Archives for 2010

The Watch – virtual worlds in the news

1. Wall Street Journal (USA) – Q&A: A Real Study of Virtual Worlds. “Students of Ulrike Schultze might know her better by her Second Life avatar, Uskla. That’s because the Southern Methodist University Cox School of Business professor utilizes the online game to connect to her students in an unusual way. Ms. Schultze, who teaches management and information technology, leads both an online and physical classroom — students have the option of attending either or both. But for her, Second Life goes beyond being a teaching tool. Ms. Schultze explored the avatar-self relationship with a paper she presented at the 30th International Conference on Information Systems in Phoenix back in December. With her research, funded by the National Science Foundation, she will write a series of papers that look into the different aspects of these avatar-self relationships.”

2. Nextgov (USA) – Virtual Worlds on the Rise. “In her blog on Thursday, Paulette Robinson, the assistant dean for teaching, learning and technology at the National Defense University, posted an item on Thursday about her effort to create a group in the federal government to talk about the use of virtual worlds in the federal government. It started out slow she said, but now the Federal Consortium for Virtual Worlds has 1,600 members – and a conference starting May 13.”

3. BizReport (USA) – InXpo’s new suite integrates social, gaming, virtual worlds‎. “We are witnessing an important shift in how organizations connect with their customers and their own people,” said Chris Meyer, Executive Vice President of Sales & Marketing, InXpo. “By incorporating these three transformative technologies – virtual, games and social media -in our powerful virtual platform, organizations have entirely new ways to connect people, foster education and improve productivity, all within a single virtual environment.” With the suite of tools, marketers could engage the attendees of a virtual conference by placing an interactive social or gaming widget in one of the virtual rooms. Visitors then click to use the tool and can share information on the products or services through their own social networks. ”

4. CNET (USA) – Measuring the sales of virtual goods. “New data from PlaySpan, a provider of payment and monetization solutions for online games and virtual worlds, shows that digital and virtual goods purchases are going global, and that revenues can be tracked to better ascertain the size of the market. It’s estimated that virtual goods will generate $1.6 billion in the U.S. in 2010. Some predict that sales of digital goods will account for 20 percent of gaming revenue by 2011. As part of analyzing which players and geographies drive the most revenue, PlaySpan has settled on a metric of average revenue per paying user (ARPPU), similar to how mobile phone companies measure customer value.”

5. Gamasutra (USA) – Offerpal Launches Cross-Game, Cross-Platform Currency. “Social media and gaming ad company Offerpal Media announced the beta launch of GamePoints.com, a site where users earn points for taking part in offers redeemable for virtual currency in hundreds of games and different social networks. The site works similar to current systems, in which players earn free virtual currency in a specific social game by completing surveys, signing up for trial subscriptions, and taking part in other ad offers. GamePoints.com, however, adds an extra step that allows users to redeem Game Points in more than 1,500 games and apps across various social networking platforms, virtual worlds, MMOs, and other gaming sites.”

6. Brisbane Times (Australia) – Split Screen: The game of love. “On my first trip to the land of the rising sun, I couldn’t resist buying a Japanese dating game. At the time Konami was revered for Metal Gear Solid, but made more yen from dating simulations. After playing the game Forever With You, it was difficult to understand why. Your bedroom was (fittingly) your base for the game, and from here you would select icons to perform actions like schooling, working out, preening yourself in front of the mirror, and sleeping – activities presumably undertaken to make yourself more attractive to the opposite sex. Yet strangely, I could never find icons for popping pimples, getting insider tips from Cosmo or Dolly magazines, or showing off on the monkey bar in the playground. And unfortunately, when I finally summoned up the courage to use the telephone icon, my potential date sounded suspiciously like a bloke. ”

7. CNET (USA) – Class action lawsuit targets Second Life. “A number of paying users (or “residents”) of virtual world Second Life have filed a class-action lawsuit against the company and its founder, Philip Rosedale. Their complaint: The terms of virtual property ownership have changed, and residents were forced to agree to a new terms of service that eroded their ownership rights to virtual property and goods. In fact, the suit filed on April 15 claims, the promises of “ownership” were empty in the first place. Through extensive marketing, Second Life parent company Linden Lab, with Rosedale as its spokesman, “lured consumers across the United States to invest real money into (Second Life) by promising those users that they would own the virtual land and property they purchased as well as the content they created,” the terms of the suit allege.”

8. VentureBeat (USA) – Blizzard predicts biggest year ever with Starcraft II and World of Warcraft Cataclysm. “Mike Morhaime, the president of Activision Blizzard’s Blizzard Entertainment division, said the coming release of Starcraft II: Wings of Liberty was the company’s “most ambitious” in history. Add to that the release of World of Warcraft Cataclysm, and the two games are going to give Blizzard a license to print money. ”We are poised to have our biggest year ever,” Morhaime said. Starcraft II launches on July 27 in 11 languages across five continents, while Cataclysm, which is an add-on pack for the World of Warcraft online game, is coming later in the year. The company made the comments on its quarterly financial call today.”

9. New York Times (USA) – Avatars Go to School, Letting Students Get a Feel for the Work World. “Even as work crews and scientists mobilized over a huge oil spill in the Gulf of Mexico, high school students in this city were hard at work cleaning up another spill — in the virtual world. Students like Christian Lopez jumped into an elaborate video game, called Spill, in which they assumed on-screen identities known as avatars to run cleanup efforts for the mayor of New City. The game, devised to help students sharpen their business acumen and skills, was rolled out in more than 750 schools across the country as part of a business contest in March and April.”

10. Telepresence Options (USA) – Beaming Into the Big Meeting. “Fallout from a recession and ash from a volcano drove more companies than ever to try videoconferencing. Once the skies clear on both fronts, will it be time to plan more business trips or will virtual meetings continue to get the job done? As a technology consultant for the IBB Consulting Group, Justin Forer of Miami takes 100 to 150 flights a year and also participates in one to four audio or video conferences a day. His answer? “I do believe you can get quite a bit done via teleconferencing” — especially things like project updates and clarifications. But when it comes to creating strategies, general brainstorming or generating new business, a trip is better, he said. He sees videoconferences as just another tool in his arsenal of business interactions.”

Weekend Whimsy

1. The Worst of Second Life – Episode 1

2. Time-lapse Ahern Mandala Second Life

3. ICS Ballet’s Mist II(Bolero) in Second Life

Metaverse Reader 2.0 launches

Back on the 9th March we were pretty thrilled to announce the launch of the first version of our Metaverse Reader application for iPhone / iPad / iPod Touch. Since that time, we’ve been working hard at creating version 2.0 and it’s now live on the iTunes App Store.

What’s new?

Probably the most exciting feature of this version is the better browsing experience in the ‘Wider Metaverse’ section: there are now news categories, with each virtual worlds news feed falling under one or more of the categories. Aside from making it easier to browse, it also makes adding more sites to the app easier. If you run a blog / news site related to virtual worlds and want to be added, just drop us a line and we’ll assess what we can do for you.

The other key improvement is in-app browsing of full stories, including streaming content. Previously you had to exit the app to view these, so this is a big step up from version 1.0.

What is it?

It’s essentially an RSS reader with two sections. The first is our own RSS feed . The Second is a ‘Wider Metaverse’ section, which features a range of virtual worlds related feeds from around the world. The ‘Submit a Story’ section is purely a contact form if you want to make contact.

Here’s a quick demo:

Why wouldn’t I just use my RSS Reader?

For some, a broader RSS reader may indeed be preferable. However, we’ve had a lot of feedback that people like a quicker option of a handful of feeds easily accessed. The Metaverse Reader is exactly that. And at under 200KB in size, it’s also doesn’t take up much room.

Can I suggest a feed to add?

Absolutely – just contact us with the details.

Where do I get support for this app?

Right here.

Are there plans to expand the app?

Version 3 is already underway – if you have suggestions for improvement, we’d love to hear from you.

What does the app cost?

Nothing 😉

Who developed the application?

I do need to give a huge plug to the developer who created the application from the specification provided. Phillip Street is an Australian iPhone developer and contributing writer who happens to live pretty close to me. I couldn’t be happier with his responsiveness and price competitiveness and he’s now hard at work on version 3.0.

So if you have an iPhone, iPod Touch or have managed to be one of the world’s first iPad users, give the Metaverse Reader a whirl and critique away!

You can download it for yourself here

Merged realities – events and issues for virtual worlds

1. Paisley Beebe interviews the University of Western Australia’s Jayjay Zifanwe in her latest episode of Tonight Live. You can watch it here.

2. If you have a Nokia Smartphone and want some tasty virtual worlds wallpapers, you might like to check this out.

3. The Second Life economy for the first quarter of 2010 hit an all-time high. In case you missed it, Tateru Nino has her perspective on the announcement.

4. Space-based MMO EVE Online is running a competition to increase it’s female player cohort. Apparently only 5% of players are female currently.

5. Kzero recently updated their virtual worlds by sector reports for the first quarter of 2010 – check out an example here.

6. If you’d like to get some in-depth visuals of Blue Mars, it’s worth browsing their Flickr stream.

7. We’re still keen to reprise our V2 series of profiles on couples or friends who have met in a virtual world. Here’s a previous example – why not throw your hat in the ring?

GnomeAir: one of Second Life’s funniest (casual) observers

Like a lot of people I love a machinima that provides laughs, and in recent months one of the highlights in that regard has been the work done by GnomeAir. His weekly updates on forays in Second Life pack a lot of experiences into each one, and there’s no shortage of cutting commentary on a range of Second Life aspects.

I fired off some question to the somewhat elusive GnomeAir to find out a little more about his approach:

Lowell: How long have you been involved in Second Life?

GnomeAir: Just started a month ago. I had watched friends play some, so I did know a few things before I started.

Lowell: What about SL inspired you to make machinima?

GnomeAir: I’ve been fooling around making YouTube movies for awhile. I’ve deleted a bunch because they came out scary. It seems to be a current thing. A fun way to express yourself. Something like 15 hours of YouTubes are uploaded every minute? Something like that. I just had an idea one day to make a Second Life account and film it. No idea what would come out of that idea or what I would film or say.

Lowell: Has the reaction to your work surprised you, and if so, why?

GnomeAir: I’ll just delete the comments that tell me I suck!

Lowell: Can you shed some light on how you go about making one of your episodes?

GnomeAir: The first ones I just entered game and played and filmed what I did. Nothing much really happens in those! Then later after I had played a few weeks a bunch of stuff would have happened to me so I just condensed it all down to highlights or lowlights or however you want to see it. Some videos I went on opinionated rants like the one about guys playing girls. So they were all different. Some came out better than others.

As far as the technical stuff, well theres two basic ways I can do them. Record the audio in advance and then film it, or film it first and then record audio. I use Pro Tools to do the audio. Its amazing program for making music or doing anything you want with sound on your computer.

I think for these Second Life episodes, filming it first works best. Put together a basic film sequence and story in Windows Movie Maker, after capturing the video with some other program. Then, turn on voice recorder (Pro Tools for me) and ad lib into mic as you watch the movie film playing back. Then you edit the audio taking out boring bits and pauses etc and load the sound into Movie Maker and tweak the film a little bit to match the audio. Ive done it other way around, make audio first based on what I did in game and then make the film part and it’s not as spontaneous, the comments etc, reactions to what is happening in video.

For example in video #6, there is a long sequence where I’m just talking about SL girlfriend and nothing is happening in video. That is a result of making the audio first and so I think the movie suffers. You are looking at dead screen and just having the sound tell the story. One thing about making machinima is you do learn movie making. You see what works and what doesn’t. For example, I’ve learned to go instantly from far away shots to close up and not to use zoom! But then, I’ve only started to think about these things recently. Most of the video is pretty messed up in these, but dont really matter with what I did.

Lowell: Do you have a longer term plan with your work or is it just a bit of fun.?

GnomeAir: Nothing long term planned just winging it. I have some other projects coming up soon like Comic Con, so I will be busy with those. I will say using Second Life to make machinima is unlimited. You can make the sets and the characters – no limits there.

UPDATE (25th July 2010) – GnomeAir has pulled all his videos from YouTube. An incredible shame – GnomeAIr if you’d like to contact us, we’d love to host them or somehow archive what was some great satire.

You can view all GnomeAir’s work here, or see the Second Life pieces below:

Episode 1:

Episode 2

Episode 3

Episode 4

Episode 5

Episode 6

Episode 7

Episode 8

The Watch – virtual worlds in the news

1. Los Angeles Times (USA) – A real-world battle over virtual-property rights. “Architect David Denton spends much of his time on a lush tropical island, where he experiments with cutting-edge building designs and creates spaces for artists to showcase their work. Never mind that the island only exists in the virtual-reality world of Second Life, a popular online venue where people interact via digital avatars. Denton, 62, said he purchased the island for about $700 — real money, not virtual cash — from its former owner, and considers it his property.”

2. VentureBeat (USA) – TinierMe launches Japanese-style anime virtual world. “Japanese comics known as “anime” have become popular among young Americans. And TinierMe is planning on capitalizing on that with the launch of its anime-focused virtual world. After six months of beta testing, TinierMe is formally launching its virtual world today. The U.S.-based virtual world is a separate version of a two-million strong virtual world in Japan. Already, thanks to the beta test, the English-language version of TinierMe has 700,000 registered users, said Masaru “Nogi” Ohnogi, chief executive of the company, which is owned by Japan’s GCREST.”

3. CNN Go (India) – GoJiyo: What India’s first 3D virtual reality world is like on the inside. “I have a love-hate relationship with virtual reality. When I first heard about Microsoft’s Second Life — a virtual interactive 3D environment, launched seven years ago — I chucked my default life for three whole days and nights, pausing only for the occasional nap and a few bare-minimum human necessities. Realising that I might lose myself to the real world forever, I got out of Second Life for good, cleaning the software off my hard drive completely. I have a love-hate relationship with online social networking sites, too, spending days on end immersed in Facebook’s voyeur/exhibitionist way of life before setting it aside to be used only when absolutely necessary. So when I heard about the launch of GoJiyo, Godrej’s new browser-based 3D virtual reality social networking environment tailored for the Indian market, I cringed and whooped simultaneously. Marketed as “India’s first online virtual world” that blends online gaming, virtual reality and social networking, GoJiyo is admittedly a brand repositioning exercise for the Godrej group, which makes appliances and furniture, aimed at capturing a younger, hipper audience.”

4. Hypergrid Business (Hong Kong) – Resilience during virtual disasters. “Virtual worlds have been offered up in recent weeks as alternatives to physical events because they are disaster-proof. No volcano or tsunami can take down the whole Internet. And virtual events are particularly budget-friendly during that other kind of recent disaster — a financial crisis. But virtual worlds are prone to their own kind of disasters, as yesterday’s shutdown of Second Life demonstrated. OpenSim isn’t immune either, with both local outages and widespread failures possible. For example, this past weekend, the owner of Aesthetica found that his entire region was gone, and several months of scheduled backups had never taken place at all — a combination of hardware, software and management failures. Last summer, a hacker took out servers running over a hundred thousand websites — and around a hundred OpenSim regions were destroyed in the attack as well.”

5. Virtual Worlds News (USA) – Worlds.com Settles NCSoft Suit; Short On Funds? “After a little over a year since Worlds.com filed suit against NCSoft for patent infringement on Christmas Eve in 2008, the parties have settled the matter. According to Patent Arcade, the court ordered dismissal with prejudice due to a binding settlement agreement between the two companies on April 23. NCSoft began the litigation process by telling us that it would defend itself “vigorously,” but the terms of the settlement seem to be confidential, so there’s no way of knowing how it shook out for certain. Based on a recent SEC filing, though, it may be that Worlds.com needed some money or, at least, didn’t want the cost and trials of litigation.”

6. nebusiness (UK) – New school is virtually there. “South Shields Community School was mulling over the idea of creating a virtual replica of its school when it came upon a Journal article about Second Life and Gateshead firm Vector 76. It decided to contact the firm, which designs content for 3D virtual worlds on the internet, to talk about building a three-dimensional plan of the school. The new £20m South Shields Community School in Nevinson Avenue won’t be open in the real world until September 2011, but the virtual version is opening its doors from today for curious parties to have a look around. Deputy head Chris Roberts was approached with the idea by Key Stage 4 culture and heritage co-ordinator Graham Trick, who wanted to create an interactive version of the architect’s fly-through he had seen in the school hall.”

7. Times Live (South Africa) – Japan’s women love gaming. “They have been hooked on everything from hula dancing and oxygen bars to electronic darts and foreign exchange trading, but Japan’s housewives have finally settled on the ultimate addiction: on-line role-playing games. Once relied on as the “good wives and wise mothers” behind the country’s economic miracle, women have begun burying themselves for days in elaborate virtual worlds, emerging only sporadically to carry out their chores. Sometimes they play flint-hearted assassins, sometimes fluffy animals. Often – bizarrely – they play housewives. Classic online combat titles such as World of Warcraft are popular, but much more so are games that broadly emulate real life.”

8. The Standard (Hong Kong) – Living Doll. “Paige Gabriele loved her dolls – once. At eight, however, the girl has abandoned them. Barbie gets slim face time, and the single American Girl doll, a gift from her grandmother, sits on her bureau – untouched. Playing with dolls “gets boring after a while,” said Paige. She was more interested in a basketball, and gushed about social websites such as moshimonsters.com, where she nurtures pet monsters. It used to be that dolls held girls’ interest at least through elementary school. But these days, they are dropping such playthings at ever younger ages, replacing the childhood mainstay with technology-driven activities, even as the toy industry battles to attract the coveted market with new products.”

9. The Yorker (UK) – Generation CoD. “I had my first addiction when I was about 12. Luckily, by the time I came to take my GSCEs, I’d gotten over it. Otherwise, I’m not sure I would have got the grades I did. Now this addiction wasn’t alcohol, or drugs. It was a computer game – Age of Empires to be precise – but I maintain it could have been equally as dangerous had I let it continue. Little did I realise that the problem, although fairly rare, was widespread and spreading. An article in The Sunday Times Magazine the other week highlighted that increasing numbers of gamers are becoming addicted. But when does a game cease being fun and turn into a life-ruining obsession? And what will this new addiction do to a generation of young people in this recession having to cope with increasing uncertainty over the security of their futures?”

10. Forbes (USA) – IMVU Adds Former Second Life Exe. “IMVU, a social networking and instant messaging client which uses 3D avatars to represent its users, announced Thursday that they have hired David Fleck to serve as vice president of marketing for the company. Fleck served in a similar role for the company behind Second Life, Linden Lab. Forbes spoke with Fleck and IMVU’s CEO Cary Rosenzweig about the move and what the future holds for the company. After Fleck left Linden Lab in 2004, he focused on helping start ups in the social entertainment/social networking field get on their feet. It was through these start-ups that he became acquainted with Rosenzweig. Fleck says that discussions with Rosenzweig about the company quickly got his attention. “…It just became really clear and obvious to me how incredible this place is, and from a success standpoint, to the level that I couldn’t actually ignore it. I had to pay attention to what he was telling me,” he said.”

Weekend Whimsy

1. Second Life Episode 6 – Free Lindens With Lady Gaga Dance Cube

2. TRAILER : A Second Life love story

3. Second Life wedding proposal

Alice has a dollar. A virtual economic failure

Alice and Bob are participants in an economy. Alice has a dollar.

Alice gives the dollar to Bob. In Second Life terms, that’s a user-to-user transaction.

Bob gives the dollar back to Alice. That’s another user-to-user transaction.

Repeat this sequence four more times. Is Alice and Bob’s economy now worth ten dollars? Or is it still worth one dollar?

Well, that depends.

Linden Lab will tell you that’s ten dollars. In reality, though, it depends on why Alice and Bob keep handing that dollar back and forth.

You see economic activity isn’t the movement of money. Economic activity is the trade in goods and services, not money. Money is just one of the tools that are used to value goods and services.

If Alice and Bob are just passing money to each-other without an exchange of goods and services, the economic activity – by definition – is zero, whether there’s one dollar or a thousand dollars, and whether it’s just Alice and Bob, or hundreds or thousands of other people involved.

The movement of money is one method by which we can see economic activity happening, but doesn’t constitute economic activity itself, just as we can determine the approximate size and movement of ducks on a pond by watching the ripples – but the ripples aren’t the ducks.

In any economy money moves between people, between accounts and between businesses for many reasons that do not constitute economic activity. Also, the exchange of goods and services for no money at all still constitutes economic activity of a non-zero value.

Alice and Bob might be exchanging goods or services, in which case there’s economic activity accompanying that dollar in their inefficient little economy. If so, then yes, Alice and Bob’s economy is worth ten dollars. If not, then their economy isn’t worth ten dollars, or even one dollar. It’s zero, because no economic activity accompanies the exchange.

Economics understands this, and when measuring the economies of nations, considerable effort is spent to separate out the movements of money which are not accompanying economic activity from those which are.

Granted, for any economy much larger than Alice and Bob’s it requires a lot of estimation and educated guesswork to get even remotely close to the truth, but the practices are well-established (even though they undergo continuous improvement).

For virtual environments, though, centuries of economic thought and learning are discarded, and the focus is incorrectly placed solely on the movements of money. Small wonder that the operators of many virtual environments really seem to have no idea which direction their economies are actually heading in.

An endless map

It’s safe to say that one of the most discussed areas of virtual environments is the link between the ‘real’ and the ‘virtual’. Like any philosophical debate, there’s a minefield of perspectives, preconceptions, research and outright conflict. So to attempt an objective discussion on ‘mapping’ the parallels between the two spheres is quite an undertaking, and that’s what Dmitri Williams has done.

I’ve spent the past six weeks digesting Williams’ lengthy piece titled The mapping principle, and a research framework for virtual worlds. Attempting to summarise the whole is nearly pointless and I’d strongly recommend taking the time to read the whole paper, as it addresses some key issues that are far from resolved.

What’s particularly appealing to me with the paper is its direct dissection of some of the hyperbole around the validity of mapping the real to the virtual, and the commitment to a research framework that may help drive some higher quality research into the future. The framework amongst other things recognises a key issue in virtual worlds research – comparing like with like:

Therefore a strong assumption of this framework is that we cannot automatically treat virtual worlds as equivalent to one another. The reasons for this lie in the concepts of code and social architecture… behavior in virtual spaces is governed by software as much as by laws, markets or social norms. In real space we take it for granted that we can walk but not fly, or talk with people who are in hearing distance. These abilities and limitations are not safe to assume in virtual spaces where the affordances and limitations of human actions and interactions are whatever the code says they are. Indeed, they may all be flipped. Code may also control who can interact with whom, when and how.

To the seasoned virtual worlds observer this may seem self-evident, but the development of well thought out research frameworks assists those for whom virtual environments are a subject for investigation and more specifically those who have no significant experience with virtual worlds but recognise their value for expanding knowledge. As Williams says: “the field of virtual worlds research is poised to take off”, and work like this is going to help ensure the momentum has some sort of guidance system.

It’s also worth spending some time sifting through the comments on the paper’s blog post on Terra Nova, as there’s some significant commentary and debate on the paper and related issues.

Over to you: if you’re interested in virtual worlds research, do you see the fleshing out of the mapping concept a worthwhile pursuit?

The Watch – virtual worlds in the news

1. The Drum (UK) – Yomego set to enter virtual world with Horrible Histories. “Children’s book publisher Scholastic has commissioned social media company Yomego with the developed of a virtual world for its Horrible Histories series. The Horrible Histories virtual world is planned to go live in June 2011 and will allow fans of the book series the chance to interact with the historical world it has built over the years. A series of ‘rooms’ based on key historical periods, including Rotten Rome, Awesome Egypt and Terrible Tudor London are planned, with children being allowed to create their own avatar when they enter. They will then be able to explore each world and discover the ‘nasty bits’ of history within them and interact with other avatars.”

2. Courthouse News Service (USA) – Players Want Real Money from Virtual World. “Linden Research, creator of the massive multiplayer “Second Life” Internet game, induced thousands of players to invest as much as $100 million in real money in “virtual” properties, then took the properties back without just compensation, four former players say in a federal class action. Plaintiffs Carl Evans, Donald Spencer, Valerie Spencer and Cindy Carter say that throughout the early 2000s the company and its founder, Phillip Rosedale, promoted the concept of property ownership and commerce in Second Life through press releases and media interviews. Linden Research and Rosedale claimed they would protect rights to virtual property and that the virtual real estate could be used to earn money for its owners.”

3. nebusiness (UK) – Firms explore world of virtual conferencing. “Thanks to the lingering volcanic ash cloud from Iceland, many European business leaders have found themselves struggling to attend meetings as planned. This unusual source of disruption has led Gateshead-based business Vector76 to encourage firms to explore the possibility of meeting in the virtual world. The company was set up two years ago to explore the development of the 3D internet, especially virtual worlds such as Second Life. Vector76 set up a virtual NewcastleGateshead last year, and CEO Shaun Allan says the recently-launched conferencing facilities are ideal for deal-makers who have found their operations grounded by the lack of movement in the real world.”

4. The Guardian (UK) – Creating the next dotcom boom could be child’s play. “Anyone expecting one of the figures behind the world’s most popular online game, the sword and sorcery epic World of Warcraft, to serve up another instalment of blood, guts and glory with his latest online venture is going to be in for a shock when his new project goes live next week. There’s no fighting in the world of Boaki, there are no items to trade and players must collaborate as they try and solve the mystery of what happened to the previous inhabitants of their strange new world. But the most striking difference is that the new “game” is aimed specifically at children.”

5. The Age (Australia) – Split Screen: Lost in the sandbox. “Open world” is one of those phrases popular with games marketing people today. Games promise freedom, non-linear stories, with a unique experience for every player, a “sandbox” for everyone to play in and create their own fun. While the creation of convincing virtual worlds that encourage exploration and experimentation is a great goal, and one toward which games have made huge strides in the past decade, it has inherent risks. The big one, I think, is a phenomenon I call “too much world, too little game”. This describes a game which features a big world, but puts too little in it for the player to do, or puts in too many of the same activities with too little variety.”

6. Honolulu Weekly (USA) – Life on Mars. “Jim Sink is the CEO of Avatar Reality, a locally–based gaming company. Its first game is Blue Mars, a 3D virtual world that will remind you of Second Life at first glance but aims to be the next generation of virtual worlds. Before working with Avatar Reality, Sink worked at Microsoft’s Xbox Live division and managed business development at Foundation9, the world’s largest producer of independent video games. Honolulu Weekly sat down with Sink to talk about some of his projects and the state of the high-tech industry in Hawaii. In short: things are not heading in the right direction.”

7. Kotaku (Australia) – Identity And Online Avatars: A Discussion. “Gamers are beautiful, so think of this as a love letter to you. I love how we can circle the wagons when the medium we care for so much is assailed. So, let me tell you directly: my goal is to support your creativity in gaming and other digital media forms. In recent days, I had the pleasure of being interviewed by Elisabeth Soep for boingboing.net on the topic of research into identity representation that I have been conducting. This article, “Chimerical Avatars and Other Identity Experiments from Prof. Fox Harrell,” also had the distinction of having been reblogged on Kotaku under the sensationalistic headline “Making Avatars That Aren’t White Dudes Is Hard.” I am thrilled to see the dialogue started by my fellow denizens of gamerdom, however the title and article misstated my aims. ”

8. PopMatters (USA) – T.L. Taylor’s Guide to MMO Culture. “One of the most interesting shifts in MMO design compared to single player gaming is moving from an emotion centered design to something oriented around social spaces. Rather than focusing on making a game fair and fun for one person, you have to orient it around thousands. T.L. Taylor’s book Play Between Worlds is a careful study on the effects of design in Everquest over an extended period of time. Detailing her observations as a Gnome Necromancer, the book relies on academic research and interviews to paint a broad picture of how the design of the game interacts with the culture.”

9. iTWire (USA) – Would you pay US$3.5 million for a virtual horse? “Well (as a collective) plenty have, the World of Warcraft Celestial Steed hit the virtual fantasy universe created by Blizzard, and lots of Warcraftians were willing to jump in the saddle. The Celestial Steed mount and Lil’XT Pet (!) went on sale over at Blizzard from the 16th of April (or 15th depending on where you live), and it seems that folks that fossick around in World of Warcraft are pretty sick and tired of their current modes of transport, and want to try the new. At a price of US$25 the queue to download the Celestial Steed alone was 140,000 and seven hours long at launch. This is a nice windfall of US$3.5 million for the Blizzard massive multiplayer juggernaut.”

10. Computerworld (USA) – Linden Lab holds to grand plans for Second Life. “Linden Lab’s plans for Second Life are as visionary as ever — “to enhance and improve the human condition.” But the company is working to marry those dreams to more practical goals for the immediate future. “I’ll settle for a million active users by the end of the year,” said Tom Hale, chief product officer for Linden Lab, which develops and operates Second Life. The service now has about 700,000 active users, who spend more than an hour per month logged in, up from 680,000 active users in February. One million active users is a big goal, but it’s more modest than the dreams of the Second Life boom a few years ago, when Linden Lab founder Philip Rosedale talked about Second Life becoming bigger than the Web in 10-15 years. For example, see this 2008 video of Rosedale at TED Talks.”

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