvement with Second Life.

As the Australian business with the largest investment in Second Life by far, Telstra’s withdrawal potentially has a large impact on the local case for involvement of business in virtual worlds. More importantly, there are many hundreds of BigPond regulars who are affected by the decision. Paying residents on the BigPond sims received the following notecard on the issue:

Dear Residents, Vendors and Guests,

Telstra BigPond would like to thank you for participating in Second Life through BigPond. Our creative experience with Second Life has been very rewarding for both BigPond and our members. We’re constantly looking for ways to take advantage of the latest social media trends, however, our focus is moving towards entertainment options that are gaining in popularity on computers, mobile phones, TVs and game consoles.

From December 16 you will still be able to continue your Second Life experience directly through Linden Lab at www.secondlife.com but no longer through the BigPond portal.

This will also mean that all Second Life use will go towards your download limits given that the BigPond islands currently unmetered for BigPond customers are closing. Please note that this may put you over your plan download limit sooner than you were expecting.

Please contact our in-world Social Operations Manager Peta Philbin if you have further questions and she will provide information and/or BigPond Support personnel to assist you.

Again, we hope that you continue to enjoy your Second Life experience and keep checking back at www.bigpond.com for other exciting BigPond services.

Regards

The BigPond Team

Is the announcement a surprise? Not really – Telstra’s been increasingly lukewarm over recent months in regards to continued development of new activities / events on the sims. That said, the community that’s been built by BigPond customers on the sims has never wavered and there’s plenty of them angry at the decision. The common theme from discussions with residents today revolved around the theme of only having entered Second Life initially because of the unmetered status for Second Life usage (on BigPond sims), and the subsequent meeting up with people that they otherwise would never have met.

Obviously Telstra don’t need a presence for that to occur, but they certainly created a financial and aesthetic environment that maximised the potential for new users’ involvement. It’s been one of the more notable examples worldwide of a successful collaboration between a business and its customers, with examples everywhere of that relationship:

bigpond-secondlife-nov2009-2

The biggest challenge for Telstra is how it portrays its withdrawal in the longer term. It’s likely been a financial decision, and if so it begs the question of how transparent Telstra will be on the outcomes they feel they’ve got from being in Second Life, and whether they’ll make further forays in the future. We touched base with Peta Philbin, who is the ‘Pond Estates Social Operations Manager’, but she wasn’t able to comment at all, referring me to BigPond’s PR contact, Craig Middleton. We’ve sent Craig a series of questions and will post his responses in full as soon as we receive them. There’s also a farewell party planned for 21st November – we’ll publish more details on that as they are announced.

In the meantime, it’s over to you: are you surprised by the announcement or has it been a long-time coming? Will this be a set-back for Second Life in Australia and for business more broadly?

A detailed map of Exodar vendors and trainers

Exodar map now located here!

Merged realities – events and issues for virtual worlds

frenzy-magazine1. Frenzoo have launched a bi-weekly web magazine called Frenzy, created by its users. You can view the PDF here or the Flash version here.

2. Metaplace have expanded their in-world games, adding Doomgarden,Meep Combat! and a Perfect Match dating game. With the recent controversy over social games, it’s great to see some simple but fun games with no wider purpose than fun.

3. The Wii Fit doesn’t seem to provide as good a workout as some may think, according to a recent study (PDF document). One of the study authors sums it up: “Since using the Wii Fit alone may not produce results that meet recommended physical activity, guidelines” notes study author Alexa Carroll, M.S., “it is important that individuals partici- pate in additional exercises to effectively reach these guidelines.”

4. Malaysia is apparently punching well above its weight in spending in Second Life, its 28 million people making up 4% of expenditure. Australia is sitting on 2%.

5. Whilst on a Malaysia, here’s a great (80-page) piece of research on the use of virtual reality in medicine:

Reserach Report: Virtual Reality: Establishing Medical Hallmarks

(with thanks to ScienceRoll)

Retirement – inspiring message

As we get older we sometimes begin to doubt our ability to “make a difference” in the world. It is at these times that our hopes are boosted by the remarkable achievements of other “seniors” who have found the courage to take on challenges that would make many of us wither. Harold Schlumberg is such a person:

“I’ve often been asked, ‘What do you old folks do now that you’re retired’? Well..I’m fortunate to have a chemical engineering background, and one of the things I enjoy most is turning beer, wine, Scotch, and Margaritas into urine. ”

The Watch – virtual worlds in the news

1. Science Daily (USA) – Avatars Can Surreptitiously And Negatively Affect User In Video Games, Virtual Worlds. “Although often seen as an inconsequential feature of digital technologies, one’s self-representation, or avatar, in a virtual environment can affect the user’s thoughts, according to research by a University of Texas at Austin communication professor. In the first study to use avatars to prime negative responses in a desktop virtual setting, Jorge Peña, assistant professor in the College of Communication, demonstrated that the subtext of an avatar’s appearance can simultaneously prime negative (or anti-social) thoughts and inhibit positive (or pro-social) thoughts inconsistent with the avatar’s appearance. All of this while study participants remained unaware they had been primed. The study, co-written with Cornell University Professor Jeffrey T. Hancock and University of Texas at Austin graduate student Nicholas A. Merola, appears in the December 2009 issue of Communication Research.”

2. Computing (UK) – From ancient to virtual worlds. “he notion that your customers are only 10 seconds away from your competitor’s web site still holds true. But while the server and network infrastructure needed to deliver a web site that stays up 99.999 per cent of the time is one aspect of delivering a good online experience, the phrase “content is king” is equally relevant, and just as important for customer retention. Would a better way to engage customers be by spicing up that dowdy site with some visually stunning graphics, tied into standard e-commerce transaction middleware? For visually stunning graphics, read virtual worlds, whose genesis can be traced back to the multi-user dungeon program MUD, which originated in 1978 at Essex University. But it was many years before what people now think of as a virtual world was realised – a 3D, immersive world, available 24/7 via a web connection.”

3. Financial Times (UK) – Habbo Hotel creators hope to welcome older users. “Creators of virtual worlds and other online communities are hoping their members will continue to pay for digital goods as they grow older. Sulake , a private Finnish company, is hoping to build on its success with Habbo Hotel, a virtual world visited by 14m teenagers every month, with a new mobile version for young adults, Bobba Bar . The application, launching today on Nokia and Apple smartphones, is only available to over-17s. It allows members to create a unique digital character and chat to other avatars in themed rooms, such as sports, technology or “romance”.”

4. Virtual Worlds News (USA) – Kid Command Set For Launch. “Today, Collin Caneva will take his Kid Command virtual world live. The world, targeted to kids and tweens, hopes to instill an appreciation of the environment and world’s fragile eco-system. As the growth of virtual worlds, social networks and web-based entertainment explodes, Omaha-based Caneva hopes to carve out a special place in that digital eco-system that will taps kids’ curiosity and innate intelligence, talking up to their intellect rather than down.”

5. The Economic Times (India) – Endgame for reality. “Technology, like much else in life, seems to come with a built-in ‘dual use’ possibility. Take computers, and all else associated with them: the internet, gaming et al. There is, of course, the information revolution, the educational benefits, or just plain downright entertainment that comes with this. And then there’s the dark side. The world of pervasive online porn, of cyber terrorists, of even computers or the net so taking over people’s lives as to over-rule the real. A recent report has it that among the plethora of existing execrable violent games , which seem to have legions of addicts across the globe, a new one is based on the ‘raping skills’ of players. ”

6. Techdirt (USA) – Virtual Goods, Scams, Investigative Reporting And The Media. “For many years, we’ve been quite skeptical of any business model in virtual worlds/social networks that rely on “buying virtual goods.” That’s because these are all based on artificial scarcities, and as we all know (hopefully, by now), relying on artificial scarcities for a business model is incredibly risky, especially once people realize the scarcities are artificial. And yet, over the past few years, a number of businesses have been built on this very premise. In fact, Silicon Valley is crawling these days with businesses built on selling virtual goods, and if you talk to many VCs about it, you’ll quickly note that they’re positively giddy over the fact that people are paying for this stuff. What they don’t seem to realize is that it’s unlikely to last. ”

7. Business Standard (India) – Virtual classrooms go commercial. “Ramesh Thorat (not his real name) is at home. But sitting on his computer, he is intently watching and listening to a lecture on the internet. He has a broadband connection, a webcam and even a microphone to interact with the lecturer if he has any question. In fact, Thorat is one of the many engineering graduates from the Pune Institute of Computer Technology (PICT) who studies in a “virtual classroom” called “kPoint”. Developed by Pune-based Great Software Laboratory Pvt Ltd (GS Lab), this virtual classroom tool “kPoint” is a concept which is fast catching up in the city. It has been successfully deployed at outsourced product development (OPD) firm Persistent Systems, too, to train newly-recruited engineering graduates at its Nagpur campus from its parent facility in Pune.”

8. CBS News (USA) – Scams Target Gamers on Social Sites. “Farmville, Mafia Wars and Restaurant City are Internet-based games that can be played on sites like Facebook, where millions of people have signed up. But click on the wrong places in these virtual worlds, and you could lose real money without ever knowing it. CBS News Science and Technology Correspondent Daniel Sieberg reported where there’s a popular online trend like these games, advertisers are sure to follow. But the legitimate ads aren’t the problem — it’s the ones that promise a free trinket or virtual cash to be used in your game. And if you’re tricked into clicking, they start draining your money.”

9. Information Week (USA) – Second Life Steps Into The Enterprise. “Second Life is attracting a cult following among businesses, who say the virtual world gives them richer collaboration than teleconference calls or video conferences. But Second Life still has limitations that pose barriers to enterprise adoption. Ericsson has become the first vendor to prove end to end interoperability in TD-LTE, another standard of 4G radio technologies designed to increase the capacity and speed of mobile telephone networks. One of the major limitations is that Linden Lab, which developed and operates Second Life, runs the service on its own server farms. This software-as-a-service model creates problems for user control and confidentiality of sensitive conversations.”

10. The Korea Herald (South Korea) – Second Life withdraws from Korean market. “The virtual world community game Second Life has effectively withdrawn from the local market.
According to industry sources, the U.S.-based developer of Second Life, Linden Lab, failed to extend the contract with the local game company Barunson Games Corp. Barunson was first contracted to operate Second Life services in Korea in October 2007. However, the Korean Second Life community Sera Korea will continue to be serviced. Linden Lab’s official position is said to be temporarily closing local operations. However, the company is reported to have no plans to revive the operations as yet.”

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