The partial death and refocus of Blue Mars

In a fairly unexpected move, Avatar Reality’s CEO Jim Sink has announced the cessation of development of the PC application version of virtual world Blue Mars, with the soon to be smaller company moving to focus on developing for the iOS (read: iPhone / iPad) platform. The change involves the loss of a number of staff, including Jim himself. You can also listen to audio of his discussion with the Blue Mars community here.

Whichever way you look at it, this is a major setback for the company. The switch to iOS, however viable, does provide a stark contrast to the PC-only development to date. That sort of strategic shift doesn’t happen overnight, and given the fact an alpha of the iOS version is already in existence adds weight to that. On the face of it, it looks like another shift to the more superficial virtual worlds offering. The withdrawal of technical support and the shelving of further development for the current PC client will have a serious impact on the core group of content creators who’ve been working on the platform to date. Those creators may still have a role to play on the iOS version but it’s hard to envisage it moving out of beta before the end of the year.

Overall, this announcement has a few key impacts. First, it effectively ends in the short-term any claim Blue Mars had over being a serious challenger to Second Life. Second, Blue Mars now enters the iOS marketplace which is burgeoning with developers working on virtual worlds. Third, this places an ever more focused spotlight on the viability of more complex, content-driven virtual worlds. I’m hopefully very wrong but there seems to be a race to the bottom for market share more broadly. Hopefullt Blue Mars proves that wrong but I’m unconvinced.

Sincere commiserations to those affected by this change.

Dire Straits’ Money For Nothing: Canadian Ban Madness

Mark Knopfler and Elton John

Most people will have heard Dire Straits’ song Money For Nothing many times. Some people hate it, but most will enjoy humming or singing along. For Canadians, their singing habits will need to change as the song has been banned from being played on radio because the Canadian Broadcast Standards Council (CBSC) has decided the lyrics are an issue. These lyrics in particular:

The little faggot with the earring and the make-up
Yeah, buddy, that’s his own hair
That little faggot’s got his own jet airplane
That little faggot, he’s a millionaire

The complaint (the first one known since the song’s 1984 release) was lodged by a CHOZ-FM listener:

A song was aired, “Money For Nothing” by Dire Straits, and included the word “faggot” a total of three times. I am aware of other versions of the song, in which the word was replaced with another, and yet OZ FM chose to play and not censor this particular version that I am complaining about.

I find this extremely offensive as a member of the LGBT community and feel that there is absolutely no valid reason for such discriminatory marks to be played on-air.

The response from the station was pretty detailed and included an outright apology whilst maintaining the right to play the song:

We understand the concerns you have raised regarding this particular selection and do apologize for any undue stress caused to you as a listener by the lyrical content of this selection, but based on the above reasoning, we have operated with the understanding that in this specific case, no editing of the material is warranted.

The listener, unhappy with the radio station’s response, wrote to the CBSC (you can read it all here):

In the letter, [OZ FM’s Senior Vice President] lists a number of reasons in an attempt to justify his stations airing the uncensored version of the song. One of the reasons given was the awards and acclaim that the original version of the song has received. These include 1986 Grammy for Record of the Year and 1986 American Music Award for Record of the Year. This is comparable to the achievements of Kanye West’s 2005 song “Gold Digger” which received 9 Grammy nominations, including Record of the Year, and is certified triple platinum. This song contains another discriminatory slur, not directed towards sexual orientation, but towards race. When played on OZ FM, this slur is censored despite the song’s achievements. I fail to see a difference between the two situations.

The CBSC then undertook a formal process and decided the song can’t be played on air in its unedited form. There’s some fascinating reading in the decision on the origins and usage of the words fag and faggot, then a final adjudication:

Still, the Panel concludes that, like other racially driven words in the English language, “faggot” is one that, even if entirely or marginally acceptable in earlier days, is no longer so. The Panel finds that it has fallen into the category of unacceptable designations on the basis of race, national or ethnic origin, colour, religion, age, gender, sexual orientation, marital status or physical or mental disability. In addition to the terms already so categorized by previous CBSC Panels, there are undoubtedly other racial epithets (not yet the subject of CBSC Panel decisions) that would likely fall into the category of words that are inherently problematic. In any event, the Atlantic Regional Panel concludes that the use of the word “faggot” in the song “Money for Nothing” was unacceptable for broadcast and that, by broadcasting an unedited version of the song, CHOZ-FM breached Clause 2 of the CAB Code of Ethics, and Clauses 2, 7 and 9 of the Equitable Portrayal Code. The Panel notes parenthetically that the song would not otherwise fall afoul of any of the foregoing broadcast standards if suitably edited.

And that is that. I can understand the concern over the use of the word in a song produced in 2011. But in a song coming up to thirty years old that contains a lyric I believe Mark Knopfler at least partially overheard and that Elton John is happy to sing? There’s been a recent announcement of the publication of The Adventures of Tom Sawyer and Adventures of Huckleberry Finn without the word nigger. Far be it for me to argue that Dire Straits were the Mark Twain of the rock world (although they were at least a Bronte sister in calibre to me), but the issue is similar: where do you draw the line?

I’d love your thoughts on this. Not just on whether you think the decision is right or wrong, but how do you see this working in the future? Is it possible to develop standards that protect older works whilst ensuring offence is minimised?

[via Digital Journal]

3D and kids: we just don’t know

One of the more interesting issues over the past year has been around 3D at consumer level. Whether it’s 3D TVs or handheld 3D gaming, there’s a significantly ramped up debate on potential issues around the technologies. An example is this story covering Nintendo’s warning on excessive use of its 3DS handheld gaming device. The company has rightly been transparent, even if only to cover future potential legal liabilities, in its desire to frame the level of use of such devices.

There’s exactly one fact in the debate over the impact of 3D on kids and their development: we do not know in any way, shape or form what that impact is. An educated guess would be that excessive use could have a harmful impact and that in well-structured settings some use of 3D environments could actually be beneficial. However, until there’s a solid body of evidence supporting either of those claims, everything else is theorising or spin. That is likely to be the case for a number of years yet, as building the research body on top of the great work to date is a huge task. It’s an even bigger task given the tendency for most 3D environments to be closed shops owned by large companies like Nintendo, Sony and Microsoft.

In the meantime expect lots of hype and probably an equivalent amount of hysteria. For those interested in the area, an interview I conducted with Andrew Campbell from the University of Sydney’s Prometheus Research team eighteen months ago is still very pertinent in addressing the complexities of the area.

I’d be really interested to hear your thoughts on the likely impacts, both positive and negative, of the seeming diffusion of 3D devices in the home.

Facebook addiction: there is moderation

A little over a month ago, Ross Gardiner posted the video shown below, addressing his thoughts on Facebook. It’s well worth a watch if you’re a fairly heavy user of Facebook and wonder about whether it’s a good use of time. That said, the video does take the well-worn path of abstinence, which is overkill for the large majority who use Facebook a few times per week.

I’m endlessly amused at the black and white approach to anything like this: you’re either a heavy user or you don’t use at all. It’s a shame that approach misses out the huge majority that fall squarely in the middle. Anyway, if you worry about your level of Facebook time, have a watch of this:

Thanks to a Facebook friend, Anna, for the link.

The Watch – virtual worlds in the news

1. Financial Times (UK) – Game on for the virtual sweatshop. “I’m a board game fan myself, but I know that millions of people spent their Christmas exploring the underwater realm of Vashj’ir, thanks to the online computer game, World of Warcraft, which launched a new version, Cataclysm, in December. Loyal readers will know why economists find such games interesting: they are virtual worlds in which millions of people spend many hours interacting, creating experiences and goods that other players value, and even spending real money on virtual items. (Crazy? No more crazy than paying to watch a movie.) Facebook applications such as FarmVille have many more users. But it is the great online role-playing games – and none is bigger than World of Warcraft, with 12 million users paying a monthly subscription – which hold an enduring fascination for the way that they blur the line between virtual life and real life.”

2. Techdirt (USA) – Second Life Dragged Into Legal Dispute Over Copyright Of Virtual Horses And Virtual Bunnies. “Way back in 2003, we warned that Second Life’s copyright policy was going to be trouble. While many people celebrated the fact that Second Life had announced that participants would “own” the copyright on any works they created within the game, we feared that this would bring real world legal disputes into a virtual world that didn’t make much sense — and in retrospect many of the problems we expected have come true, though it’s been mitigated by the fact that Second Life has lost a lot of its popularity over the past few years. That said, Eric Goldman has the details on a recent bizarre legal dispute, which is summarized by the judge in the case as follows: “The gist of the copyright dispute between the parties is whether Plaintiff’s virtual horses infringe on copyrights associated with Defendant’s virtual bunnies.” Yeah, so you know you’re in for a treat. The details are that one company, Ozimals, makes “breedable” animals within Second Life, and believed that a competing company, Amaretto Ranch Breedables, was infringing on its copyrights.”

3. Tech News World (USA) – Avatar Kinect Puts Your Best Face Forward. “vatar” movie director James Cameron couldn’t have scripted a better keynote speech for Microsoft (Nasdaq: MSFT) CEO Steve Ballmer, who announced at the Consumer Electronics Show in Las Vegas Wednesday that Kinect and Xbox will connect with consumers via avatars, transporting Xbox Live Gold subscribers into the chatty, motion-savvy, virtual world of Avatar Kinect. “We will make entertainment more interactive, more social, and more fun for everyone, and we’ll do it like no one else can,” said Ballmer, speaking on-screen as a slendered-down avatar version of himself. Currently, Kinect listens to your voice and tracks your body movements, avatar Ballmer added. “But what about your facial movements? Now, Kinect can track features like your smile, your laugh, and even the raise of your eyebrows.”

4. Games On Net (Australia) – Minecraft Now Has Over 3 Million Registered Users. “Minecraft, the smash hit game of exploration, construction, and zombie combat, now has over three million registered users. Surprisingly, most of those players are still frolicking in the virtual worlds of Minecraft Classic; just under one million users have actually bought and paid for the game. Ever the optimist, Minecraft creator Markus ‘Notch’ Persson has stated via twitter that he does not think ill of those two million freeloaders. Instead, he likes to think of them as possible future customers.”

5. Big Think (USA) – Biometrics Goes Mainstream. “Biometrics will begin reaching a mainstream audience, and that will change how we see our health and fitness and open up new vistas for the health care industry and personal control around health and wellness. We will see the beginning of the end of the wallet as it begins to move into our smart phones in ways that make it clear what’s happening to the common observer. Virtual currencies will start to move outside of virtual worlds and social games into other media experiences. We’ll see a flood of online marketplaces that helps us make better economic use of currently under-used personal assets such as cars, extra rooms in your house, tools and toys in your garage, and under-used corporate assets like empty conference rooms, limos + town cars, reservations at restaurants and spas, airline seats, etc.”

6. Military and Aerospace Electronics (USA) – Designs for avionics and synthetic vision rely heavily on human factors research. “People interact with machines in different ways — with their eyes, touch, voices, and even their brain waves. These human factors are important when designing cars, home theaters, and especially commercial and military aircraft cockpits. Telepathic flight control still resides in fictional realms such as the 1982 Clint Eastwood movie FireFox — in which a pilot stole a Soviet jet fighter that was programmed to respond to human thoughts. The Eastwood character controlled the fictional high-performance jet by thinking in Russian. Today, however, avionics designers are exploring touch screens, virtual worlds, 3-D moving maps, and even voice control in all types of cockpits. “We are passionate about the user experience on the flight deck, going beyond human factor issues so pilots can do what they need to do,” says Sarah Barber, systems engineer and human factors expert for Rockwell Collins in Cedar Rapids, Iowa. “There is nothing worse than having frustrated pilots on the flight deck. We focus on what the sensation of perception pilots get from the flight deck display.”

7. Salon (USA) – 3-D is coming to your home. “I’ve been a skeptic about 3-D in its initial phases. Hollywood has used the technology mainly to increase movie prices, and the experience in theaters — with few exceptions, such as James Cameron’s “Avatar” — has been nowhere near worth the higher ticket price. This is one reason, by all accounts, that 2010 movie attendance dropped. At last year’s Consumer Electronics Show in Las Vegas, 3-D got its first big push into the home entertainment market, but it looked more like a gimmick than anything most people would care about in the near term. This year, the push is on with renewed strength, with a dizzying variety of new hardware and content ideas. The industry has more than a few hurdles ahead. The highest hurdle will be rational customer resistance to the you-must-upgrade mantra. But there’s no question in my own mind that 3-D is going to have a central role in our homes within a few years.”

8. VentureBeat (USA) – Groupon will become the Sarah Palin of tech, and other predictions for 2011. “If Microsoft’s Kinect was only around during the hype of Second Life, it could have helped the struggling virtual world become a mass market player. As Kinect rockets past 8 million sold after two months, I agree with Jaron Lanier’s view that it brings us closer to a true avatar experience, which he discussed at the November 16th, 2010 TEDxSF event. The possibilities are exciting when you consider an early hack of Kinect for World of Warcraft and the variety of games we’ll see once Kinect comes to the PC.”

9. Marketing Week (UK) – Brands have a role to play in virtual reality. “Gamers who managed to get their hands on the new Kinect console are sure to have had a very merry Christmas, playing by simply jumping or waving their arms around (see main image). But perhaps not as merry a time as Kinect parent company Microsoft, which sold 2.5 million units in the first 25 days of sales in November. Its reported £300m ad spend, including commercials dominating the breaks during The X-Factor final last year, looks like it has paid off.”

10. The Escapist (USA) – Playing On Planet Google. “Of all the grand game worlds constructed by an army of artificial architects, there’s one virtual environment that game companies have only just begun to chart. The strange thing about this undiscovered realm is that it’s right under our feet, and is one of the largest digital environments ever created: Planet Google. The Grand Overlord of the Internet has gone to extreme lengths to map, in obsessive detail, our corner of the solar system, including every street corner, the moon, the sea bed, night sky, Mars, and even Chipping Sodbury just off the M4, rebuilding reality as a high resolution online entity. Yet this persistent world is going to waste on trivial matters like route planning and scientific research.”

Auto-correct embarrassments turn to gold

I love me a good humour site. Whether it’s Awkward Family Photos, Cake Wrecks or the now over-hyped S*#t My Dad Says, there’s plenty of places to get a laugh.

One I hadn’t come across is Damn You Auto Correct. It’s a regular update of screenshots of awkward, humiliating and just plain funny SMS messages on smart phones, where the phone has auto-corrected words.

Aside from providing lots of laughs, the site raises one big question: why the hell don’t people read the message before hitting send?

Thanks to a fellow musician forumite, Botch, for the link.

Journal of Virtual Worlds Education: inaugural issue

Just a quick heads-up of the launch of the Journal of Virtual Worlds Education. Published by The Center for Virtual Worlds Education and Research, there’s a mix of research and discussion papers covering a wide gamut.

Check out the main JVWE website or view the first issue here.

Call for writers

Back in November we published our reader survey results and one of the strong requests was to expand the number of writers we have. So as promised we’re heeding that call. Read on if you’re interested in contributing!

You do not need to be based in Australia to express interest in any of the options. I won’t be bringing on all the combinations below, will see what works out once people start making contact.

Option 1: Paid regular writer

This is for the person with a demonstrated writing record. If you’re able to produce a 600-1000 word post per week, then this is for you. Your brief is likely to be broad i.e. across a range of topics / virtual worlds although am happy to discuss a dedicated beat for OpenSim grids, Blue Mars, social worlds or specialities like education, business and science if that’s your thing. Payment would be monthly for stories published the previous month. US$20 per post is on offer, which isn’t great but is above the blog average.

Option 2: Paid casual writer

As per Option 1 but with you pitching story ideas on a less than weekly basis when you have time. The ball would be in your court. Paying the same but on understanding that I won’t be accepting all pitches and may not have the funds to commission even all the good ideas.

Option 3: Guest poster

This is for the person who may not have written for publication before. You pick a topic you want to write about and I help you get the first story done. No payment for guest posts, but if it goes well, then Option 1 or 2 may come your way. You can definitely link to your own site or provide a short bio etc. I’m particularly interested in guest posts from researchers, virtual worlds developers or others involved in the industry that want a wider platform to put their views.

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For all these options, use the contact form to express interest or DM me on Twitter. In that initial communication just provide a paragraph or two on what you’d like to do, a little bit about yourself and any previous writing experience. I will reply to all expressions of interest and those with potential will be asked to provide writing samples where applicable.

Microsoft Kinect on WoW: evolutionary steps

This post comes from Metaverse Health, our sister site devoted to everything related to health and virtual worlds.

Here’s a great video showing the use of the Kinect to play World of Warcraft using a software framework called FAAST. After the initial demo there’s some useful discussion by the University of Southern California’s Institute for Creative Technologies on its potential applications.

Those applications are something discussed here regularly: rehabilitation and physical activity. Imagine the impact of the technology shown in the video for someone who plays a dozen or more hours of an MMO each week? Let alone someone with a chronic disease or multiple lifestyle risk factors.

Anyway, have a look for yourself:

For my interest in clinical simulation, these developments are of particular interest. Truly effective simulation is likely when health practitioners are physically able to replicate tasks. With my crystal ball in hand, I can’t see that being any more than five years away.

Virtual worlds predictions for 2011

It’s time to get out the crystal ball again. I thought I’d take a slightly different approach this year by tackling ten fairly broad themes and identifying appropriate specifics under each. I tried to cover all of the main issues though the field is so large now as to ensure any roundup like this won’t be complete.

Hopefully there’ll be a better success rate than last year. As always, would love to hear your thoughts on what you see occurring during 2011. If you’ve got your own set of predictions, either post them in the comments or provide a URL and I’ll link it at the bottom of the post.

The predictions:

1. Second Life

It’s fair to say that Linden Lab had a mixed year during 2010 with Second Life. 2011 is likely to be even more turbulent. I’m not going to fence sit on this one too much: the next 12 months will see Linden Lab finally sold to a big tech player based in the US. Whether it’s bought out or not, expect some more significant user-interface improvements but an overall decline in number of hours in-world per user. That decline will be driven primarily by diffusion as dedicated content creators, educators and long-term residents increasingly spread out to OpenSim grids, Blue Mars etc . Second Life might see an increase in concurrency, coming from the more casual / social users attracted by an easier to use interface. That seems to be Linden Lab’s strategy anyway. Oh – and legally compliant gambling will be provided in-world by Linden Lab.

2. OpenSim

The safe prediction here is ongoing growth, but beyond that it’s a pretty murky picture. Consolidation is one of the clearer trends: a handful of grid providers will probably hold some dominance, with a skew of smaller / solo grids running. Hypergrid protocols are ever-improving, but for wider-adoption the larger providers will play a key role assuming they can keep delivering good service with a growing userbase. So overall: continued growth and emergence / consolidation of larger grid provders.

3. Blue Mars

Over the past year Blue Mars has been continuing to evolve and has picked up a cohort of Second Life content creators. Assuming the funding keeps coming in, that growth is likely to continue although it’s doubtful that 2011 will see Blue Mars reach full launch and if it does, expect a slow but promising level of uptake by new users. Unless Second Life has a major stumble, Blue Mars won’t be in its league as far as content or user numbers during 2011 – 2012 may be a different story though depending on how things pan out with both camps.

4. The casual phenomenon

The casual worlds like on platforms like Facebook will continue to fragment. Numbers will continue to grow but at a much slower rate. Fatigue with the limitations will also grow as people debate the merit of these worlds versus more traditional casual games (think Bejeweled etc). Not surprisingly there will also be a lot of underperforming worlds that close – exacerbating the fatigue with the genre from more experienced users.

5. Media and societal acceptance

The coming year will see increasing focus on how we interact in virtual environments. The Microsoft Kinect is already receiving a lot of attention, and the media are likely to latch onto the theme of improving physical activity whilst highlighting the odd case of severe addiction/injury. Nothing new there really – the difference over time however is the growing acceptance that these developments need to be incorporated into society’s thinking on a range of issues. Key educators and policy-makers have known this for years but that widespread acceptance (if not understanding) is certainly taking a big step during 2011.

6. Government

The momentum with virtual worlds at the US Government level is significant, driven primarily by intertwined military and health-care needs. Beyong that 2011 seems a pretty arid zone on the government side. Although there are potential cost-savings in the longer-term, most European governments aren’t in a financial state to invest heavily in ‘cutting edge’ work. In the Asia-Pacific I’m always surprised at the lack of overt work in the area and don’t expect 2011 to be any different. On the home front, the national political scene is favourable only from the viewpoint of the National Broadband Network rolling out. Government 2.0 initiatives are at a fairly early stage and virtual environments aren’t playing any active role in that anyway at this stage.

7. Browser-based evolution

Like it or not, people want the ease of a browser-based virtual world without losing too much of the complexity. This year will see that trend continue with some good new options emerging. Using Second Life as an example, development is well underway both at Linden Lab and externally. What you definitely won’t see this year however is a browser-based experience as good as the standalone offering. That’s well over 12 months away but it is coming.

8. Gaming Worlds

2011 is actually a huge year for MMOs. The key event will be the launch of Star Wars: The Old Republic (SWTOR). We’ve been following it pretty closely and so far it’s looking like it’ll be successful. There’ll be a lot of talk about SWTOR being a World of Warcraft killer. That’s a lot of hyperbole (for 2011 at least) but expect it to pick up a very significant user base in a short time. To be more specific, by end of 2011 I’d expect subscriber numbers to be sitting between two and three million minimum.

World of Warcraft itself will see fairly steady or slightly declining numbers maintained by the recent Cataclysm expansion, with continued dominance of the market for the coming year.

9. Business

Absolute status quo: there will be no increased level of traction with business beyond some further acceptance of virtual meeting solutions. The ROI equation for business till isn’t clear enough, making adoption of virtual worlds technologies an exception to the rule. Good research (see Point 10 below) will be crucial for this to change.

10. Research and Development

The number of virtual worlds research projects will continue to increase, with a particular focus on areas such as simulation and the neuropsychological aspects of virtual reality. The simulation research will be pivotal in building solid cases for business, non-government and government adoption of the technology. In an environment where more and more human services professionals are needed in an ageing population, simulation makes huge sense and will be a key driver in the medium term.

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So what say you? Let the debate begin.

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