Virtual sex: the futurist perspective

Ross Dawson is an Australian futurist, prolific public speaker and creator of frameworks that assist in understanding trends. I’ve spoken on virtual worlds at a couple of get-togethers he’s organised and he certainly understands the field broadly. He’s recently launched Future of Sex, devoted to the future trends in sex. Virtual worlds feature as a key component but the site covers a lot more than that. Whether it’s interspecies virtual sex, robot unions or teledildonics, the site is focused on covering it.

Ross himself is up front on one of the main reasons he’s created the site:

As a publisher, we look for where there is a solid business model. Just over 5 years ago now I wrote a blog post about massively multi-player sex games, commenting on the broadening scope of virtual worlds. Since then, continuing until today, I have received thousands of visitors a month to that post from Google searches on related topics. Since we put into the post an affiliate link to the largest virtual sex world Red Light Center we have been making some very healthy pocket money off just that one post.

There’s no doubt virtual sex is only going to grow in both financial and public awareness terms – and as always its likely to drive innovation in virtual worlds as well as push the boundaries in areas such as avatar rights and the right to expression.

The Watch – virtual worlds in the news

1. Big Think – Learning in Virtual Worlds – not a Child’s Play. “Thanks to high speed Internet and flat rate pricing virtual worlds saw a tremendous boost over the past years. This is unsurprisingly true for online games like World of Warcraft but also for virtual worlds like Second Life and Twinity which are now able to deliver more and more realistic graphics and a better user experience for their audience. All three of them are used in education but today I want to focus on the two more “realistic” approaches of Second Life and Twinity.”

2. WoW Insider (USA) – The Lawbringer: Avatar rights as expectations. “Last week, I introduced the concept that the denizens of a virtual world may have gained, over time, the right to rights within that virtual world. Raph Koster, the lead developer of Ultima Online, explored the idea over 10 years ago when the MMO genre was in its developmental infancy. These rights synced up with a world where there was a distinction between free-to-play MUDs and for-pay subscription worlds in the U.S. and European markets. Today, the MMO has transformed into a new beast from the close-knit communities of MUDs and the relatively forgiving user base of EverQuest and Ultima Online. The people who made WoW are the contemporaries of Raph Koster and children of the MMO genre that EverQuest cemented as important. How then, in over 10 years, has Koster’s declaration of the rights of avatars held up to the incredible growth of the industry and Blizzard’s own impressive growth? The short answer: The code of conduct you follow in World of Warcraft is pretty lenient, all things considered. The long answer: Well, there’s always a long answer”

3. The Guardian (UK) – Fantastic Pets – review. “Microsoft’s Kinect may not yet be able to cope with hugely complex movements and graphics, but the hardware is already proving perfect for a younger audience. Fantastic Pets makes excellent use of the system’s strengths by letting kids explore virtual worlds free from the controllers and wires that constrain imaginations. Fantastic Pets offers a choice of buddies from a selection of animals including cats, dogs, lizards and ponies. Whereupon there is much fun to be had styling, feeding, washing and training your pet, who quickly learns to respond to voice commands.”

4. The Baltimore Sun (USA) – Learning by gaming. “For those of us who are first-generation students of video games, two words can take us back to another life: Oregon Trail. Remember? In school, we’d play Oregon Trail on a sticky PC, naming our intrepid video travelers after classmates so we could laugh at their fates. Through us, our characters made choices: Ford the river, or try the mountain pass. Sometimes they lived, sometimes not. The point is, some kind of learning was going on. Oregon Trail is now nearly 40 years old, but games in the classroom are still considered an unusual teaching choice and are rarely fully integrated. I was lucky enough to grow up with virtual tutors like Spooky, the ghost who taught typing, or Rodney, a raccoon whose endless quest was powered by solving math problems. Students today are even more used to being surrounded by digital environments, immersive worlds and devices that give them instant feedback and access to worlds of information — in their pocket. Why don’t we do more to harness that?”

5. Computerworld (USA) – Intelligence agencies hunting for terrorists in World of Warcraft. “The FBI raided the apartment of two University of Michigan students to investigate “potentially fraudulent sales or purchases of virtual currency that people use to advance in the popular online role-playing game World of Warcraft.” Two students, a sophomore and a junior, share a University Towers apartment in Ann Arbor, Michigan, but claim the feds have the wrong people as neither of them even play WoW. Records show that “laptop computers, hard drives, video game systems, credit cards, a cell phone, paperwork and other computer equipment” were seized. The college sophomore told AnnArbor.com, “They thought we were involved in some kind of fraud. I’m pretty sure they have the wrong people, but they took all my stuff.”

6. Massively (USA) – The Game Archaeologist plays with MUDs: A talk with Richard Bartle. “From talking with Richard Bartle, reading his blog, and looking over several interviews that he’s done, I’ve concluded that the co-creator of the first multi-user dungeon is, in many ways, a card. A smart one, a perceptive one, and an outspoken one, but a card nonetheless. I say this in a good way, of course, because for all of the verbal pussyfooting that often goes on in this industry, it’s refreshing to hear the voice of someone who knows what he thinks and isn’t afraid to say it, even if it goes against the grain. Dr. Bartle’s name often comes up in discussions of both MUDs and MMORPGs. His designs, work and scholarship have influenced MMOs in substantial ways, and it’s possible that if our children end up learning about massively multiplayer RPGs in school some day, Bartle’s name will be mentioned once or twice. While he’s sometimes polarizing, it’s hard to deny the incredible work he’s done, which is why I was excited to get to talk to him about this month’s subject on the Game Archaeologist. So hit that pesky jump and let’s pick the mind of a guy who really earned the right to post “FIRST!!1!”

7. Hypergrid Business (Hong Kong) – Clouds help propel OpenSim growth. “The top 40 public OpenSim grids gained more than a 1,000 new regions since this time last month, propelled partly by low-cost cloud-based regions from a new hosting provider, Kitely. There are now a total of 14,529 regions on these grids alone, an increase of 7.5 percent since this time last month. Total users increased 3.4 percent to 183,360, a gain of 6,059 new registered users. These totals do not include numbers from the SpotOn3D grids, which did not report their results this month, so actual grid region and user totals may be higher. These numbers also do not reflect land and users on the hundreds of private OpenSim grids run by schools, companies, and individuals.”

8. WKMS (USA) – Fort Campbell Soldiers Game to Train. “Thousands of 101st Airborne Division soldiers deploy out of Fort Campbell. Before they ship out, they run drills with some of the military’s most advanced vehicles, weapons, and gear, under situations that simulate real war-time experiences. The base’s latest training site isn’t a field on the Back Forty. It’s a non-descript brick building. As Angela Hatton report, inside soldiers use computer simulations based on video games to train for war. In a plain and windowless classroom, a crew of young soldiers sits a few feet away from each other at laptop computers. They’re all logged-in to Virtual Battle Space 2, or VBS2, the military’s computer training program. In the game, the group navigates a convoy along a dirt road in a patchy desert landscape, digitally rendered to look like the topography of Afghanistan. They communicate via headsets.”

9. New Scientist (USA) – Putting the DIY in DNA. “WHEN her dad was diagnosed with the hereditary disease haemochromatosis, 23-year-old Kay Aull did the natural thing, at least for an MIT graduate in bioengineering. She went online and bought a used thermal cycler for $100. She also ordered several custom-made DNA sequences, designing each to bind to a different mutation of the gene responsible for the disease. Then, using other second-hand equipment she had acquired, she set up a simple lab test in her closet and determined the likelihood that she would inherit the condition. Aull’s wasn’t the sort of achievement that earns grants or tenure. Doctors already have an effective haemochromatosis test, and most of her lab techniques were way behind the times. Aull’s test was remarkable because she did it herself, getting accurate results for a fraction of professional lab costs. As Marcus Wohlsen writes in Biopunk, “Aull’s test does not represent new science but a new way of doing science.”

10. North Country Public Radio (USA) – How To Save The World, One Video Game At A Time. “Every week, people across the globe spend 3 billion hours playing video games, but that isn’t enough for Jane McGonigal. She says video games can help solve some of the world’s biggest problems — and we really should be playing more. “If we want to solve problems like hunger, poverty, climate change, global conflict, obesity,” she said, “I believe that we need to aspire to play games online for at least 21 billion hours a week by the end of the next decade.” As the audience broke out into chuckles she told them, “No, I’m serious. I am.”

Between Worlds: a Second Life machinima

This post originally appeared over at our sister site, Metaverse Health

There’s not a lot to add to the great description provided by the creators:

“Between Worlds: A Journey of Hope” is a machinima produced by Panacea Luminos of NY HealthScape (USA) filmed and edited by Aliceinthenet (UK) and written by Skylar Smythe (Canada).  The inspirational piece is a story of cancer survival and accessing health information, supports and friendship in the virtual world of Second Life.   We invite you to visit: http://tinyurl.com/3esr334 to view the film and encourage your feedback and comments.

There’s four parts, which you can see below:

Multiracial Identity in Second Life: survey participants sought

Passing on a call for survey participants from Hong Kong Polytechnic University. To participate you need to be from a multi-racial background. The full details:

This is research conducted by Dean A. F. Gui (Second Life avatar, Hartwig Valerian) for research into multiracial identity in virtual worlds. Your participation is voluntary and identity kept anonymous. The only pre-requisite is that you have an avatar in Second Life (http://secondlife.com) and that you consider yourself from a multiracial (more than one racial bloodline) background. Additional enquiries may be sent, via note card, directly to Hartwig Valerian in Second Life, or emailed to ecdafgui@inet.polyu.edu.hk. Thank you and I look forward to your prompt responses.

Until further notice, all participants who submit a completed survey will receive 100 Linden dollars sent to their Second Life avatar, but only if avatar names are spelled correctly in the consent portion of the survey, and only as Hartwig Valerian is able to generate the funds… so please be patient! 😎

Please click on this link to complete the survey: https://spreadsheets.google.com/viewform?formkey=dGlqRGRVRjdqdVBRNG9RWk1mR3c1ZUE6MQ

The ABC in Second Life four years on: the official view

It’s hard to believe it’s been more than four years since the Australian Broadcasting Corporation launched its island in Second Life.

To coincide with that I interviewed the ABC’s Abigail Thomas (SL: Abi Goldflake) to get the ABC’s take on the last four years. The next step will be to catch up with the dynamos that are the ABC Admin team and community on ABC Island. In the meantime, have a read of the interview with Abi over at ABC Tech.

The Watch – virtual worlds in the news

1. Sydney Morning Herald (Australia) – Virtual pigs and chooks see payday for crooks: NSW Police. “Virtual worlds like FarmVille and World of Warcraft are being used by criminals to launder money, say NSW Police, who have discovered that buying and selling virtual items and currency is a growing new way of cleaning dirty money. NSW Police Detective Superintendent Commander Colin Dyson said the “relatively new” trend provided an “emerging opportunity for criminals”. “Any opportunity that is present on the internet for criminals to use they’ll obviously exploit it [and] take advantage of it” he said in a telephone interview today. “It’s certainly something we’re looking at.”

2. The Times Leader (USA) – Virtual worlds bring about ‘e’conomy, but where is it all headed? Tech Talk NICK DELORENZO. “You’ll never get anywhere in life if you sit at home and play games. So the wisdom goes. Unless, of course, you’re really good at it — and you happen to be playing in the brave new online world. The younger generation can tell you all about World of Warcraft, EVE Online, and the like — the so called Massively Multiplayer Online Role-Playing Games — or MMORPG for short. People play these games obsessively — spending hours or even an entire day immersed in a virtual world where they fight demons, pilot spaceships, embark on quests, and perform other arcane tasks, all in pursuit of a bevy of achievements, badges, and rewards. These games also feature another aspect: a virtual economy.”

3. Search Engine Watch (USA) – Back to Basics: Linden Lab Releases a Basic Viewer. “There are a number of themes that keep recurring when you discuss Second Life specifically, and more generally, virtual worlds and Internet business itself. One is “How do you capture and retain new users?” This has been an especially large challenge for Linden Lab over the years, and more and more time and resources have been devoted to meeting that challenge. The latest effort on the part of Linden Lab comes in the form of a new viewer, simply called Basic.”

4. USA Today (USA) – 3D Voice comes to ‘DC Universe Online’ on Sony PlayStation 3 and PC. “3D is all the rage now. Nintendo’s 3DS handheld is in stores. Games such as Crysis 2 and the upcoming SOCOM 4: U.S. Navy Seals are playable in 3D on compatible TVs. Now coming to games: 3D voice. Voice technology company Vivox, which already provides 3D voice to virtual worlds such as Second Life and games such as APB and Bloodlines Champions, is bringing the technology to DC Universe Online on the PC and, for the first time, the PlayStation 3.”

5. Education Week (USA) – Games and Simulations Help Children Access Science. “Want to know what it’s like to stalk elk, or a mate, from the vantage point of a wild animal? Educators at the Minnesota Zoo, located in a suburb south of the Twin Cities, created just such an online game a few years ago that has proved immensely popular—and educational. Called WolfQuest, it allows players to learn about wolf ecology by exploring Yellowstone National Park as that creature.”

6. Canada.com (Canada) – Nintendo’s 3DS portable game system as groundbreaking as the Wii console. “Heavens to Murgatroyd – the images are jumping right off the screen! Nintendo Inc. has done it again. Discounted by many as a has-been prior to its groundbreaking Wii gaming console, Nintendo now is ushering in a new era of three-dimensional (3D) video gaming with the release of its 3DS portable gaming console. The most appealing part of the technology? No glasses are required to see the video game characters leap to life. The 3DS, which is similar in size to the company’s popular DS console, uses something called “parallax-barrier” technology – a thin film coating the device’s screen does the work of a pair of polarized 3D glasses. The 3D effect is crisp, clean and superior to almost all of the 3D televisions on the market today.”

7. Bloomberg (USA) – Electronic Arts, Sony Use Crisp Thinking to Fight Cyber Bullies. “Adam Hildreth was a 14-year-old in Leeds, England, when he and six friends started Dubit, a virtual world for other teens, in 1999. The site, which makes money selling advertising aimed at kids socializing in cyberspace, grew quickly to 250,000 users. Dubit struggled to hire enough moderators to keep cyber bullies and other troublemakers in check, at one point needing 50 monitors a day. Human moderation “was never going to scale,” says Hildreth, now 26. Hildreth, who left school at 16 to run Dubit full time, began working on software to detect bad behavior in the game world. The idea became his next company, Crisp Thinking, which he co-founded in 2005. Crisp’s software analyzes users’ language and actions to identify harassment, spamming, or predators who may be “grooming” potential victims. The system can react in real time by automatically warning or banning people who violate a site’s terms of service, or referring them to human moderators.”

8. New Scientist (USA) – How will you cope, living with your avatar? “Hello, future. Gaming systems that drop you into another world, such as Microsoft’s Kinect or Nintendo’s Wii, are just the beginning of what virtual-reality technology has to offer. Get ready for virtual immortality, teleportation, time travel and the ability to be in two places at once. But everything comes at a price. There are those who already worry about how this technology is affecting our brains. And once the digital versions of us become indistinguishable from our real selves, what might this do to our societies? Two of virtual reality’s most prominent researchers have come together to sketch out the landscape of an emerging field I call psychotech – the place where psychology and technology collide to produce something new and exciting. Social and cognitive psychologists Jim Blascovich and Jeremy Bailenson detail the current research – primarily their own – and pose some fascinating questions, which have surprising and important answers.”

9. The Daily Mail (UK) – Number of college students having casual sex on the rise…but virginity makes a comeback too. “Rising numbers of college students are having casual sex – but more are remaining virgins too. Some 72 per cent of both sexes said that during their studies they had at least one ‘hookup’, or one-night stand. But at the same time a quarter said that they were saving themselves for the right person, up from 19 per cent in 2002. Experts said that young people were leading such busy lives they either wanted to wait for the right person or just have a throwaway relationship. But in a worrying twist they also suggested that even the chaste could be going online to have hundreds of ‘virtual partners’ – and still claim to be a virgin in real-life.”

10. Escapist Magazine (USA) –Man Let Son Suffocate Because He Was Playing WoW. “A bad situation is even worse than it sounds: A man on trial for the death of his infant son couldn’t tear himself away from WoW to keep the boy from suffocating. A sailor from King’s Bay is currently on trial for his son’s death because he neglected to notice that the infant was suffocating under a pillow. However, the reason for the father’s neglect is being laid at the feet of popular MMO World of Warcraft: the man claims that he was so engrossed with the game that he couldn’t be bothered to remove the pillow.”

Kitely: open source virtual worlds simplified

Like a lot of virtual worlds observers, I’ve written repeatedly on the need for virtual worlds like OpenSim and Second Life to be simpler to use – ideally web browser based. Kitely, a project underway since 2008, takes a big step toward achieving that by making the establishment of an OpenSim grid nearly as simple as it gets.

It took me under ten minutes to get set up in Kitely. Here’s how:

1. Log in via Facebook Connect.

2. Install the Kitely plugin (Mac users note: Safari or Opera aren’t currently supported by the Kitely plugin at present, you’ll need to use Firefox or Chrome).

3. Create a world and choose if you want to invite anyone from Facebook groups you are part of:

4. Type a name, optional description and type of world you want to start with.

5. Click on ‘Enter World’ and your SL browser will launch (Mac users again – there’s a known bug whereby your username and password are all entered in the Name field of the SL browser – you just need to type in that password and delete it from the end of your name)

5. Voila – you’re now on your own island / collaborative space:

6. Three minutes later and I had my venerable log cabin rezzed on my island:

Kitely is currently in beta, and the currency used is called a KC. As part of the beta you get 50 KCs currency to start with and it costs 1KC per day to keep each world you create. On the proposed maximum discount structure that works out at US ten cents per month. It’s an attractive proposition for someone not wanting the hassle of creating their own grid from scratch and its more than competitive with other providers. The support functionality is fairly well set up and responsive from what I’m seeing.

There’s still plenty of kinks to iron out but Kitely is a superb snapshot of what is going to be required for wider adoption of virtual environments: simplicity and integration with other platforms. I’d be interested to hear from anyone who has experience in creating content in OpenSim as to your thoughts on comparability to other offerings. It’s also worth having a read through the Kitely FAQ, which covers a lot of stuff including the approach to intellectual property (essentially the same as Second Life) and the Terms of Service.

Thanks to a number of Metaverse Journal twitter followers for the heads-up.

Update: With thanks to reader Psx_kai, who pointed out a key fact I’d missed in the story. The pricing I described was correct but didn’t include the extra charge of US$0.20 per minute for each visitor to your world. That’s certainly going to get pricey after a while although it seems it’s going to be an option to earn a fair whack of free KCs. On the upside, the ‘pay for what you use’ model is something that can work well for those wanting intermittent events without the ongoing higher monthky costs on say Second Life.

Large businesses in Second Life: they still exist

One of the most frequent questions I’m asked (after “Is Second Life still around?”), is what large businesses are still actively involved in Second Life. I noticed this afternoon while reading my RSS feeds that Daniel Voyager has compiled a list of those at the big end of town still involved.

They include Air France, Cisco Systems, Dell, IBM and Siemens (pictured). All businesses featured on Daniel’s list have SLURLs so you can have a look for yourself.

The Watch – virtual worlds in the news

1. TUAW (USA) – Enterprise virtual worlds vendor ProtonMedia promises Mac client. “ProtonMedia says that increasing use of Macs in businesses means it’s now developing a Mac version of its respected virtual worlds software ProtoSphere, a virtual collaboration environment. Although the Windows version of its software is built on Microsoft technology, the company says its architecture means it can fairly easily port it over to the Mac.”

2. The Guardian (UK) – British hacker jailed over £7m virtual gaming chips scam. “A British computer hacker who stole 400bn virtual gaming chips from an international gaming company has been jailed for two years. Ashley Mitchell, 29, broke into the Zynga mainframe, stole the identity of two employees and transferred chips said to be worth more than £7m to himself. Mitchell, of Paignton, Devon, sold the chips through Facebook to other gaming enthusiasts and used the money to fund his online gambling addiction. More than 50 million people a day play Zynga games, including Mafia Wars, in which players run a virtual mob business, and FarmVille, which allows users to create their dream farm. Players have to buy chips for their virtual worlds. A black market in cut-price chips has grown up on the internet.”

3. Massively (USA) – Celebrate EQ’s 12 years with a look back and an interview with John Smedley. “Time grows many layers, and this is especially true in MMORPGs. After all, not only are new quests, stories and chunks of content added to a game as it goes along, but the players themselves add their own memories and experiences to the mix. MMOs truly are virtual worlds, and they change over time and become richer. EverQuest is no exception. After 12 years of adventure, danger, and story-telling, the game shows no signs of stopping. What is planned for the game? How will the last 12 years affect the decisions for the next 12 years? EverQuest has been one of the flagships of the genre, but how does a game of its age maintain any type of market visibility?”

4. Victoria Times Colonist (Canada) – ‘Uther’ worldly class offers a real world benefit -dinner. “Imagine that you could take cooking lessons from a top chef in your own kitchen. And imagine that chef is halfway around the world from where you are. At UtherAcademy’s Kitchen Corner cooking school, it matters not if the chef is in Egypt and his cooking school students are in Nanaimo, Whalley or Tuktoyaktuk. Once inside the three-dimensional virtual classroom the chef and his students -as animated avatars -are in their world, talking freely, asking questions and demonstrating techniques in French cooking, knife skills, pickling and food hygiene. When class begins next week, six students will enter Kitchen Corner with chef Peers Cawley to begin 12 weeks of hands-on cooking instruction.”

5. BBC (UK) – Children ‘give playground games a modern twist’. “Children are using their experience of computer games and reality TV shows to give traditional playground games a modern twist, a study suggests. Researchers found aspects of programmes like the Jeremy Kyle Show and Britain’s Got Talent included in children’s imaginative play. Far from destroying their imagination, new technologies help to enrich it, the team from London and Sheffield says. They observed play at two school playgrounds over two years. The researchers from London’s Institute of Education, University of East London and the University of Sheffield, also drew on archived recordings of children playing made by play researchers in the 1960s, 1970s and 1980s.”

6. Gamasutra (USA) – Should MMOs be more like single-player games? “Most of today’s single-player action games like Bioshock and Assassin’s Creed have around 15-25 hours of gameplay. These games share some similarities as the player progresses: the character gains more abilities that affect gameplay (weapons, moves, new mission types, etc), he advanced in a linear story, meets new characters, kills new enemies and often has the chance to explore something extra. Also they all share about the same payment method: you pay around $40 and you have access to all the game for as long as you like. They are also, of course, single-player experiences. In most MMOs today, like in World of Warcraft, you take 20 hours to reach a third or less of the your game progression. And, most of the time, that means little gameplay, hardly any story, a multitude of disposable npcs and tons of variants of the same enemies, all of that often focused on a limited repetition of completing the same kinds of quests with the obvious lack of effect to the game world.”

7. Fast Company (USA) – The 10 Most Innovative Companies in Gaming. “01 / Zynga >>For dominating–and monetizing–the social-gaming industry. The largest social-games developer in the world touts hundreds of millions of monthly active users on FarmVille, Treasure Isle, Zynga Poker, Mafia Wars, and more. But what’s truly innovative is its all virtual-goods revenue model: By creating immersive, addicting games, Zynga has roped gamers into paying real money for make-believe “virtual” goods that let them move up in the games or to give their friends gifts. Although small, those numbers add up: Zynga is already profitable, and it’s valued at more than $7 billion.”

8. The Nation (Pakistan) – The Powers of Thought. “It is not enough to have a good mind; the main thing is to use it well, said the 17th century French philosopher Rene Descartes. True enough. Three days ago, an announcement by German scientists revealed how science is moving towards doing just that. Driving a car using the power of thought is the latest advance in linking the brain to a computer. Scientists at the Free University of Berlin have connected commercially available sensors that record brain activity—technically, EEG, or electroencephalogram sensors—to a computer-controlled sedan, which means the car is now controlled by thoughts. It was obviously not a good idea to do the test on a road, so Berlin’s mothballed Tempelhof Airport was chosen to prove the concept.”

9. Big Think (USA) – Walking Across Campus Whilst Sitting on your Couch. “This might at first sight sound like an oxymoron but it could be part of a future campus environment. Last year a couple of tech start-ups presented their first so called “telepresence robots” ready to be commercialized. The one that got the most attention from the tech scene is AnyBots. Michael Arrington, founder of the popular tech blog TechCrunch even changed his Twitter profile picture to an AnyBots QB after he had had the chance to play around with it in the TechCrunch offices last year.”

10. Computerworld (USA) – Display tech to watch this year: Haptics create a buzz. “If multitouch display technology is proliferating, haptic feedback is helping to fuel the trend. Haptics provide tactile feedback to your fingers as you touch a display by vibrating all or part of the display surface. Haptic technology is on a roll; it’s been adopted in more than 20 smartphone models, including the Nokia N8 and Samsung Galaxy S series, because it can help people interact with touch-screen applications more accurately and otherwise enhance the user experience, says Jennifer Colegrove, an analyst with DisplaySearch. DisplaySearch, a Santa Clara, Calif.-based research firm that focuses on the display market, hasn’t yet released growth projections for haptics, but Colegrove notes that tablet PCs are ripe for the technology. One tablet that already includes haptics is Samsung’s Galaxy Tab, which has sold 2 million units since its launch in September of last year.”

Virtual worlds and social good: a striking example

Over the years of covering the virtual worlds industry, one of the highlights has been seeing grass-roots fundraising efforts. Using my own country of Australia as an example, significant amounts of money have been raised for the 2009 Bushfires and this year’s series of calamities in Queensland. There’s already planning under way for events to support those affected by the horrendous events in Japan over the past week and Linden Lab are doing their bit as well.

Add to that ongoing initiatives such as Relay for Life and you have a well-established means of making a difference. All of these examples come from Second Life, but at a wider level some serious initiatives are starting to see the light of day.

One such initiative is being driven by a leader in the social gaming sphere, Zynga. Creators of the (in)famous game Farmville amongst others, Zynga.org is devoted to raising money for worthy causes, using Zynga’s worlds as the vehicle. It marries two very powerful forces: virtual goods and a desire to help others. Using the current Haiti disaster as an example, 1.5 million dollars was raised and significant amounts are expected for the current tragedy in Japan:

Twelve hours after the earthquake struck, on Friday, March 11th, 8pm pst, Zynga launched in-game initiatives that made donations possible across a number of our most popular games, including: CityVille, FarmVille, Zynga Poker, FrontierVille and Words with Friends. Vampire Wars is now live with a campaign, as well, and YoVille and FishVille will soon launch theirs.

The impetus for doing non-profit work is always multi-faceted. Aside from the obvious aspect of being community-minded, most companies also know the good PR such activities draw. The huge number of social virtual world users is an obvious area where demonstrating good corporate citizenship is increasingly important. Zynga because of its size has drawn some substantial criticism over some aspects of its games / worlds, and initiatives like this help balance the equation a little.

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