The Watch – virtual worlds in the news

1. The Drum (UK) – Psychiatrists drafted in to treat Italian Facebook addicts. “Mamma mia, Italians have emerged have emerged as the world’s biggest social media addicts after a survey by Nielsen indicated that the country has the highest per capita use of Facebook of any nation. Psychologists in the Mediterranean nation have found that addicts are eschewing the real world pleasures of Italy to stay connected to their virtual worlds day and night. Nielsen found that Italy’s 16m Facebook users spend an average of 6hrs and 27min on the site per month, a figure which stood at a mere 15min just seven years ago. Such is the extent of the problem that the Agostino Gemelli clinic in Rome has established a Facebook clinic to treat the condition; it welcomed 150 patients in its first year.”

2. CIO Insight (USA) – Virtual World Training: Give Your Programs a ‘Second Life’. “Since the launch of the groundbreaking Second Life in 2003, “virtual world” training and collaboration tools have become increasingly popular in the modern workplace. These are not simply exercises with “cute” avatars that provide an enjoyable but meaningless distraction for employees. These tools can help you, your senior managers and your work teams to recruit and retain talent, address customer needs, enhance collaboration and perform other “mission-critical” functions. Organizations such as IBM, Cisco, Intel, Michelin, Microsoft and the World Bank are successfully deploying these virtual efforts and getting results, according to the book Training and Collaboration with Virtual Worlds: How to Create Cost-Saving, Efficient, and Engaging Programs.”

3. Hypergrid Business (Hong Kong) – Enterprise Guide to Virtual Worlds released. “The Association of Virtual Worlds has just published the first Business Guide to Virtual Worlds listing over 30 virtual world solutions, vendors, or providers, for businesses and organizations. The Green Book: A Business Guide to Virtual Worlds shows examples of how major brands and companies are currently using virtual worlds to promote or extend their brands and identifies solutions that can be used by enterprises internally to recruit, train, and meet using the newest generation of the Internet—web 3D.”

4. Euro Gamer (UK) – Planet Michael: What would MJ say? “SEE Virtual Worlds is turning Michael Jackson into an MMO – but what would the late, great pop star say if he were alive today? “I think he would be… You know, it’s hard – I don’t want to get caught too much in trying to speak for him, that would be out of taste,” VP of production and development Josh Gordon told Eurogamer. “But I can tell you that we have looked very, very hard at what he presented to the public and what he brought to our world really – to everyone in the world. Our focus is very much on maintaining that vision and not trying to radically diverge from the fantastical world and super-pop iconic stuff that he brought.”

5. World Policy Blog (USA) – Playback: The New Archive, Part IV. “If the future of literary production is increasingly interactive, collaborative, and user-driven, the shape and experience of the future literary archive might be that it could look a lot like the 1993 multi-player first-person shooter video game DOOM. Henry Lowood, co-Principal Investigator of the “Preserving Virtual Worlds” project at Stanford, specializes in the historical documentation of virtual worlds. In his forthcoming essay “Video Capture: Machinima, Documentation, and the History of Virtual Worlds,” he describes how players of the first-person shooter, multi-player Internet-based computer game DOOM participate in a typical culture of game-based replay or demos that both showcase a talented player’s competitive skill set and serve as a tutorial for peers to enhance their own. What is fascinating is that these demos are played from a first person perspective (perfect provenance) and the so-called “perfect capture” of these “in-game recording sessions” achieve not only perfect context and perfectly emulated play without degradation, but are also accessible from remote points of access on Internet. Forever.”

6. Singularity Hub (USA) – Man Sells Virtual Real Estate in Online Game for $635,000! WTF? “How much would you pay for a string of ones and zeroes? How about a string of ones and zeroes that grossed you $200,000 a year? Jon “Neverdie” Jacobs made history by selling virtual property for a reported total of $635,000. Club Neverdie is a virtual asteroid in the online game Entropia. The Entropia Universe is rare among MMORPGs, because it has its own virtual economy that has a fixed exchange rate to the real world. When you make 100 PED (as the Entropia currency is called) you can trade it out for $10 USD at any time, and vice versa. Forbes’ Oliver Chiang did an amazing job researching Jacob’s record level virtual property sale. According to Chiang, using Club Neverdie as a resort destination for thousands of Entropia players, Jon Jacobs was able to make $200k a year in revenue. Get a tour of the virtual space in the video below. With the sale, Jacobs is helping fund even larger virtual projects who’s worth is likely to be valued in the millions. Selling an imaginary playland for hundreds of thousands of dollars sounds crazy, but what’s really insane is how big this phenomenon has already grown.”

7. Today Online (USA) – No Second Chance. “I SPORTED shoulder-length tresses and was dressed in a black trenchcoat – you could very well have mistaken me for a modern-day vampire in the gothic get-up for my avatar in Second Life. This was day six of my second foray into Second Life, which is an Internet-based virtual world developed by United States-based company Linden Lab in 2003. Simply download a free client program called the Viewer onto your computer and you can join Second Life. Residents can socialise, participate in individual and group activities, and create and trade virtual property and services with one another, as well as travel throughout the virtual world (which residents refer to as “the grid”). Out of curiosity, I joined Second Life three years ago, but my interest soon fizzled out. I revisited it recently, and was surprised to see that the virtual world’s innovation has sputtered since. As I roamed around, I found it empty … and boring.”

8. MarketingProfs (USA) – How to Attract an Audience for Your Virtual Events. “Virtual events have been around for years. So it may come as a surprise to learn that immersive virtual worlds seem to be stagnating while virtual events for the B2B world are experiencing a boom. Part of the reason may be that you don’t need to download software or create complex avatars, or learn how to navigate a complex 3-D environment when leveraging virtual events. There is another trend worth noting, though. Short-lived virtual events, initially designed to help even out a lack of attendance at physical conferences, are rapidly turning into virtual business centers with different venues hosting multiple virtual events.”

9. Gamasutra (USA) – Virtual Economic Theory: How MMOs Really Work. “cally grew out of my somewhat “rantish” review of Final Fantasy XIV. One of the biggest issues that I — and many other commentators — have taken issue with is the way FFXIV handles its in-game economy: the Market Ward system. My intent with this article is to first address the broader issue of virtual economies in MMORPGs in general, and apply those theories to FFXIV to better explain exactly what is wrong with the Market Ward system.”

10. Dissident Voice (USA) – Technology Addiction and Virtual Reality. “It will be difficult, if not impossible, to bring the U.S. back from the brink of social and economic collapse upon which it is so precariously perched. Our collective inertia is carrying us to the edge of the abyss. Changing course will require a change of consciousness, an awakening. Critical mass must be reached, but we have not even begun contemplating making that immense journey. We should have started long ago. Now it may be too late for us. The American people are brainwashed by prolonged exposure to the corporate media, particularly television, which has a financial stake in keeping them propagandized and in a stupor. The religion of America is buying and selling. Capital is God and everyone and everything is subservient to it. Corporations are people. Money is free speech. Virtual reality has replaced actual reality.”

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