Search Results for: The Watch

Never lie to your mother

Brian invited his mother over for dinner. During the course of the meal, Brian’s mother couldn’t help but notice how beautiful Brian’s roommate, Jennifer, was. Brian’s Mom had long been suspicious of the platonic relationship between Brian and Jennifer, and this had only made her more curious.

Over the course of the evening, while watching the two interact, she started to wonder if there was more between Brian and Jennifer than met the eye.

Reading his mom’s thoughts, Brian volunteered, ‘I know what you must be thinking, but I assure you Jennifer and I are just roommates.’

About a week later, Jennifer came to Brian saying, ‘Ever since your mother came to dinner, I’ve been unable to find the beautiful silver gravy ladle. You don’t suppose she took it, do you?’

Brian said, ‘Well, I doubt it, but I’ll send her an e-mail just to be sure. So he sat down and wrote:
__________________________________________________________
Dear Mom,

I’m not saying that you ‘did’ take the gravy ladle from the house, I’m not saying that you ‘did not’ take the gravy ladle. But the fact remains that one has been missing ever since you were here for dinner.

Love, Brian
__________________________________________________________

Several days later, Brian received an email back from his mother that read:
____________________________________________________

Dear Son,

I’m not saying that you ‘do’ sleep with Jennifer, I’m not saying that you ‘do not’ sleep with Jennifer. But the fact remains that if Jennifer is sleeping in her own bed, she would have found the gravy ladle by now.

Love, Mom

Why you never question a drunk

I was shopping at the local supermarket where I selected the following:

A litre of milk

A carton of eggs

A carton of orange juice

A 250 gram package of bacon

A head of lettuce

A 1 kilo can of coffee

As I was unloading my items onto the conveyor belt at the checkout, a drunk standing behind me watched as I placed the items in front of the cashier.

While the cashier was ringing up the purchases, the drunk calmly stated, ‘You must be single.’

I was a bit startled by this proclamation, but I was intrigued by the derelict’s intuition, since I was indeed single. I looked at the six items on the belt and saw nothing particularly unusual about my selections that could have tipped off the drunk to my marital status.

Curiosity getting the better of me, I said: ‘Well, you know what, you’re absolutely right. But how on earth did you know that?’

The drunk replied,

‘Cause you’re ugly.’

A woman’s week at the gym

Dear Diary,
For my birthday this year, my Husband (the dear) purchased a week of personal training at the local health club for me.

Although I am still in great shape since being a high school football cheerleader 43 years ago, I decided it would be a good idea to go ahead and give it a try.

I called the club and made my reservations with a personal trainer named Christo, who identified himself as a 26-year-old aerobics instructor and model for athletic clothing and swim wear.

My husband seemed pleased with my enthusiasm to get started! The club encouraged me to keep a diary to chart my progress.

________________________________
MONDAY:
Started my day at 6:00 a.m. Tough to get out of bed, but found it was well worth it when I arrived at the health club to find Christo waiting for me. He is something of a Greek God – with blond hair, dancing eyes and a dazzling white smile. Woo Hoo!!

Christo gave me a tour and showed me the machines. I enjoyed watching the skillful way in which he conducted his aerobics class after my workout today. Very inspiring!

Christo was encouraging as I did my sit-ups, although my gut was already aching from holding it in the whole time he was around. This is going to be a FANTASTIC week-!!

________________________________
TUESDAY:
I drank a whole pot of coffee, but I finally made it out the door. Christo made me lie on my back and push a heavy iron bar into the air then he put weights on it! My legs were a little wobbly on the treadmill, but I made the full mil e. His rewarding smile made it all worthwhile. I feel GREAT-!! It’s a whole new life for me.

_______________________________
WEDNESDAY:
The only way I can brush my teeth is by laying the toothbrush on the counter and moving my mouth back and forth over it. I believe I have a hernia in both pectorals. Driving was OK as long as I didn’t try to steer or stop. I parked on top of a GEO in the club parking lot.

Christo was impatient with me, insisting that my screams bothered other club members. His voice is a little too perky for that early in the morning and when he scolds, he gets this nasally whine that is VERY annoying.

My chest hurt when I got on the treadmill, so Christo put me on the stair monster. Why the hell would anyone invent a machine to simulate an activity rendered obsolete by elevators? Christo told me it would help me get in shape and enjoy life. He said some other shit too.

_______________________________
THURSDAY:
Asshole was waiting for me with his vampire-like teeth exposed as his thin, cruel lips were pulled back in a full snarl. I couldn’t help being a half an hour late – it took me that long to tie my shoes.

He took me to work out with dumbbells. When he was not looking, I ran and hid in the restroom. He sent some skinny bitch to find me.

Then, as punishment, he put me on the rowing machine — which I sank.
_________________________________
FRIDAY:
I hate that bastard Christo more than any human being has ever hated any other human being in the history of the world. Stupid, skinny, anemic, anorexic little aerobic instructor. If there was a part of my body I could move without unbearable pain, I would beat him with it.

Christo wanted me to work on my triceps. I don’t have any triceps! And if you don’t want dents in the floor, don’t hand me the damn barbells or anything that weighs more than a sandwich.

The treadmill flung me off and I landed on a health and nutrition teacher. Why couldn’t it have been someone softer, like the drama coach or the choir director?

________________________________
SATURDAY:
Satan left a message on my answering machine in his grating, shrilly voice wondering why I did not show up today. Just hearing his voice made me want to smash the machine with my planner; however, I lacked the strength to even use the TV remote and ended up catching eleven straight hours of the Weather Channel.

________________________________
SUNDAY:
I’m having the Church van pick me up for services today so I can go and thank God that this week is over. I will also pray that next year my husband will choose a gift for me that is fun — like a root canal or a hysterectomy. I still say if Bono had wanted me to bend over, he would have sprinkled the floor with diamonds!!!

A detailed map of Ironforge vendors and trainers

Note: this map will be updated as needed once Cataclysm hits – watch this space 😉

It’s time for an Ironforge map:

ironforge-map-sml

(View the full-size version here)

Ref Name Vendor/s or other key NPCs Trainer/s
A Hall of Mysteries   Priest Trainer (High Priest Rohan)
      Priest Trainer (Braenna Flintcrag)
      Priest Trainer (Toldren Deepiron)
      Paladin Trainer (Brandur Ironhammer)
      Paladin Trainer (Beldruk Doombrow)
      Portal Trainer (Milstaff Stormeye)
      Mage Trainer (Juli Stormkettle)
      Mage Trainers (Bink and Dink)
B Maeva’s Mystical Robe Merchant (Maeva Stonebraid)  
  Apparel Cloth Armor Merchant (Ingrys Stonebrow) (U)  
C The Fighting Weapon Merchant (Bingus)  
  Wizard Wands Merchant (Harick Boulderdrum) (D)  
D Lonberry’s Reagents Vendor (Ginny Longberry)  
  Reagents    
E The Mystic Ward Fruit Vendor (Bimble Longberry)  
  (Central)    
F Finespindle’s Leatherworking Supplies (Bombus Finespindle) Skinning Trainer (Balthus Stoneflayer)
  Leather Goods   Leatherworking (Fimble Finespindle)
G Stonebrow’s Alliance Cloth Quartermaster (M. Steelshield) Tailoring Trainer (Jormund Stonebrow)
  Clothier Tailoring Supplies (Poranna Snowbraid)  
    Specialty Tailoring Supplies (Outfitter Eric) (U)  
H Burbik’s Supplies Trade Supplies (Burbik Gearspanner)  
I Deep Mountain Mining Supplies (Goinir Bouldertoe) Mining Trainer (Geofram Bouldertoe)
  Mining Guild    
J Unnamed   Shaman Trainer (Farseer Javad)
       
K The Great Forge Blacksmithing Supplies (Thurgrum Deepforge) Blacksmithing Trainer (Beng. Deepforge)
  (North-East) The Keymaster (Brombar Higgleby) Weaponsmith Trainer (Ironus Coldsteel)
      Armorsmith Trainer (Grum. Steelshaper)
L The Bronze Cooking Supplies (Emrul Riknussun) (D) Cooking Trainer (Daryl Riknussun)
  Kettle    
M Thistlefuzz Inscription Supplies (Thargen Heavyquill) Inscription Trainer (Elise Brightletter)
  Arcanery Enchanting Supplies (Tilli Thistlefuzz) Enchanting Trainer (Gimble Thistlefuzz)
    Lexicon of Power  
N The Great Forge Flight Master (Gryth Thurden)  
  (Eastern)    
O Ironforge Herbalism Supplies (Gwina Stonebranch) Herbalism Trainer (Reyna Stonebranch)
  Physician   First Aid Trainer (Nissa Firestone) (U)
P Forlorn Cavern Shady Dealer (Tynnus Venomsprout) Rogue Trainer (Hulfdan Blackbeard)
  (South)   Rogue Trainer (Fenthwick)
      Rogue Trainer (Ormyr Flinteye)
Q Forlorn Cavern   Warlock Trainer (Briarthorn)
  (North)   Warlock Trainer (Thistleheart)
      Warlock Trainer (Alexander Calder)
R Traveling Fishing Supplies (Tansy Puddlefizz) Fishing Trainer (Grimnur Stonebrand)
  Fisherman    
S Stoneblade’s Blade Merchant (Hjoldir Stoneblade)  
T Springspindle’s Gnomeregan Commendations (entrance) Engineering Trainer (S. Fizzlegear)
  Gadgets Engineering Supplies (Gearcutter Cogspinner)  
U Tinker Town King of Gnomes (High Tinker Mekkatorque) Gnomish Engineering Trainer
  (Central)   (Tinkmaster Overspark)
       
V Berryfizz’s Potions Alchemy Supplied (Soolie Berryfizz) Alchemy Trainer (Tally Berryfizz)
  & Mixed Drinks    
W Things That Fireworks Vendor (Fizzlebang Booms)  
  Go Boom    
X Tinker Town Alliance Cloth Quartermaster  
  (East) (Bubulo Acerbus)  
Y Goldfury’s Gun Merchant (Bretta Goldfury)  
  Hunting Supplies Bow Merchant (Skolmin Goldfury) (U)  
Z Bruuk’s Corner Bartender (Bruuk Barleybeard)  
    Barmaid (Edris Barleybeard)  
2 Hall of Arms Stable Master (Ulbrek Firehand) Hunter Trainer (Regnus Thundergranite)
      Hunter Trainer (Olmin Burningbeard)
      Hunter Trainer (Daera Brightspear)
      Pet Trainer (Belia Thundergranite)
      Warrior Trainer (Kelv Sternhammer)
      Warrior Trainer (Kelstrum Stonebreaker)
      Warrior Trainer (Bilban Tosslespanner)
3 Timberline Arms Maces and Staves (Kelomir Ironhand) Weapon Master (Bixi Wobblebonk)
    Weapon Merchant (Thalgus Thunderfist) (D) Weapon Master (Bullwyf Stonehand)
    Axe Merchant (Hegnar Swiftaxe) (D)  
    Blade Merchant (Brenwyn Wintersteel) (D)  
4 Craghelm’s Plate Light Armor Merchant (Lissyphus Finespindle)  
  and Chain Mail Armor Merchant (Dolkin Craghelm)  
    Heavy Armor Merchant (Olthran Craghelm) (U)  
5 The Military Training Dummies  
  Ward    
6 Fizzlespinner’s Bag Vendor (Pithwick)  
  General Goods Trade Supplies (Fizzius Fizzlespinner)  
    General Goods (Brillia Ironbrand)  
7 Ironforge Tabard Vendor (Lyesa Steelbrow)  
  Visitor’s Center Guild Master (Jondor Steelbrow)  
8 Ironforge Auctioneers  
  Auction House    
       
9 Barim’s Reagents Reagents Vendor (Barim Jurgenstaad)  
10 The Stonefire Brew of the Month Club (Larkin Thunderbrew)  
  Tavern Innkeeper (Innkeeper Firebrew)  
    Barmaid (Gwenna Firebrew)  
    Brew of the Month Club (Brew Vendor)  
11 Barber Shop Barber (Pella Brassbrush)  
       
12 Ironforge Heavy Armor Merchant (Mangorn Flinthammer)  
  Armory Light Armor Merchant (Raena Flinthammer)  
    Heavy Armor Merchant (Bromiir Ormsen) (U)  
13 Vault of Ironforge Bankers  
    Guild Vault  
14 Steelfury’s Weapon Merchant (Dolman Steelfury)  
  Weapon Weapon Merchant (Grenil Steelfury)  
  Emporium  

Interview: Andrew Campbell – Director of Prometheus Research Team, University of Sydney

(Published earlier today on Metaverse Health)

Over the past couple of years I’ve had the opportunity to chat with Andrew Campbell on a couple of occasions. As Director of the Prometheus Research Team, Andrew is heavily involved in the area of mental health and technology. I’ve always been struck by Andrew’s objective view of gaming and virtual worlds, which he rightly sees as simultaneously providing significant opportunities and challenges.

I caught up with Andrew to discuss his work and perspectives on mental health, gaming and immersive virtual worlds.

DH: Can you describe the main focus of your clinical work?

AC: The main focus of my clinical work is divided into two categories. Firstly, research. My primary job is an academic researcher and teacher in the field of Psychology. I conduct research particularly in the area of Cyberpsychology, which is the study of how technology is impacting human behaviour, both in good and bad ways. Secondly, I am a general practice psychologist who specialises in child and adolescent mental health and behavioural problems. My clinical work to date has been focused on treating children with ADD/ADHD, anxiety and depression, conduct problems, as well as parental counselling and family therapy.

DH: What led your career to the stage it is at today – what got you into the issue of mental health and technology?

AC: In 1997 I was finishing my undergraduate degree in Psychology and Education at The University of Sydney and decided to spend some time in the United States working as a teaching assistant at a few universities. I became captivated with work being done by a handful of academic psychologists in the US at the time who were focusing on how the internet was going to be a revolution to impact human behaviour and society at large.

I read everything I could get my hands on at the time to do with online relationships, virtual societies and even gaming communities that were developing international reputations and new cultures in cyberspace. I asked myself at the time ‘could this be the start of a new movement in human enrichment?’ and set forth to find out the good and the bad (and the down-right terrible) aspects of spending a lot of time engrossed in an online world, be it chat, gaming, shopping, finance, politics etc. Thus, my interests turned toward career aspirations to develop psychological research and an applied track record in the use of information communication technology and the use of other technologies in helping the ‘human condition’.

DH: Arguably the number one and two areas of broader public interest with mental health and technology is gaming and violence and addiction. What percentage of your work is spent dealing with actual or perceived issues in those areas?

AC: To date, my clinical work as a generalist psychologist in child and adolescent mental health has only touched lightly on these issues. I have mainly dealt with traditional mental health concerns of parents over their children, but of those clients I have seen about gaming violence and addiction, I’ve noted that the parents themselves do not know anything about the games their children are playing. They tend to have a view that all games are violent or addictive. Given this, I normally direct parents to learn more about what their kids enjoy about their game in order to learn more about behaviours they may be modeling from the game. For example, two of my client’s parents had no idea that strategic games such as ‘Age of Empires’ actually have huge cognitive and historic learning benefits. The game is akin to modern day chess, with historical lessons of ages past. Other games that promote team play
increase problem solving skills in a collaborative environment, therefore promoting team work and clear communication strategies.

Adversely, some team playing games are based on a violent theme, such as the popular game ‘Counter Strike‘. Overall, through my work I’ve found that parents do have concerns about violence and addiction to games, but really do not have an understanding of games themselves. This is troubling in an age where gaming is increasing in popularity across generations and content is still not regulated well by Government or other ‘watchdog’ agencies. As such, parents need to be cognisant of the types of games out there – their pluses and minus points – and be involved in selecting and learning about the titles with their children in order to curtail negative behaviours related to certain genres.

DH: The issue of technology and its influence on behaviour has been around for decades, with the TV / Film and violence link being hotly debated for most of that time. Before we get onto gaming / virtual worlds, is there yet any empirical agreement on TV/Film and violent behaviour?

AC: As surprising as this may sound, no, there is not any empirical agreement on TV/Film and violent behaviour in contemporary society. Incidents such as the Columbine School Massacre and more recently, the Virginia Tech shooting have led psychologists to argue for renewed policies censuring violent films and TV shows from minors and suggestible personality types. Although games are becoming a popular target for connecting atrocious violent crimes to the perpetrator, TV and Film are still front runners in the causation of violent behaviour in, not just the younger population, but the population in general.

DH: The popular media perception of gaming is that there is at least an anecdotal link between the regular playing of violent games and violent real-life behaviour. From your work, have you seen any evidence of this?

AC: Unequivocally, no! To say that violent games or even violent TV/Film is causation for a violent crime is ludicrous. I won’t go so far to say that violent games, TV or Film have zero impact on violent crimes, but to look at it as a sole causation does not address the pathology of the individual to begin with, let alone motive to carry out the behaviour that may lead to a crime. Ergo, playing a violent game is no more likely to trigger someone’s violent behaviour than eating your favourite food is going to motivate you to become a chef! In my private practice, any child who has presented with conduct disorder or oppositional defiant disorder, or even anger management problems, may or may not have been a gamer – however – all have had pathology and environmental problems that
have led to their disorder that are more consistent and pervasive than just playing a violent video game a few hours a day.

DH: Is there actually an argument that gaming can have an ameliorating effect on real-world behaviour and if so, is there research supporting this?

AC: Yes, a number of studies have shown wonderful results helping people to ameliorate either behaviour or, in some cases, the management of pain. My own research has looked at how biofeedback video games that encourage the player to control a task on a screen using their breathing technique, has led to improved attention and relaxation strategies in ADD/ADHD children. Other research has shown that virtual reality games that are immersive can actually help in the treatment of PTSD. One of the best breakthroughs in serious games has been the treatment of burn victims from the current Iraq and Afghanistan wars. These patients have to undertake pain dressing changes and skin grafts. During these procedures, the patient plays a game called ‘Snow world’ which immerses them in an environment that triggers their subconscious into believing they are in a cool and calm environment that distracts them from the pain of the treatment they are receiving. The research in all these examples is very new, but compelling. It is beginning to influence the game developers in entertainment to consider the market for ‘serious games’. This has already commenced with popular programs such as the Nintendo Wii releasing Wii fit and associated sports programs to tackle obesity.

DH: In regards to addiction and online gaming or virtual world environments, what’s your overall take?

AC: My overall take on addiction is that it is possible in either the virtual world or gaming environments online. What needs to be clarified is what aspects of these activities and functions are ‘addictive’. To say we are addicted to the Internet is like saying we are addicted to shopping – what items are we addicted to? The internet houses many areas of interest. It is obvious to posit that sex addiction offline could also be met online, as could be gambling. But gaming offline vs gaming online has different stimulus effects I would theorise.

Also, virtual worlds – what do we gain in socialising in these worlds that we don’t in our offline world? Is there such a thing as addiction to socialising?! Most likely not, because socialising is part of being human. Therefore, what is the attraction to these worlds that stimulates us highly enough to spend hours online engaging with strangers vs. meeting strangers in the offline world? The answer probably lies somewhere between the functions of pursuing anonymity, creativity, cerebral connections and/or reducing the chance of being socially awkward – all reasons one person may prefer the online world.

DH: If addiction is only quantifiable in a small component of the population, is that component larger or smaller than other behaviours such as substance use, gambling etc?

AC: I think if we look at gaming addiction in comparison to substance use, for example, we can quickly conclude that substance abuse is both physically and psychologically damaging and perhaps more wide spread globally across ages, genders and cultures. But the damage of gaming addiction is growing in certain cultures, such as in Asia where gaming is an accepted pasttime for all ages and genders and thus could be on the rise without society realising it since it is not an illegal behaviour or even an invasive or obviously destructive past time compared to drug taking.

prometheus However, it is psychologically damaging both in psychosocial relationships, employment responsibility and accountability and can even affect our general health to a large degree. You might therefore say that although substance abuse and gambling are faster and
harder-hitting addictions, gaming addiction is fast becoming a contemporary societal problem that is slow to build in destructiveness,
but easier to ignore.

DH: For those who do require actual treatment for addiction, what’s your take on the use of online treatment when the issue is related to online behaviour i.e. addressing the traditional view that you can’t use the mechanism for facilitating addiction to treat the addiction itself.

AC: One of the earliest therapies provided online by Psychologist, Dr Kimberly Young, was treatment for online addiction. She began this service, online, in the early 1990’s. Although it has been a growth industry for Dr Young and others who believe in her treatment modality, I personally find it to be flawed therapy and lacking in best-practice evidence. Addiction, be it to specific functions of the internet, gaming, substance abuse, gambling etc, is an extremely difficult pathology to treat, let alone treat well. Therefore, all scientific practice indicates that addiction therapy should be done in a face-to-face or group counselling environment. It requires ongoing resource support utilising mentors, friends and family. It is something that may (but only in very specifically suitable cases) use the internet as a support tool, but in all other regards addiction, especially to internet functions and gaming, should be done away from the primary stimulus.

DH: With growing immersiveness in gaming and in virtual worlds more broadly, what do you see as the mental health challenges and opportunities?

AC: Research right now is looking out how we can harness immersive environments, be they virtual worlds or games, for tackling problems in health, behaviour and education. The challenges we face at the moment are actually not to do with the quality of the environments being delivered to consumers over the internet or through off-the-shelf games, but more through the cost of developing serious games or health purpose virtual worlds by the commercial sector. In addition, we are facing a health professional vs tech industry challenge in trying to have these two expert bodies effectively harness the ideas that are scientifically based delivery of health interventions. In short – the health professionals need to learn more about the tech industry and vice versa. Once this bridge is finally built, I believe we will be entering a new error of technology consumerism – games for wellbeing and ICT for personal health management.

Virtual Worlds

Since 2006 we’ve been closely watching the growth in virtual worlds across all age groups, as evidenced by our site The Metaverse Journal. Over that time we’ve provided a range of consultancy services to business, NGOs and government on the opportunities and challenges of virtual worlds.

secondlife-june2009

We operate at a strategic advice level: we are not virtual worlds developers – there are some excellent Australian and international ventures who do just that and we can point you to them as part of our consultancy.

Some examples of work undertaken to date:

1. Formulation of an options paper for an Australian medium-sized business on entering the virtual worlds sphere.

2. Project management of a Second Life machinima shoot for an international movie release. Included initial briefing of production team, facilitation of intellectual property clearances, coordination of avatar actors / extras and liaison with content creators (in this case a US-based outfit). You can view more information on that project here.

3. Script development advice to an Australian movie project in early pre-production.

Contact us for more information

Google Wave: Australia’s major success story?

Ninety minutes is an insane amount of time to spend watching one YouTube video, but this one is worth spending the time on.

Google Wave was developed primarily in Sydney and is a potential game changer. Ok, I’m going to rephrase that – this IS a game changer in the most significant kind of way. It’s intuitive, it eliminates a whole lot of duplication and it actually improves the email experience. Before i start dribbling, do take the time to watch the video and make your own judgements:

Of course, I have a potted history with predicting Google successes, having been very upbeat about Google Lively, which died after a few months operation.

A Second Life success story: NCI

It has been in Second Life for four years (having just celebrated its fourth anniversary), has over 150 staff, costs about US$13,000 each year to operate, holds 46,592 square metres of Second Life land (and rents quite a bit more), and is among the virtual environment’s most well-trafficked organizations.

It isn’t one of those corporate sites you read about, though. It’s a non-profit group, with little existence outside of Second Life. It’s NCI, a volunteer organisation that ranks among the most successful groups in Linden Lab’s virtual world.

nci-class-event-schedule

NCI’s basic mission is to assist and support newcomers to Second Life. Originally founded by Brace Coral in April 2005, Coral named the organisation New Citizens Incorporated (though the ‘incorporated’ part was merely in jest), and founded it on the principle that everyone in Second Life was able to contribute to the orientation and support of new users. Even those with only a few days of experience would have answers and information that newer users lacked.

Originally a self-help facility with social events and a building sandbox, the scope of NCI was already expanding by the time Carl Metropolitan took over as executive director in a popular vote in September 2005, when Brace Coral scaled back her Second Life activities.

With Metropolitan at the helm of the organization, NCI expanded significantly both in land and personnel, offering large numbers of classes and events, funded by advertising and donations, and standalone ‘aid stations’ called Infonodes scattered all over Second Life near areas where new users are likely to be found. NCI’s financial picture isn’t always a rosy one, however.

Advertising and donations don’t quite meet the operational bills each year, usually falling about US$1,500 short, which necessitates periodic fundraising activities to make up the shortfall, often in the form of charity auctions. NCI’s charity fundraisers are supported by quite a number of Second Life creators, as well as some corporations, such as Microsoft who donated software to the last big fundraising auction.

In an environment where users only have a limited number of group memberships available, NCI’s free-to-join group sports nearly 9000 members at present, and provides round-the-clock live-help for new users with questions and queries.

The NCI’s watch-words are civility, respect and courtesy, but maintaining a safe space for new users, protected from those who would exploit them or intentionally disrupt or harass them isn’t easy. NCI maintains strict rules of conduct, and enforces them swiftly when staff feel that new users may become upset or disturbed by the actions of a disruptive or abusive visitor. Indeed, one of the main pillars of NCI’s popularity is swift and strong enforcement of local conduct rules.

Keeping an organization like NCI running isn’t an easy job either. While class instructors and event hosts recieve payments from the organisation for their duties, nobody is getting a wage from the process. Senior staff can be under tremendous amounts of pressure. In the wake of NCI’s 4th anniversary celebration on 18 April, executive director, Carl Metropolitan decided that he needed a sabbatical, partly from the daily pressure of work, and partly due to unavoidable circumstances related to the USA’s economic downturn.

Presently, a new interim management team are settling in, with Afon Shepherd and Gramma Fiddlesticks cooperatively managing the organisation until Metropolitan’s return to duty. That NCI works at all is something of a surprise, being an expensive operation, with so many people from all walks of life, from most of the countries in the world, bonded primarily only by the willingness to help others and to donate their spare time.

NCI does work, however, and it works well. If you’re new to Second Life, it’s one of those must-visit places.

NCI_222

NCI Major Locations

The Super Secret world. Shhh!

“It was the year 2050 and the City was under attack. We held out as long as we could, those of us who had chosen to stay behind. We kept our vigil in the dark, all the lights out, excepting only the dim illumination from our monitors, both for reasons of conservation and safety. At random periods, the missiles came in on trajectories we were barely able to track; those of us with the best reflexes and eyesight were on duty bringing those missiles down, before they were able to explode against our shields, or, worse, take down yet another part of the City.

In the end, the City fell, though I continued on.”

“Armed with the best in winter garb and a snowboard, I hurried swiftly to my destination. Even all the snow flying through the air and the powder obscuring the snowboard at my feet could not make me falter; I darted to and fro, left right left again, leaping over obstacles – fallen trees, wandering livestock – all the while pulling wicked stunts with the board. Flips backward, rolls to the front, high, higher into the air I leapt, twisting, turning, hot dog, man!

Time is running out …!”

“I levelled the dart at my target. ‘Breathe,’ I thought to myself, ‘Breathe slow.’ The goal is within reach, I’ve traced the parabola that the dart will follow in my mind a thousand times already – I know this, I can do this. Through the steel walls, bounce off the back, down the chute and through to a glorious finish. ‘Watch the bombs,’ I told myself, ‘Watch the bombs!’

But the bombs weren’t even the biggest problem here.”

“So upon my return from my missions, I checked the date, checked my spending account. Spendings – up 200%, a satisfactory result. But the date, oh, that mendacious date! I couldn’t believe I still had five days to wait before my eleventh birthday, the day I would also get to choose a pet of my very own to care for! Oh, the sheer unfairness of it all!

‘Patience,’ I counselled myself, ‘Have patience.’

Because getting older is cool when you’re ten; losing your cool? Not so good at any age.”

Welcome to Super Secret!

Welcome to Super Secret! A world for tweens (that age when getting older still actually seems like a good idea) where the overarching goal is to grow up and have cool new responsibilities, and get neat stuff to play with.

Entry to the world is easy — almost too easy. Though it is stated in the Terms of Use that users must either be over 18 or have parental permission, little information is required to get in. Fortunately, the creators of Super Secret have made it an especially safe place for kids to be. Interactions are limited by several mechanisms: “super chat”, essentially regular instant messaging, can only be engaged in with parental consent, and is monitored by humans and by computer; “simple chat”, in which the user selects a phrase from a list, is available to all; gift giving, in which an item is removed from the user’s inventory and given to another user; and gag-gift giving, in which a practical joke of a specific nature is played on another user.

Additionally, Super Secret is free to join. However, you must pay a subscription to be able to advance beyond the age of 13. Users can continue to access the world for free regardless of age, but will not be able to unlock secrets or purchase some items available only to older characters. It should be noted that only USA credit cards are being honoured at this point, though the ability for users from other countries to subscribe is supposed to be in the works.

The main way to earn money (“Spenders”) and to gain age points (which advance the character’s age) is to play the mini games available both through the user’s card deck, and throughout the locations that can be visited in-world. There are over 20 games available when you begin, and many more can be found or purchased. Each game tests the reflexes and the ability to learn and adapt, and a knowledge of a little physics doesn’t hurt for some of them, either. If the casual mini games in Free Realms aren’t quite casual enough for you, then Super Secret’s will likely fit the bill.

Aside from this, there is a world to explore, filled with objects of worth to find, quests to fulfill, and secrets aplenty.

As an adult, I found the world to be safe and engaging, and the mini-games to be compelling enough to inspire persistence. The only thing I found to be slightly odd, coming from adult virtual environments, was the lack of public communication between users. Were all the kids trying out the world too shy, too confused, or busy to speak up? Perhaps there were many adults testing out the world, embarrassed to be asked, ”What grade are you in?” – I do not know.

If I was 10 again, or around that age, I’d be pleased to get into Super Secret as my first or second virtual world. If I was a parent, I’d be keen for my child to access it. And as an adult, I think I will indulge in the guilty pleasure of popping in every so often just to play the mini-games.

Merged realities – events and issues for virtual worlds

1. Linden Lab have released a PDF Quickstart Guide for new Second Life users.

2. Dancing Ink Productions have released a new documentary about a virtual journalism project: The Virtual Newsroom of the American University in Cairo. You can watch it here:

3. Sky News in the UK has pulled the plug on their island in Second Life. As Sigmund Leominster says:

Virtual world Cassandras can eagerly point to this as being further evidence that “the end is nigh,” whereas more sober commentators will simply point out that the economics of news reporting and delivery in Second Life is very different from real life, and spending lots of money to have virtual world analogs of real life newsrooms doesn’t necessarily make any financial sense.

4. Tateru Nino has an interesting post on human nature and virtual environments over at Massively.

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