1. Computing (UK) – Can virtual worlds make a real impact? “The explosion of social media has been one of the striking trends in internet use over recent years. Sites such as Facebook, Twitter and Myspace are used by private business and government bodies as a way of reaching out to their audience, especially the sometimes hard-to-engage younger demographic. But there is a new trend, one with a greater potential for interactivity than conventional web sites, and one that offers a fusion between networking and, well, fun. The new kid on the block is 3D multiplayer gaming. Massively multiplayer online gaming (MMOG) has been around for decades. One of the earliest examples was 1974’s Mazewar, which involved moving around a wireframe maze and shooting other players. Technology and user expectation have moved on since then, and today’s best-known multiplayer online game is arguably Blizzard’s flagship product World of Warcraft, with more than 11 million subscribers globally. Last year, the European Parliament’s Directorate-General for Communication released a tender asking “for the development and launch of an innovative web site which uses creative methods to generate interest and raise awareness about the role of the European Parliamentâ€.
2. Gamasutra (USA) – Report: Google Buying Jambool/Social Gold. “In a move likely related to its rumored games-friendly social network, Google has reportedly purchased Jambool and its virtual currency payments product Social Gold for as much as $75 million. Jambool is based in San Francisco and was founded in 2006 by Amazon.com veterans Vikas Gupta and Reza Hussein. Last October, it launched Social Gold as an online payments and virtual currency platform that players could integrate into their free-to-play MMOs, virtual worlds, casual online games, and social games/applications. Though neither Google or Jambool have commented on the acquisition, TechCrunch cites multiple sources that suggest a purchase price of around $55 million for Jambool, with another $15 million to $20 million promised if the company reaches certain goals.”
3. Virtual Worlds News (USA) – Crisp NetModerator To Use Scotland Yard Pedophile Data. “Crisp Thinking is going to use Scotland Yard pedophile data to enhance the performance of its Crisp NetModerator software. NetModerator will use real conversations between convicted pedophiles and undercover officers to help identify and shield children from predatory behavior in virtual worlds and child-oriented MMOs. Crisp Thinking says it is the first company in the space to use real Metropolitan Police data to test and enhance its product’s performance.”
4. Minneapolis Star Tribune (USA) – Mayo Clinic lands its own fantasy island. “Dr. Paul Friedman insists he wasn’t distracted by the woman in the second row wearing a pair of wings and a rainbow bodysuit. And he didn’t even seem to notice when a visitor teleported into the audience, scanned the crowd and vanished into thin air. Friedman, a Mayo Clinic cardiologist, has given medical lectures worldwide. But last week he entered a new dimension, when he gave a presentation on the online fantasy world known as Second Life. To most people, virtual reality and avatars are the stuff of games. But the Mayo Clinic is one of a growing number of real medical centers that have established outposts in this fictional universe to explore new ways to teach and practice medicine.”
5. Gamasutra (USA) – Virtual Goods Monetization Firm SupersonicAds Raises $2 Million. “London-based start-up SupersonicAds, which runs a virtual goods monetization platform, has raised $2 million in a new round of funding led by former Skype chief executive Michael van Swaaij. Founded in 2007, the company is headed by Gil Shoham and has 32 employees. SupersonicAds’ monetization tool allows developers and publishers to reward players with free virtual currency for online titles, social games, and virtual worlds after they participate in targeted offers, watch commercials, or engage with brands in other ways. The firm, which also has offices in the U.S. and Israel, provides coverage in more than 100 countries in Europe, Asia, and Latin America, and it plans to offer the platform in 20 languages. It currently works with more than 450 advertisers and counts a number of publishers as its clients, such as Live Gamer, PlaySpan, NHN Usa, Bigpoint, Playdom/Disney, IMVU, and more.”
6. Hypergrid Business (Hong Kong) – The business of virtual sex. “Would be sim-commerce millionaires gathered at the Hypergrid Entrepreneurs Group meeting Thursday night on the Trombly Grid to discuss recent innovations in OpenSim hosting, currency systems, and selling real homes and real furniture in virtual environments. Towards the end of the meeting, the conversation somehow turned to virtual sex (okay, I turned it) and why there didn’t seem to be any grids in OpenSim dedicated to this pursuit. For example, I hypothesized, someone could rent, say 16 regions for around $10 a region from one of the providers at the meeting, create a central business area with clubs, shops, and other commercial destinations — and give away all the surrounding land for free to virtual escorts. The area would need a currency, with the G$ an obvious choice. (OMC from Virwox might also work, but only if its owners were okay with using the currency for adult purposes.)”
7. Virtual Worlds News (USA) – Second Life Relationships More Satisfying Than Real Ones. “Participants in the 3D virtual world Second Life are more satisfied with the romantic relationships they form in the virtual world than the ones in their real life, according to two studies conducted by Loyola Marymount University researchers. Even more remarkably, Second Life users who participated in the study reported that their level of sexual satisfaction with virtual world relationships was roughly equal to what they experienced in their real world relationships. Users surveyed as part of the studies rated their virtual world relationships better in the five categories of marital satisfaction than their real-world relationships. Half of respondents felt they could communicate better with their Second Life partner than their real-life partner. One-third of respondents said they felt a “stronger connection” to their Second Life partner.”
8. Smart Company (Australia) – Is IT a high enough priority in the upcoming election? “Australia has abandoned all but the most high tech of manufacturing, meaning that manufacturing is now a minor component of our GDP. We’ve also seen agriculture take a back seat in the economy. Due to this, our services industries are emerging as major players in the future of our nation’s GDP figures. And this means that IT and telecommunications are a very important part of the business infrastructure of the future. America has just suffered a serious downturn in employment and the financial reports are showing that the nation has learned to be more productive and more efficient as a result. Australia has not yet had this brute force applied, and is still complacent about productivity tools and building scalability and efficiency.”
9. Open Media Boston (USA) – Second Life Community Convention Brings the Metaverse to Boston. “his weekend, over 300 people from all over the nation and world will be descending on the Park Plaza Hotel “to network, build friendships and to discuss Second Life in a common forum” according to the leaders of AvaCon, Inc. – the non-profit behind the Second Life Community Convention 2010. This year’s SLCC is the sixth since 2005 and like its predecessors is entirely organized by active residents of the Second Life virtual world. The event is open to the public, and day passes are available for those who’d like to dip their toe in the digital waters of a sometimes exotic online universe.”
10. Wall Street Journal (USA) – China Approves ‘Warcraft’ Add-on. “Chinese Web portal operator Netease.com Inc. said Monday it received regulatory approval to offer the latest expansion pack for the popular “World of Warcraft” online game in China and plans to start letting players download the software next week. Regulatory uncertainty delayed the China release of the expansion pack, which launched in the U.S. in late 2008. The new version of the game could boost the company’s revenue by attracting more people to try the game and luring players into spending more time online. Netease, which operates the game under a license from Activision Blizzard Inc., said in a statement posted on the “World of Warcraft” website in China that it received approval to offer the “World of Warcraft: Wrath of the Lich King” expansion pack from China’s culture ministry on Monday and from the country’s publishing regulator last month.”
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