Archives for 2011

Virtual Worlds Best Practices in Education 2011

Monash University’s Debbie McCormick dropped me a line over the weekend to ask if I could post a heads up on VWBPE 2011. Obviously it’s something we’re more than happy to do, so if you’re an educator or interested in education and virtual worlds, read on:

Greetings Fellow Educators,

“You are here” – well many of you are, but there’s still room for more!

Last year was a year of change and many of you are transitioning to new and exciting teaching spaces with mixed feelings (was that tactful enough?); but regardless of where you are practicing and what you might think about those who shall not be named, we are still a community so don’t let those changes prevent you from participating in your community.

The Virtual Worlds Best Practices in Education is a community conference; it is YOUR conference, and your chance to share your experiences with the rest of your community (wherever and whatever that community might be).  We have already received some excellent submissions but we would like more!  The Call for Proposals (papers, workshops, posters) has been extended to midnight 15thFebruary, 2011.  All that’s required is a 50 – 100 word abstract (full papers optional) that:

·          Indicates how your work illustrates best practices in education

·          Indicates the outcomes/learning objectives participants should expect from your sessions

·          Describes how your work might be applied to a particular or multiple sectors of education, i.e. K-12, large universities, community colleges, adult education, etc.

Tell us how you learn and teach. Tell us your stories of what works well and what can be done better. Where does learning happen for you?  Who do you teach? How to you engage learners? Why is learning within the virtual important to you? What is the key learning you want to share with others?

The VWBPE is a free conference, organised and run by  committees of volunteers from K-12, colleges and universities from around the world.  While most activities will happen in Second Life (Linden Lab have kindly donated 20 sims) presentations and field trips can be scheduled for other parts of the metaverse – contact Kavon and her team at proposals@vwbpe.org for more information.  Likewise, while the main language of the conference will be English we welcome submissions for presentations in languages other than English.

As a community conference we are always in need of extra funds for activities such as providing transcribers and recording the sessions for viewing after the event; if you know someone who would like to be noticed by more than 2000 educators at the premier virtual worlds education conference then please direct them to http://www.vwbpe.org/calls/call-for-sponsorship..

You are already here – so come be part of the discussion and bring your friends.

http://www.vwbpe.org/calls/2011-call-for-proposals

Debbie McCormick

VVWBPE 2011

Chair – Marketing and Communications

The Watch – virtual worlds in the news

1. Vancouver Sun (Canada) – SEE Virtual Worldsâ„¢ Purchases Virtual Property from MindArk for $6 Million USD. “SEE Virtual Worldsâ„¢, an entertainment company developing a virtual reality universe of connected planets tied to licensed franchises, and MindArk, the company behind the virtual 3D environment Entropia Universe, today announced SEE Virtual Worlds has procured the rights to Planet Calypso, the first planet in the Massively Multiplayer Online Role Playing Game (MMORPG) Entropia Universe, for $6 million USD. Taking place in a distant future, Planet Calypso is home to a human colony working to establish a new virtual civilization. The planet has been successfully running since 2003 with more than 950,000 registered accounts from 200 countries and territories with $428 million USD processed in player-to-player transactions in 2010. Additionally, SEE Virtual Worlds’ has acquired the assets of First Planet Company, a subsidiary of MindArk.”

2. Tolerance (Canada) – Video Games – Virtual Worlds Not So Far From Our Own. “During my winter holidays this past December, I visited friends who had just received the Nintendo Wii for Christmas. At first I made fun of them – grown adults playing games after all! But after a few days of watching them play, I was intrigued and had to try this out to see what the big deal was about. To my surprise, I actually enjoyed myself. That winter morning, as I simulated playing tennis and boxing, I realized that I was quite good at it. Moreover, it was great exercise, and even an interactive activity, since I was playing against my friend. This was quite a revelation for me – as an adult female who just doesn’t “do” video games. ”

3. Digital Spy (UK) – Power Up!: The Gamification of Life. “In As You Like It, the great bard William Shakespeare famously penned: “All the world’s a stage, and all the men and women merely players.” But in the modern world, that would possibly read more suitably as “all the world’s a game, and all the men, women and children merely players”. In just 40 years, the video games industry has grown from a niche world of bedroom enthusiasts to a multi-billion-dollar behemoth, snapping at the heels of the traditional entertainment industries, both financially and creatively. Perhaps gaming’s most incredible feat, though, is to extend its tentacles into everyday life via an intriguing phenomenon known as gamification – the application of gaming principles to work, education and day-to-day existence. Digital Spy investigates the growing groundswell of support for gamification and asks what dangers there may be in making life one big game.”

4. Detroit Free Press (USA) – At $1 a square, people get to use imagination. “Jerry Paffendorf has taken the popular concept of virtual worlds – where you can be anything or anyone you want to be on the Internet – and given it real roots in Detroit. For seven months, Paffendorf has been selling square-inch-sized pieces of land in the city for a $1 a square inch. Now, he has sold out of inches. This spring, he plans to put down the grid, so buyers or “inchvestors” from as far as Australia can do what they want with their tiny property. “If you can stretch your imagination … this small space can be as big as you want, ” said Paffendorf, 28, who moved to Detroit in January.”

5. The Independent (UK) – Reality is Broken, By Jane McGonigal. “Engaging with the argument that gamers are our future feels a bit like a game itself. It’s one in which I pit my wits against the California-based alternative-reality guru and academic Jane McGonigal and her characters, the Super-Empowered Hopeful Individuals, while she tries to slay my avatar, the cynical layman reared on English circumspection and gloom. It might not quite be Mortal Kombat, but McGonigal’s treatise is an epic read and, as a non-gamer, I am a prime target. The book describes the kind of experience gamers get from virtual worlds, such as that of the interstellar wargame saga Halo, and the all-encompassing, inclusive feeling that people need from real life. That they aren’t getting the latter is in part, the author believes, because of a focus on extrinsic rewards that promote an inward spiral of unhappiness.”

6. Los Angeles Times (USA) – Significant layoffs at Disney’s Interactive Group. “Disney Interactive Media Group laid off a “sizable” number of employees Monday as part of a restructuring of the money-losing digital unit, according to people with knowledge of the situation. It is unclear exactly how many people have lost their jobs in the reorganization. Cuts include “minimal” job reductions at Junction Point Studios in Austin, Texas, the development group within Disney Interactive that created the top-selling Epic Mickey video game, a company spokeswoman said. She declined to say how many employees were let go at Disney Interactive’s eight development studios, or how many people work for the digital group.”

7. Minnesota Daily (USA) – From EverQuest to Afghanistan: Army, U teach teamwork. “When she started analyzing video games three years ago, Kyong Shim wasn’t taken very seriously. People questioned the idea of learning from the games. Now the U.S. Army is on board and is one of many groups looking to use the massively multi-player online role-playing game (MMPORG) research to advance training for soldiers. The Army will use the teamwork aspect of MMORPGs to improve communication and work toward a common goal, said Shim, a doctoral candidate at the University of Minnesota.”

8. Mother Jones (USA) – Wii Shall Overcome. “In February 2010, Jane McGonigal completed another level in her quest to become America’s new guru of gaming. She delivered a talk at TED, the annual California conference that’s an obligatory stop for anyone peddling a Big Idea, from Al Gore to Bill Gates to David Byrne. McGonigal’s was that video games can fix the planet’s toughest problems. It’s a bold, appealing proposition: Game-addled kids, who spend an average of more than 10,000 hours fiddling with consoles and controllers before they turn 21, could wind up stopping climate change with their PlayStations!”

9. Search Engine Watch (USA) – Beast Wars: The Bunny People vs. The Horse People. “Often, people tend to doubt that there’s real money at stake selling virtual goods. Despite estimates that virtual goods will become a $10 billion industry this year, it often seems fantastic that people are willing to spend real money on products that don’t exist in the physical world. But they do. Just like in any other business involving real money, there are real lawsuits involved. In this case, we have something that sounds almost ludicrous: the Bunny People (a.k.a. Ozimals) vs. the Horse People (a.k.a. Amaretto). To date, the battle still rages on. But as silly as this might sound it’s really only about what any other civil lawsuit is about: money. Very real money.”

10. The Epoch Times (USA) – New Video Games Played With Living Organisms (Video). “A new discovery could make “Tron”-like battle grids a reality for unwitting microorganisms, with the unveiling of “biotic games” in the journal, The Royal Society of Chemistry (RSC). Games include remakes of classics like “Pac-Man” and “Pong,” only they’re played with living, swimming microorganisms, complete with a hand-held controller. Developing the games borders on scientific research. “The details of biological systems are not completely understood, hence the realism is limited by the game designers knowledge,” states the report.”

Latest Quarterly Briefing available

Just a quick heads-up to our infrequent / casual readers that the latest quarterly briefing is now available. You can view it here or sign up to receive them automatically via email each quarter. For the dedicated virtual worlds observer the briefings may not have much new but the feedback we get is overwhelmingly positive from those who have a more fleeting grasp of issues in the field.

As always we love feedback, so please do contact us if you’d like to see other publications come on line.

One final thing – our 2011 Virtual Worlds and Business publication should be completed and available by mid-February 2011. If you’re a vendor with a good virtual worlds solution for business, now’s the time to pitch it so we can include it in the roundup.

Blue Mars on iPhone: testing underway

A brief post from Australian fashionista and Blue Mars insider Estelle Parnall, has a shot of some testing she’s done of the iPhone version.

The shots (pictured left) aren’t really different to the ones released when the announcement of the iPhone version, PC version halt and staff layoffs were announced a fortnight ago.

That said, those limited glimpses do show promise, it’ll be interesting to see the progress made in coming months.

Disclosure: Estelle advertises with the Metaverse Journal.

Second Life metrics Q4 2010: stagnation and Hong Kong comparisons

Linden Lab have released some limited (extremely limited if you compare to say three years ago) statistics on Second Life’s performance for the fourth quarter of 2010. It’s a snapshot of stability really, or stagnation if you expect some signs of growth in a platform of Second Life’s longevity. Average monthly repeat logins are up slightly whilst total user hours remained the same, meaning that on average people spent less time in Second Life. Web sales of SL merchandise continue to grow, albeit at an expected slower pace than previous quarters.

One regular point of fascination for a lot of people is how big Second Life is. Coming in a little over two thousand square kilometres now makes it around the size of the Maritius. Linden Lab equate it to two Hong Kongs. Either way it’s a pretty pointless but fun comparison.

On the economy I’m going to directly quote colleague Tateru Nino:

Now, the currency supply. It seems that after a long time, Linden Lab is finally selling L$ on the market again. The money supply is up, LindeX trading volumes are likewise up, and the value of the Linden Dollar (relative to the USD) improved. These are all good economic signs. It’s too soon to call that an economic recovery, but it is certainly looking promising. 100,000 fewer accounts paid or received Linden Dollars by any means than in Q3, following a decline that started at the end of Q1. So, fewer economic participants, but an apparent improvement in the economy for those that are participating. Any data that might contradict this is just not available.

So overall? There’s nothing in here to get excited about and arguably there’s some aspects to be suspicious about due to the dearth of information provided now. The touted ongoing user experience improvements will take a while, even after being implemented, to affect these numbers. That said, pessimism would probably be an overreaction to these figures, assuming the non-released data is as stable.

Keeping in touch in a long-distance relationship

One thing I love about tech innovation competitions is some of the cool things thought up by young and/or inexperienced entrepreneurs. One such example is Pillow Talk.

Conceived by Joanna Montgomery, the concept is fairly simple. A sensor is worn by both individuals and then…

Apparently the idea has won some investment money, so expect to see some glowing pillows in a bedroom near you. It seems a potential winner to me.

The Watch – virtual worlds in the news

1. Signal Connections (USA) – Game On for NATO Virtual Training. “NATO’s innovative arm, the Allied Command Transformation (ACT), demonstrated a new way to improve the alliance’s military effectiveness using virtual worlds. Developers from the command presented a game called Boarders Ahoy! at the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), and the program received the People’s Choice Award for the Best Serious Game. I/ITSEC is a venue for showcasing cutting-edge games for business, government and academia. Developers were challenged to create technologically sound programs that solve problems and provide users with a rewarding experience. The top 12 games, including Boarders Ahoy!, were presented to conference attendees and evaluated based on problem solving, technical quality, and playability and enjoyment.”

2. Department of Defense (USA) – ‘Virtual World’ Helps With Post-traumatic Stress. “The Defense Department is using virtual-world interactivity to educate and help warfighters and others who are reluctant to seek more direct care to deal with post-traumatic stress, said an official at the National Center for Telehealth and Technology, also known as “T2.” The welcome center for the T2 Virtual PTSD Experience, based in the internationally populated virtual world called Second Life. This immersive, interactive learning activity is a public site designed for warfighters and their families. It educates visitors about combat-related post-traumatic stress and offers resources for seeking help. During a recent telephone briefing from the center’s headquarters at Joint Base Lewis-McChord in Tacoma, Wash., Greg Reger — a clinical psychologist and acting chief of the center’s innovative technology applications division — said the kinds of immersive experiences available in virtual worlds, such as the internationally populated virtual world called Second Life, are designed to appeal to tech-savvy service members and their families.”

3. The State Press (USA) – Professors hold class in ‘World of Warcraft’. “Instead of logging onto Blackboard to complete homework this spring, students in one class will enter the “World of Warcraft” and “Second Life” to study the culture of online virtual environments. “Discourses, Community, and Power in Virtual Worlds,” or ENG 654, is open to students of all majors and interests. The course intends to adapt to an increasingly technological environment. “We want them to get the experience of playing together with different characters that have to take on different roles to really get an experiential sense of how complex game play is in that environment,” said English professor Elisabeth Hayes, who will teach the class with law professor John McKnight.”

4. WoW Insider (USA) – The Lawbringer: The lessons of globalization and gold farming. “Back in 2008, I wrote an article for The Escapist titled Crossing Boundaries, a piece all about globalization as the greatest issue facing video game developers and producers at the time. Guess what, ladies and gentlemen? It’s 2011, and globalization still takes the top spot as the prime issue challenging video game development and production. Rather than rewrite an article on the effects of globalization and the problems the phenomenon causes for the video game industry at large, I thought it might be fun to use globalization as a rubric for discussing the very global industry of gold farming, especially when it comes to the legal nature of things, whatever things may be. We will talk about the lack of predictability in the global market, gold farming as globalization, and the problems with fighting the good fight against the grey market. Won’t you join me?”

5. St Louis Today (USA) – Our love affair with technology is one-sided. “One of our most intimate relationships is often our most unexamined. In a book for anyone who has compulsively checked a Facebook page, felt tethered to a phone, spent hours online that passed like minutes, Sherry Turkle has taken apart our affair with technology and shown us how one-sided the love really is. Turkle, a professor of the social studies of science and technology at MIT and founder and director of the MIT Initiative on Technology and Self, is also a clinical psychologist. This book, a result of 15 years of research with children, robots, digital pets, teens, social networks, adults and virtual worlds, is beautifully written; the prose clear and accessible, but also poignant and moving.”

6. TechNewsWorld (USA) – Study: One in 10 Young Gamers Could Become Pathological Addicts. “rantic parents concerned about their children’s digital habits have found a new ally in the form of a study by U.S., Hong Kong and Singapore researchers, published in the latest issue of the journal Pediatrics. Roughly 10 percent of young video gamers suffer a pathological addiction to their games, the research team found. “We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, and to identify outcomes for individuals who become or stop being pathological gamers,” explained study co-author Albert Liau, Ph.D., a psychology researcher at Singapore’s Nanyang Technological University.”

7. The Parthenon (USA) – Marshall engineering professors use new 3-D technology. “The Power Wall: a 10x17ft 3-D projection screen four times more powerful than an HD TV. It may come as a surprise, but this technology can be found in Marshall University’s Engineering building. Professors of engineering are using the power wall along with the organic motion stage markerless motion capture system to develop technology that will allow people to create and manipulate avatars without the use of markers on their body.”

8. ABC Technology (Australia) – MMO Games, your boss and succeeding at work. “For many people, politics, corporate strategy and philosophy are the sort of topics that lead to thoughts of using a cheese-grater on an inner thigh. If you’re a cubicle jockey in an office, or someone questioning their existence in the meatspace, then Massive Multiplayer Online (MMO) games like World of Warcraft, Everquest and Guild Wars may be able to help. For the sake of this discussion and because most of my experience comes from WoW, I’ll be mentioning it specifically – but it’s only one of many options.”

9. Mashable (USA) – Why Video Games Are Scoring Big for Social Good. “Cultural historian Johan Huizinga suggested that play and games have always been learning tools, key to the development of culture and civilization. Today, as the multi-billion dollar gaming industry continues to soar and begins to embrace social good integration, Huizinga’s theory reigns true. From FarmVille calling on players to support Haiti to an onslaught of environmental, educational, and corporate social responsibility initiatives being driven by games, the fastest growing segment of entertainment is evolving into a new force of digital activism and facilitating social change.”

10. Xconomy (USA) – Say Hello to My Avatar: Bob Metcalfe Gives First UT Innovation Lecture Using Avaya Web Interface. “Internet tycoon Bob Metcalfe, who recently moved from Boston, is giving his first lecture as professor of innovation at the University of Texas at Austin this afternoon. I don’t know exactly what he plans to say, but what’s particularly interesting is how he’s delivering the talk—to more than just the people in the room, through a virtual collaboration interface from Avaya, the New Jersey-based business communications firm. The technology is being led by an Avaya group with a strong presence in Boston. Metcalfe, the inventor of the Ethernet local-area networking standard, founder of 3Com, and partner at Polaris Venture Partners, moved to Austin for the faculty job earlier this month. He has been a mainstay of the Boston innovation scene for the past couple of decades.”

Make your own (de)motivational posters

Thanks to this website, you can easily make your own motivational posters. It’s as simple as uploading a pic and coming up with some text, like this:

Go get creative and please feel free to post a link to yours in the comments.

The Hitler Downfall meme continues

For those unaware, there are now hundreds of short pieces on YouTube using the Downfall movie as a basis – a movie I need to add is well worth buying in its original form. Each parody addresses a contemporary issue. Although a meme that’s been pretty much flogged to death, I couldn’t resist making one that addressed yesterday’s milestone of 10 billion apps downloaded on the Apple App Store. It takes a swipe at Microsoft, Facebook, Google and Apple in fairly equal amounts.

Have a look for yourself:

Queensland Flood Relief in Second Life

Two years ago, a number of Second Life vendors got together to raise funds for the Victorian Bushfire victims. Thanks to another bunch of dedicated people, coordinated by Brisbane-based Kat Johnston, there are a range of things you can do to raise money for the Queensland Premier’s Disaster Relief Appeal.

It’s all under the banner of Extend A Helping Hand (EAHH), and there’s two large ways to make a difference:

1. Attend some of the great events planned, including a 24-hour concert featuring Australian artists on Australia Day (26th Jan)

2. Go shopping at the EAHH Market, which has an enormous range of items you can buy, with most contributing 100% to the appeal – the lowest ratio was 75% on a handful of items. There’s some top notch fashion, house items and body shapes for starters – you can view a list of vendors here.

At time of writing nearly 1.2 million Linden Dollars had been raised – around US$4,500, with the bulk of events still to come. So if you can, jump in and check it out for yourself in-world.

If you’ve got your own fundraising activities organised, post a note about it in comments!

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