Archives for 2009

Avatar Dog T-Shirts: Victorian Bushfire fundraiser

avatardog_fundraiser Although there’s no shortage of fundraisers going on for the ongoing bushfire tragedy in Victoria, we want to do our own little bit to help.

For February and March, 100% of profits from the sales of the t-shirt range will go to the Red Cross Bushfire appeal. We’ve kick-started things with a donation and it’d be great to add more to the total. More than a third of our readers are from Victoria and any gesture that can assist is worth a try.

Check out the t-shirt range here – if anyone’s looking for customised wording we can set that up for orders of three t-shirts or more. We’ll report back on proceeds raised and donated at the end of March.

A very honourable mention to Crikey’s fundraiser as well, featuring the work of our t-shirt’s artist, First Dog on the Moon – there’s three great signed cartoons available for purchase there.

Best PMS Question Ever

Q: How many women with PMS does it take to change a light
bulb?




Woman’s Answer:

One!
ONLY  ONE!!!! And do you know WHY? because  no one else in this  fuck’n house knows HOW to change a fuck’n light  bulb! They don’t even know that the fuck’n bulb is BURNED OUT!!  They would sit in the dark for THREE fuck’n DAYS before they figured it  out.
And,  once they figured it out, they wouldn’t be able to find the god damned  light bulbs despite the fact that they’ve been in the SAME CABINET for the  past 17 YEARS!
But  if they did, by some miracle of God,
actually find them, 2 DAYS LATER, the  fuck’n chair they dragged to stand on to change the STUPID light bulb  would
STILL BE  IN THE SAME fuck’n SPOT!!!!! AND UNDERNEATH IT WOULD BE THE  WRAPPER THE FREAKING LIGHT BULBS CAME IN!!! BECAUSE NO FUCKER  EVER
PICKS  UP OR CARRIES
OUT  THE GARBAGE!!!! IT’S A WONDER WE HAVEN’T ALL  SUFFOCATED
FROM  THE FUCK’N PILES OF GARBAGE THAT
ARE A FOOT DEEP THROUGHOUT THE ENTIRE  FUCK’N HOUSE!!

IT  WOULD TAKE AN ARMY TO CLEAN THIS PLACE!
AND DON’T  EVEN GET ME STARTED ON WHO CHANGES
THE  FUCK’N TOILET PAPER ROLL !!


I’m  sorry.
What was the  question?

The Watch – virtual worlds in the news

1. SiliconValley.com (USA) – Some startups adding muscle in tough economy. “MVU Chief Executive Cary Rosenzweig used to make his living pushing practical products such as Tide, Clorox and QuickBooks Payroll. Now he leads an Internet “virtual world” company where visitors spend actual money for something as seemingly frivolous as a new wardrobe for their digital alter egos and gifts for avatar pals. Yet IMVU recorded four consecutive quarters of record revenue in 2008, accelerating even as the economy crashed, Rosenzweig says. With the holiday season over, business was expected to slow a bit — but January delivered another uptick, he said. Why? One theory suggests that people with maxed-out credit cards were substituting low-cost shopping sprees in the virtual realm for trips to the mall.”

2. AsiaOne (SIngapore) – Romance isn’t dead, it’s online. “According to a poll of 128,000 teens, romance isn’t dead, it just went online. The poll, conducted by Habbo, the world’s largest virtual world for teenagers, revealed that 76% of respondents believed that romance is still alive and well in today’s digital age. They believe too, that taking romance online actually makes thing easier – about two-thirds, or 64% of teens polled believe that virtual winks and MSN hearts actually make it easier for young people to flirt with each other. But that doesn’t’ mean that Singapoean teens have totally dismissed seeming ‘old-fashioned’ forms of communication. More than a quarter (27%) still prefer to flirting face-to-face than going virtual.”

3. The Jakarta Post (Indonesia) – Online gaming, good for some, disastrous for many. “High school student Ade spends his days in class like any other kid, but after school he morphs into a sword-carrying warrior, fighting ogres, monsters and dragons in the fantasy world of online gaming. Ade and other online gamers have become part of the furniture at Internet cafes throughout Jakarta, which are now sprouting up around university campuses and schools.”

4. The Guardian (UK) – The Man is in your virtual world. “Maybe it’s because it’s tax time, or coming up to the end of the financial year, but several high-level government bodies are weighing in on virtual worlds. Specifically, the bodies are interested in the financial and security implications of these multi-user, networked spaces. The first report comes in from the European Network and Information and Security Agency. According to Metaverse Law, they’ve released a position paper called Virtual Worlds, Real Money: Security and Privacy in Massively-Multiplayer Online Games and Social and Corporate Virtual Worlds”.

5. Sydney Morning Herald (Australia) – No classification: online games legal minefield. “Video game publishers and retailers are risking hundreds of thousands of dollars in fines by illegally selling online role playing games such as World of Warcraft without age classifications. The games industry believes there is a legal loophole exempting online games that don’t have a single player component from classification requirements but this view is contradicted by the federal and state attorneys-general.”

6. MyCustomer.com (UK) – Twinity offers new forms of customer interaction. “Virtual worlds offer customers and businesses new ways of interracting online, creating innovative brand extensions and sales channels for companies, and giving customers new forms of brand experience – that’s the view of Dr Mirko Caspar, co-founder and CMO of Metaversum, the Berlin-based company behind the development of virtual online environment Twinity. Unlike the superficially similar Second Life, which many brands and organisations already have a presence in, Twinity aims to model real-world cities as virtual locations that customers can ‘walk around’ in avatar form. Its first virtual city, Berlin, is online. More cities, including London, are planned.”

7. VentureBeat (USA) – Social network hi5 aims its 60 million users at casual games. “Social network hi5 is introducing a casual games section to its site today, complete with its recently-launched virtual currency (called “Coins”) and a range of more than 40 arcade, casino, card, sports and strategy games. It’s the latest move in the company’s effort to focus on “social entertainment” — later this year, it plans to introduce instant messaging (wrapped into games, as well), avatars and eventually a full-blown virtual world.”

8. This Is London (UK) – Welcome to cyber-London. “A virtual recreation of London is attracting hundreds of thousands of visitors every day. An online version of the capital, complete with Big Ben and Marble Arch, is featured on the 3D virtual world website Second Life. The online city boasts five areas of London –— Mayfair, Kensington, Chelsea, Westminster and Hyde Park. Users who sign up free of charge can create an avatar of themselves, and can walk or fly around while interacting with other users via text or speech.”

9. VentureBeat (USA) – PlaySpan makes virtual goods transactions more convenient. “In-game commerce network PlaySpan is taking one of the hassles out of trading virtual goods. In the past, gamers had to engineer a risky drop-off inside a game world in order to trade valuable virtual goods between game characters. The gray-market system (often not sanctioned by game operators) required that player arrange to meet inside a virtual world and was also rife with fraud, as many people didn’t show up as promised.”

10. Silicon.com (UK) – Virtual meetings to ground two million airline seat. “irlines could be hit hard as workers ditch face-to-face meetings in favour of cheaper virtual link-ups.
The worldwide economic downturn will boost videoconferencing tech, according to analyst house Gartner that predicts virtual meetings will replace more than two million airline seats per year by 2012. Telepresence systems – such as Cisco’s TelePresence and HP’s Halo – use high definition video, stereo audio and purpose built videoconference suites to help make participants feel as if they are meeting in the same room as each other.”

AMAZINGLY SIMPLE HOME REMEDIES!

Avoid cutting yourself when slicing vegetables by getting someone else to hold them while you chop. 

Avoid arguments with the Mrs. about lifting the toilet seat by using the sink. 

For high blood pressure sufferers: simply cut yourself and bleed for a few minutes, thus reducing the pressure in your veins. Remember to use a timer. 

A mouse trap, placed on top of your alarm clock, will prevent you from rolling over and going back to sleep after you hit the snooze button. 

If you have a bad cough, take a large dose of laxatives; then you’ll be afraid to cough. 

You only need two tools in life – WD-40 and Duct Tape. If it doesn’t move and should, use the WD -40. If it shouldn’t move and does, use the duct tape. 

If you can’t fix it with a hammer, you’ve got an electrical problem.

LOCUS

Over on the Official Linden Blog, the latest instalment in their Stories from Second Life series features LOCUS, a collection of architectural designs in one area, with a core emphasis on art installations and featured artists.

locus

It seems a liitle strange though, that nowhere is a SLURL provided for LOCUS in the story (here’s one for you).

I had a brief catch-up in-world with LOCUS’ DB Bailey, who was unaware of the Linden Lab story (which also seems strange). Robin Linden also states in the story that LOCUS has plans to move to its own island – DB Bailey’s response to that is: “no we plan to stay here next to our friends at CETUS.

It’s certainly a worthy project to feature – the attention to detail and level of creativity with the builds is superb. We’re hoping to catch up with DB Bailey again in coming weeks to discuss the LOCUS project further.

Check it out in-world

Weekend Whimsy

1. A Day Off

2. Foolish Frost – Lindens Lament (Live from the Cornfield – Second Life ft. OpenSim footage)

3. STUNT PLANE – AIR RACE Second Life

Merged realities: events and issues for virtual worlds

Two of our more popular features each week are our weekly mainstream news roundup, The Watch, and our weekly does of machinima, Weekend Whimsy. The former runs Mondays, the latter Fridays.

We’ve decided to add a new feature that will run in the middle of the week, called Merged Realities. It will be a handful of links to virtual world events, real-world events and non-mainstream coverage of virtual worlds issues. If you have an event that you think will be of interest, contact us with details. Either use our contact form or DM us on Twitter. If it’s Second Life related, feel free to IM Lowell Cremorne.

Onto the inaugural edition:

1. Mandy Salomon, Senior Researcher at the Smart Services Cooperative Research Centre, is giving a presentation on Second Life to the Women in Information & Communication Breakfast Series – if you’re Canberra based this is worth checking out.

2. Metaplace are having a stress test of their platform. If you’re a beta tester, you should have received an email with the details, otherwise log in to Metaplace to find out more. The stress test starts at 1pm PST on Thursday Feb 5th, which is 8am Friday the 6th of February AEDT.

3. Dancing Ink Productions have released the findings from their Understanding Islam through Virtual Worlds project, conducted in partnership with the Carnegie Council for Ethics in International Affairs. I particularly like the graphic novel option for the findings.

islam

4. The Synthetic Worlds Initiative at Indiana University is out its Greenland world into open beta:

To test some ideas, we have prepared a browser-based game of kingdoms, trade, diplomacy, and warfare in the stone age. The world is called Greenland and it enters open beta today. We invite those interested in such things to help us by testing the environment and contributing reactions and criticism to the forums.

To enter Greenland, go to http://greenlandgame.com/ and choose the Mercator server (the other two servers are closed for internal testing).You will need a code to register for the server; it is GLOPENACCESS.

5. Check out this superb video of avatars as music-makers (via New World Notes):


Bandbots – Second Life Musical Avatars from Chantal Harvey on Vimeo.

2009: the year the ATO wakes up?

In recent weeks over on Terra Nova, Julian Dibbell has raised the issue again of taxation and virtual worlds. It’s worth a read purely to gain some insight into the complexity of the issue. As Dibbell states, it’s a lot more than the concept of taxing the sale of virtual goods, although that’s likely to be the driving force of any actions by governments.

linden-exchange

On the Australian front, back in October 2006 the Sydney Morning Herald and The Age reported on advice from the Australian Tax Office (ATO), which was:

People trading in virtual worlds should consider very carefully whether they are conducting a business or a hobby

Since then, there’s been no real change in approach from the ATO – I’m not aware of any campaign to enforce taxation on earnings in virtual worlds. One assumption would be that enforcement is so fraught with difficulties that it remains in the ‘too-hard’ basket, and rightly so. Even in the two or so years since the ATO made that comment, there are even more complicating factors, not least of which is the continued growth in virtual world platforms. Imagine trying to audit a virtual world entrepreneur who makes money in Second Life that he /she partly cashes out in US dollars whilst keeping the bulk in-world in Linden Dollars. If they then operate their business on an OpenSim grid with a different virtual currency, you can imagine the compliance nightmares for the entrepreneur, let alone the ability of the ATO to make any sense of the whole operation.

That said, in a real-world environment of shrinking tax revenues and the growing focus by the US Government on the issue, it’s hard to imagine the ATO are going to continue to sit on their hands for another year. A sensible start would be an inquiry into the challenges of virtual taxation, with the opportunity for virtual world users to provide submissions on a way forward. It would be potentially disastrous if a heavy-handed approach eventuated, that impacted on the multitude of small business people operating successfully in worlds like Second Life now.

The hobby/business continuum has always been a grey area – the only sensible approach for those operating business in virtual worlds is to assume they have a business, not a hobby. With that approach, whenever regulation does eventuate the transparency is already established. Increased regulation seems an inevitability – it’s how that regulation is implemented that will need to be watched closely.

What are your thoughts – can you see the ATO getting more active in the area or is the cost of ensuring compliance too great for the potential returns?

5 Reasons Why It Stinks Being an Egg

1) You only get laid once. 

2) You only get eaten once. 

3) It takes you seven minutes to get hard. 

4) You have to come in a box with 11 other guys. 

5) The only one that ever sits on your face is your mother.

Companies and 3D Virtual Worlds: one detailed analysis

stavros There’s an ever-growing pile of books on virtual worlds available, ranging from tour guides to detailed ethnography.

One publication that slipped under the radar for me at least (it was published in May 2008) is Companies and Virtual 3D Worlds – Analysis of Business Model at the Example of Second Life. Written by Stavros Pechlivanidis, a Managing Consultant and IT Specialist for IBM Global Services, this book is actually a Masters Thesis for Pechlivanidis’ MBA studies, and it shows. I mean that in a positive way, in that it’s apparent a lot of research has gone into the final product. That said, this isn’t a book for the faint hearted and is probably only suited to people working in business who are taking an in-depth look at the applicability of virtual worlds for their enterprise. Publisher VDM Verlag kindly provided me a review copy, so read on for my thoughts below.

What has impressed me with this book is the strategic view it takes. There’s plenty of information on the macro environmental factors impacting virtual worlds (political, social, economic and technological), including some great evaluation of these factors:

Other aspects covered include virtual world industry segmentation and their individual success factor, and a business model overview for virtual worlds. This leads directly into the guts of the thesis: analysing the different business models within Second Life. Everything from Anshe Chung to currency exchanges are examined in the context of the research literature on business models more broadly. Three broad categories are cited: C-Business (creative business models), I-Business (interconnectedness between real world and virtual world or between different virtual worlds as a way of doing business) and V-Business (virtual business occurring solely in a virtual world). It provides Pechlivanidis a springboard from which to analyse the strategic opportunities for business across all three spheres.

Overall, this is an extremely comprehensive book that is aimed squarely at business. It’s breadth and rigour make it a desirable reference source as business shows more interest in virtual worlds. It stands out for its provision of new information rather than just summarising information found elsewhere, which isn’t unexpected given its academic underpinnings.

You can buy the book from our bookstore by clicking here or if you’d prefer we not get a (very small) cut, the direct Amazon link is here.

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