Dr Seuss Meets Star Wars

For a Gen X-er it doesn’t get much better than this. Cartoonist Adam Watson has created a handful of brilliant drawings that interpret scenes from the original three Star Wars movies. To say he’s nailed the Dr Seuss style is an understatement. Am I the only one that’d buy a book that had the three movies done end-to-end in this style? One example:

View the whole lot for yourself over at Adam’s site.

Merged realities – events and issues for virtual worlds

1.  Daden in the UK have released a paper – ‘The Future of Virtual Worlds”, which puts forward some interesting forecasts and issues. I disagree with some of the timelines in particular (I think forecasting out to 2050 for anything is at best fanciful) but it’s certainly a document that could start some useful debates. You can download it here.

2. Composer and conductor Eric Whitacre is making his first foray into Second Life on Tonight Live with Paisley Beebe at 8am on December 5th SL time. As an aside, he’s trying to get 900 people worldwide to form a virtual choir – details here. You have until the 31st December so get cracking.

3. The beta version of Viewer 2.4 for Second Life is now available . Features include an auto-updater, improved preferences menu, graphics improvements and the ability to do scripting in an external text editor.

4. Expat Aussie and ex-Linden Labber Chris Collins has released Canvas, a lo-fi ‘Second Life in a web browser’ offering. Some screen shots and comments from Chris over at NWN.

5. It’s nearly a month old now, but this post by Edward Castranova on the role of virtual worlds and the (mostly) worldwide recession are well worth a read.

Interview – Treet TV’s Wiz Nordberg and Texas Timtam

Treet TV are ground-breakers and Australia-based ones at that. I’ve been following them since mid-2007 (original profile here) when they were the Second Life Cable Network (SLCN), and they’ve been plugging away ever since, growing to arguably the world’s most credible and prolific virtual world TV production outfit. I say plugging away because even though they have a pretty solid track record now as innovators and quality content producers, establishing a wider profile within the Australian business sector has been a challenge.

Treet’s Mt Eliza-based founders, Gary Wisniewski (SL: Wiz Nordberg) and Grace Roberts (SL: Texas Timtam), caught up with me for a chat last weekend on everything Treet plus some broader themes. If you’ve thought about getting a team together to make your own show, read on as Treet are interested in new pitches.

Lowell: We last caught up in June 2007 when you were still SLCN TV – what are your strongest memories of those early times for you?

Wiz: Strongest memories?  Confusion. 🙂 No, really, I suppose the strongest memory is how “new” the idea was, of using a virtual worlds platform to create true television-like content, and the reaction of people to what we were doing. It was very fresh and very new and it seemed like there were limitless possibilities.

Texas: It was very exciting then. We were learning new things everyday and it was still in the glory days of Second Life hype so everyone around us was filled with optimisim about the opportunities.

Lowell: So has that confusion abated or just changed in dynamic?

Wiz: Well the dynamic has changed a lot. It is no longer new, and a lot has been learned – I was only joking when I said confusion actually.

Lowell: On learning: if you had to list a few key learnings over the past three years, what would they be?

Wiz: It seemed obvious to us that doing virtual worlds television was the right thing to try.   I have to say it was almost the opposite of confusion, but total confidence back then. Well, one thing we learned is that people in Second Life have almost boundless energy to create, and to us it is the reason to remain committed to Second Life despite many people’s negative feelings about it right now. We also learned to divide machinima into two broad categories: documentary and story telling. Documentary is easy. Storytelling is hard. I suppose the list could go on for pages.  After three years, you learn a lot of things!

Lowell: So for those who don’t know Treet TV, can you give an executive summary of what it offers today?

Wiz: Treet TV offers the largest collection of live television broadcasts and archives made almost exclusively in Second Life, documenting the activities, sports, lives, and stories of Second Life residents and creators.

Lowell: Your work is most recognised in Second Life but do you use other platforms / grids?

Wiz: We are starting to use OpenSim and you will see a lot more OpenSim based shows in the coming year. But almost everything is still done in Second Life.

Lowell: What are the limitations of OpenSim so far when compared to what you do in Second Life?

Wiz: The limitations don’t apply to us at Treet so much as they apply to those creating and participating in the shows.   Filming in OpenSim can be done as perfectly as we do it in Second Life. The main limitations show producers face are – there are fewer people and thus less diversity to pool upon for guests, interviews, lifestyle and sports content; there are fewer vendors of products, thus less available if you want to devise your own original show content; and stability is, incredible to say, not as good as Second Life, so the production reliability is lessened. But those things are changing fast, I should add.

Texas: OpenSim-based grids are just now gaining enough momentum to have enough users that will make for interesting viewing and stories to tell.

Lowell: Second Life has copped a lot of negative press: what do you see as its strong points and do you remain confident in its longer-term viability?

Wiz: The strong point of Second Life is that it is a new kind of virtual world, based upon an empty slate, where people can do and create what they wish without any limit to their imagination.  Arguably Linden Lab invented this type of world.   I am not sure they will end up playing a major role over time, but I am certain that this kind of world will survive, grow, and probably displace many many other types of virtual spaces. I am confident in the long term viability of such worlds. Not so much of Second Life itself. But today, Second Life is the best.

Lowell: Without going too negative ourselves, what is it about Linden Lab and Second Life that makes it likely to be overtaken?

Wiz: The need for Linden Lab’s product has grown beyond their ability to service it and respond to the market. This has to do with very early decisions they made before they realised what they really had. Some of those decisions will be hard to recover from, and I’m not sure they can.

Lowell: What in your opinion were those key decisions – architecture related, community related or others?

Wiz: Most are architecture related. Essentially, they locked themselves into an architecture where it takes approximately 25% of the resources of a fairly high-end server to support a gathering place with 100 people. Imagine for example, that you required  a full Xeon server to accommodate a website which would accommodate 400 people.   You would have a huge liability. This is the reason for most of their problems, including the inability to scale, and inability to create cheap land available to more people who perceive it as having much better ROI. I am not sure any amount of “thinking outside the box” in terms of their customer service and company structure can make up for that problem.

Lowell: The thing is, as OpenSIm evolves they may avoid some of those issues but not all – are the architecture issues really that solvable in the short-term?

Wiz: OpenSim has the same liability in terms of architecture, but it has the advantage of greater ROI with reduced cost. This will cause more people to engage with it, and more people can be involved in trying to rejig the architecture to solve some of these major problems. Open source groups have proven time and time again that “if there is a will, there is a way”, and I have a lot of hope for OpenSim because I think it will soon reach a tipping point where the necessary technology people will be able to truly hunker down and start making dramatic steps forward. In the short term?  No. 🙂 That means that those of us who are already at the limits of our patience need to be more patient still!!

Lowell: Let’s talk business for a while – I can imagine you still struggle with the credibility issue i.e. that a lot of the business / funding sector see virtual worlds work as R&D rather than ROI. Are you seeing that shift at all?

Wiz: Well, we don’t struggle with it so much at Treet. We are very committed to having a broad range of content creators producing shows. While there are surely revenue issues we now struggle with because corporate money is not flowing like it once did, this is a shared problem we all deal with. I also believe virtual worlds have been R&D all along. I think that any assumption that there was ROI was predicated by assuming a great deal of PR leverage for having “engaged in something new”. Once you remove the PR leverage, much of the ROI for many corporations didn’t hold up under scrutiny.

Lowell: So obviously without expecting explicit detail, what is Treet’s business model and strategy?

Wiz: Treet is like any other start-up gambling on the increasing trend to do something online which has never been done before. So, our business model evolves and changes over time and mostly is a model of “sustainability” at this point, mainly because there is so much R&D going on in the area we’ve chosen. I think the biggest limitation of any business model for a virtual worlds content company is the small size of the market.

Lowell: Which is a good lead-in to your shows – how many shows do you now produce?

Wiz: 12 shows are currently in production, 10 of them with weekly episodes that are aired live every Sunday and Monday. We have over 3000 archived episodes, not only of those shows, but of many shows no longer in production, or special events and features.

Lowell: What are your most successful shows, both as far as view statistics but also in regard to audience feedback?

Wiz: The three most successful shows in terms of feedback and numbers are Metanomics, Tonight Live with Paisley Beebe, and Designing Worlds….not necessarily in that order. Some shows actually have much greater consistency than those, with very loyal audiences, but haven’t achieved the high points those have. Two notables are the Best Practices in Education Series and the ISTE Eduverse series, both of which are short term productions and both achieved signifcant viewership and web buzz.

Lowell: Over your time producing such a large amount of content – have you discovered any unique trends on what works in SL as compered to more mainstream TV production? That is, have any of the shows worked really well when you thought they wouldn’t or vice versa?

Wiz: Comparing SL to mainstream TV is an interesting “apples and oranges” exercise.  The viewership of each is fueled by very different things. The “unique trend” is that Internet based TV is more dependent upon having an active community surrounding the content. Mainstream TV is more dependent upon a streamlined and efficient delivery channel. The former requires more social capital.  The latter requires more financial capital.

Lowell: On community: does Treet do active engagement there or is it more up to each show’s team to drive that?

Wiz: It is a combination.  Each of our shows is a partnership.   Treet works actively to build a community of those interested in “virtual television” and many people’s shows are discovered because there is crossover from the Treet community.  On the other hand, each show brings new communities to Treet, and this is probably one of the main ways Treet’s viewership grows, by having each producer’s community join in a larger community which has greater momentum. Three years ago it was the reverse.  Treet had no community and it was show communities which essentially “bootstrapped” Treet into having people who could cross-over into other communities.  Now, such crossover is the norm.

Lowell: On the partnership, how does that work? Where are the boundaries with creative control etc?

Wiz: We try our best to let our producers do what they want.  That’s the honest truth.  We try to let them envision the show, decide on the format, and drive the creative behind the shows with little or no intervention from us. We try to provide feedback about audience size, live viewership, and if we do exert creative control, it has more to do with the mechanics, such as trying to assure that shows are more “watchable” on the web, that intros are the right length, that advertising is used in ways that are most effective.

Texas: The Treet website offers the ability to include a much larger audience than could be achieved with only the Second Life residents. We can live stream to a much larger number of viewers via the web.

Lowell: So let’s say I have a great show concept and I approach Treet and you like it a lot as well. What happens from there?

Wiz: We are very interested in new pitches at the moment. We have a number of broadcast slots open because of the way we have rearranged our schedule. The main thing people with show ideas need to consider is that it is not about the idea or concept. A good concept does not make a show. A good, dedicated team, and a lot of effort in production make a show. A good concept helps because it makes it easier to attract people to the effort, and of course, once the show is produced, it makes it more appealing. But, building a team, and being realistic about the effort required at production are the most important things for people to consider. Two shows, “The Daily PWN” and “The Grid’s Honest Truth” are complete outside machinima productions which air on Treet.   Most people think Treet “wants” to produce everything.  That is not at all true, we are very receptive to people doing complete productions.   But – our requirements are rather stringent.

To be honest, the realities vary from show to show. For sports shows, there is no script, the main thing is being sure that announcers are ready, and that stats are prepared.  Some shows require a script, and there is a completely different team effort.  Some shows require 1 hour per week of pre-production, some shows require 40.

Texas: We are also keen to include serial stories to Treet. Not necessarily produced by us.

Lowell: Texas you mentioned serials and Wiz you mentioned earlier that story-telling is difficult – is that an area you’d like to do lots more in?

Texas: Yes, very much. Moving from a live broadcast model to post-produced drama / comedy is another exercise in “apples & oranges”.  :) But we are very interested in headed that way.

Wiz: Yes! We would love to have more people who are willing and interested in working with us on fictional series.

Lowell: Who are the core Treet TV team besides yourselves now?

Wiz: There are four of us that make up the core team right now, Wiz, Texas, August Lusch, and Yxes Delacroix. We have many other people assisting as well.

Lowell: Is Treet now a profit-making entity for you all? If so – what is your primary revenue source?

Wiz: No, Treet still runs in the red. It is funded by Texas and I. We do have a 24/7 studio which is unlike any other in the world, capable of doing these kinds of live broadcasts for anybody, so we are always interested in corporate work and other revenue, but ultimately, we are building a brand and an audience with Treet and revenue will require that it grow several times larger. As it is, however, Treet has over 100,000 monthly viewers across all our shows, but doing what we do is expensive, and even that many viewers doesn’t really generate enough revenue to fund this.

Lowell: Crystal-ball time: what are your ambitions for Treet in the coming 12-24 months?

Wiz: Expansion in two areas. First, to involve more and more independent machinima producers in Treet to take advatnage of our distribution and audience, and to add to the diversity of our content. Second, to move more and more into OpenSim specificaly and any other platforms we see that have “creator leverage” in the way Second Life does. We also have a couple interesting things we are doing that we can’t talk about . We also expect to continue to work more with Linden Lab – we have had many good joint promotions with Linden Lab and they have helped us fuel growth in many ways.

=====

A disclosure: I’ve appeared once on Tonight Live with Paisley Beebe and once on The 1st Question with Pooky Amsterdam.

World of Warcraft’s Cataclysm: lessons for virtual worlds

A Cataclysmic Westfall

I’ve covered my experiences with World of Warcraft a couple of times here, and I’ve now been playing for more than three years. Even if you don’t play, you may have heard that Blizzard Entertainment are about to release the third expansion / fourth instalment for World of Warcraft, called Cataclysm. It’s a fairly standard formula now for MMOs – release an expansion every couple of years to keep current players interested, draw back some of the player base that may have already left, and ideally drag in a bunch of new players. Cataclysm is likely to do all of those things, but on top of that I’d argue it’s caused an interesting phenomenon: a fairly widespread sense of loss. It’s also I believe set a new standard in transitioning to a new expansion. Let’s look at both issues in a little more detail.

The loss

This expansion involves a continuation of the WoW storyline whereby Deathwing causes an enormous amount of geographic upheaval on Azeroth. Think tsunamis, earthquakes and the like. There’s now water in a lot of places where there were villages / encampments / quest zones. There are now gaping chasms in areas, including key cities like Stormwind. It’s very exciting to explore all the changes, but that’s also where the sense of loss kicks in. Over the past three years, I’ve become attached to a lot of areas in the game, and I’m actually not happy that some have changed. Take Gadgetzan for example – one of its key striking features was the fact it was in the middle of a desert. Now it has water right at its eastern wall. Although I never would have thought so, I miss how Gadgetzan used to be. Like any loss, over time I’ll incorporate it into my experience but I’ll still remember what it used to be like.

Is it a life-changing loss? No – not even in the context of my character’s life. It’s more the jarring sensation of a new visual in place of three years’ experience. Expecting permanence in a virtual world isn’t reasonable, but it does happen to be a very human trait, as is a reaction of anxiety to change. It’s not a new issue by any means for virtual worlds, but this is one of the bigger examples. Once the full expansion hits the servers on December 7th, the scale of the changes will be fully apparent. I’m sure no-one will need counselling on their loss, but there’s certainly some interesting further research potential.

The transition

It’s a common story-telling technique: build tension over a period of time prior to a major event. Blizzard have done this with each of their expansions (although I felt the pre-Lich King one was a little half-baked), and the Cataclysm lead up has been no exception. I’ve really enjoyed the storyline over recent weeks and loved the feeling of crisis in Stormwind as the changes started occurring. Aside from the rightfully expected story transition, I’m equally impressed at how they’ve managed the technical transition to the new content. From what I can gather, essentially all of the content for the expansion is likely sitting on your hard drive now, with your license key purely unlocking it on the 7th. Additionally, a lot of the smaller new content can already be explored, helping to build excitement when it’s all revealed. Finally, the staged download of the new content works well, with background downloading as you play. Again, none of it is specifically surprising but the implementation has been relatively smooth and Blizzard deserve kudos for it.

The sum-up

On the gaming side of the virtual world equation, the means by which end users are hooked into the product are extremely well established. When an MMO is around long enough that people are emotionally affected by changes to it, you know they’re probably getting a few things right. Less rigid environments like Second Life, Blue Mars, OpenSim grids and the like, can only translate such lessons to a certain extent. What they can mimic 100% is integrating the technical side of things with the user’s experience. That hasn’t changed in decades but it seems there’s still a lot of catch-up being done in that regard.

The Watch – virtual worlds in the news

1. Gizmag (USA) – Play robot moves effortlessly between real and virtual worlds. “In an increasingly tech-centric world, keeping kids interested in learning can be an uphill battle. With teaching that involves play recently attracting some powerful supportive voices, students from MIT’s Media Lab have developed a system which merges technology and play to stimulate young minds. The Playtime Computing system uses infrared emitters and tracking cameras to monitor the position of a special robot within a play area. As the bot disappears into a hole in a panel, it appears to continue its journey into a virtual world projected onto the walls.”

2. Pittsburgh Post Gazette (USA) – IUP website takes archaeology class into a virtual dig. “Indiana University of Pennsylvania has carved out a virtual dig for its archaeology students in Second Life. Second Life is the popular online destination for people who want to socialize, play games or buy and sell stuff in an alternative world. But virtual worlds are also an educational tool whose potential is beginning to be tapped by projects such as IUP’s Archaeology Island in Second Life.”

3. The Huffington Post (USA) – The Next Killer App: Work. “As a technologist, I’m obsessed with searching for the next killer app. Today, there are many companies that are offering amazing services and products that some may deem “killer apps.” What I find interesting is that many of these are aimed at improving our virtual world–becoming a mayor on a social networking site, getting a hole in one or building an empire on a gaming site. It seems so simple when we escape for a few minutes (or hours) from our real world commitments to the fantastic online world we have created! But what about improving our offline “real” world?”

4. New York Times (USA) – In Cybertherapy, Avatars Assist With Healing. “His talk was going just fine until some members of the audience became noticeably restless. A ripple of impatience passed through the several dozen seated listeners, and a few seemed suddenly annoyed; then two men started to talk to each other, ignoring him altogether. “When I saw that, I slowed down and then stopped what I was saying,” said the speaker, a 47-year-old public servant named Gary, who last year took part in an unusual study of social anxiety treatment at the University of Quebec.”

5. Hypergrid Business (Hong Kong) – IDIA Lab City Opens in Blue Mars. “Ball State University’s Institute for Digital Intermedia Arts (IDIA) announced today the release of IDIA Lab City, a new immersive learning experience powered by Blue Mars, Avatar Reality’s 3 social world platform. Visitors to the new area can virtually tour and examine stunning, realistic recreations of artifacts and artworks in their original historical contexts, including sculptures at the 1915 Panama-Pacific International Exposition in San Francisco and a centuries old Buddha at a Japanese temple. IDIA’s premiere effort in Blue Mars showcases several examples of recent grant supported research projects. For example, students in IDIA’s Immersive Seminar in Virtual Worlds 3D laser-scanned sculptures in Ball State University’s Museum of Art collection, resulting in accurate and detailed replicas in IDIA’s simulation.”

6. Global Times (China) – Goodbye to 2D. “Chen Zekun looks almost the same as his fifth-grade primary school peers. But when he sits before the computer, his design skills amaze even the most tech savvy adults. The 10-year-old boy’s wildest dreams – from warriors with wings to household robots – come to life on the screen. “I found my son had a talent for 3D design three years ago, by chance,” said Chen Shaoping, who owns a computer graphic production house in Taiyuan, capital of Shanxi Province. “He became interested when he saw one of our designers work on 3D design, and then taught himself.” The boy spends most of his free time creating his own virtual worlds. “I also like playing games such as World of Warcraft,” he said. “But it’s more interesting to create game characters of my own.”

7. Dr Dobb’s (USA) – In Silicon No One Can Hear You Scream. “In his book of TV reviews The Crystal Bucket, Clive James writes of David Attenborough: “It is a lucky break that the presenter looks normal, because some of the life-forms he is presenting look as abnormal as the mind can stand. To Attenborough all that lives is beautiful: he possesses, to a high degree, the quality that Einstein called Einfühlung — the intellectual love for the objects of experience. Few who saw it will forget Attenborough’s smile of ecstasy as he stood, some years ago, knee-deep in a conical mound of Borneo bat-poo. Miles underground, with cockroaches swarming all over him and millions of squeaking bats crapping on his head, he was as radiant as Her Majesty at the races”. How long will it be before such emotions can be inspired by the evolved objects of digital experience? I’ve been looking at Thomas Miconi’s page Evolving Virtual creatures. ”

8. California Literary Review (USA) – Book Review: Fun Inc.: Why Gaming Will Dominate the Twenty-First Century by Tom Chatfield. “In the first few pages of Fun Inc., Tom Chatfield, the Arts and Books editor of the British magazine Prospect, admits that his is “a shamelessly partisan book about video games” because they’ve been an important element throughout his life, and also because “they’re an increasingly central part of both American culture and of an emerging global culture. . . that . . has the power to re-mould the 21st century at least as radically as cinema and television did the 20th.” In a similar effort at honesty and full disclosure, this reviewer is the author of the first memoir on video game addiction, Unplugged: My Journey Into the Dark World of Video Game Addiction, as well as a frequent speaker on gaming culture, social networking, cyberbullying, and video games at medical conferences, schools, and businesses. These facts are especially relevant because the majority of video game aficionados and supporters I encounter tend to be overly vocal, shortsighted, and ineffective in their defenses of their beloved pastime. Chatfield, by contrast, has a clean, compelling writing style, and he is quite reasonable throughout his analysis of both this rapidly growing industry and its profound effects on society. While he can get a bit defensive of some justified criticism over video games, that’s fairly easily forgiven since the majority of this book is open-minded, interesting, and insightful.”

9. News Channel 34 (USA) – American Cancer Society of Southern NY Gets Donation from Virtual Community. “Southern Tier HealthLink (STHL), the Regional Health Information Organization (RHIO) for the Southern Tier of New York in conjunction with Amaretto Ranch Breedables, has raised over US $64,000 for breast cancer research through its “New York HealthScape Breast Cancer Awareness Center” simulation (sim) in the virtual world of Second Life. STHL on behalf of Amaretto Ranch Breedables will be presenting a check for the proceeds to the Southern Tier Regional Office of the American Cancer Society in the near future. Created in 2003, Second Life is a computer-generated 3D world already home to millions of virtual residents, businesses, universities, non-profit, and health care organizations around the world. While the enhanced graphics and avatar features of Second Life give it a sophisticated “game” feeling, this actually augments its potential as an education tool. In fact, Second Life has generated serious academic research into the impact of virtual interactions and real life communications, team building, and education. Several studies have concluded that the simulated environment is highly effective for interactive learning.”

10. Third Sector (UK) – Digital Campaign of the Week: Homeless Link. “Earlier this year, Homeless Link was one of the lead partners in the RHS Chelsea Flower Show, when 500 homeless people designed and created a real garden. The objective was to overcome stereotypes of homeless people and to demonstrate that homeless people have talent. Homeless Link was then given funding from the Gulbenkian Foundation to create a virtual representation of the real garden in Second Life, called the Places of Change Garden, which will be online for the next year. “

The life of the modern father…

.. is summed up perfectly by this:

Dad Life from Blaine Rogers on Vimeo.

Absolute gold!

Departure from Second Life: one story

For the duration of the four-plus years I’ve been involved with Second Life, I’ve known Wolfie Rankin. He’s been one of the driving forces behind the ABC Island community since its launch back in 2007, and has also been outspoken on a range of issues, including his perspective on furries. For me, he’s been an enduring Australian presence in Second Life, so I was more than a little surprised when I discovered this week that he’s decided to cease his involvement. I commissioned Wolfie to write a piece about his decision, which is shown below. Obviously it’s his opinion only and each person’s reasons for departing or entering Second Life are different, but I still thought it was well worth sharing.

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For the past five years I’ve used Second Life. Being fairly shy it helped me to come out of my shell, to find new friends, and discover that I could do more than I thought I could.

And during the time that I was recovering from cancer treatments it was a real boon, it lifted my spirits and made me feel wanted and needed.

Others who had a serious illness or were stuck in rural locations found they too could meet like-minded people, and found sanctuary within this virtual world.

Despite all the slagging off about Second Life which came from both the public and the media, those who used Second Life, and made the necessary connections to make it worthwhile, found it to be a wonderful experience.

One of the things worth trying is what they call Machinima. If you have wished that you could be an animator, but had no drawing skills to speak of, then this is brilliant. Just build a set in world, bring in some characters, direct them, film them, then edit the results with something like Sony Vegas, add music and effects, then upload to Youtube. The quality of what you can create here is astounding. and I would highly recommend trying it, even just for a bit of fun.

Five years ago, I was asked by several people to give Second Life a go, which I was reluctant to do as I never considered myself to be a gamer, and from what I knew of Second Life at the time, it was some sort of game -therefore I wasn’t interested.

Then I saw a report on Channel Seven about Second Life and thought that perhaps it had some merit after all, so being the curious type, I logged in.

The first time you log in, it can be a pain. It’s possible to end up lagging away on an island full of grey people, which is incredibly frustrating, and I feel we lost of lot of potential users who got caught in that situation and logged out thinking that was what Second Life was.

I checked into Second Life with a couple of friends who wanted to create an island just for us, this would cost serious money, I tried to stop my friend from going this far, but the next thing we knew, we had an island of our own. It’s a cheap proposal for a corporation, but a bit rich for individuals.

This gave us a private place of our own where we could meet and chat about our day with others. We could log in from anywhere in the world and somehow get the feeling that we weren’t all that far away at all. Those who put down Second Life by saying that we should only meet friends in the real world are so lucky to have their entire ensemble of friends, family and co-workers within walking distance of each other, and yet they still cling solidly to their mobiles. Most people have friends and family who are very far away, and if not for the phone or computer, we’d be back to pens, paper and envelopes. My friends were a mixture of American, English, Canadian and Australian – there was no way that we could meet for coffee at the local café on a daily or weekly basis.

I had a pub in Second Life, which I thought was lovely and airy, something like a Queenslander. I made it as comfy as possible, and we used it for events and get-togethers, but mostly it was just my home. Ahh yes, the disputes. I would log into Second Life and appear at my pub, on this island, to find that objects I had placed, had been moved to odd places, as though a three year old had got into crayons and tossed them everywhere. That, or that an item was returned because it was taking up too many prims (the constant talk of prim usage is annoying). The land itself could be altered too, which led to other irritations such as finding the nice flat land that I once had, was now the slope of a hill, and everything I had placed, including my home, was now buried… or the land was now a sunken valley, and all my trees and flowers were floating in the air.

This tended to be the result of selfish actions on the part of another island manager.

If I write a blog post, it remains there, it’s fixed, I own it and nobody can move it or alter the wording, I prefer things this way.

I left the private island and spent most of my time on ABC Island, Abi and the island staff were very reasonable, and there were few arguments, and certainly most of them were easy enough to resolve. ABC felt like a better home for me than Eragon. The problem here was that I really tried to get things going, but it was always difficult.

I would spend a week writing Rockit, my virtual quiz show, only to get about eight people showing up. We tried getting Pool into ABC Island… Lilli did an awesome job with the architecture, Abi gave us a hand, and we were all set to go. but when the ball was out of our court – as in Pool doing their bit, or the ABC doing theirs, everything stalled, whether it was legal issues or disinterest, I have no idea. This was fairly standard.

The idea for ABC to get into Second Life was a bold one, and one that we supported as a group, but the problem often seemed that ABC had forgotten us, there was a lot that we could have done with that island, but the volunteers could only do so much.

ABC has TV and Radio and web-based material. Having Second Life is a logical step if you’re going to experiment with as much of the digital world as possible, but I don’t think that it was handled as it should have been.

ABC had CSIRO people coming in for a few weeks, when ABC Island was new, to talk about science, something that went down exceedingly well. I was asked many times by a lot of people, if we’d ever have the science discussions again, it seemed to have been most peoples favourite ABC Island event – it was mine too. I tried to lure various science people into Second Life to do this, but none were interested.

There were things that we would have liked to have done, but we were blocked because we were not ABC staff – I suppose that’s understandable. The volunteers all felt like there needed to be someone from ABC who was there a fair bit, someone who not only worked with ABC but also someone who really enjoyed and understood Second Life, that would have helped so much.

If ABC is serious about getting experts from segments of New Media, they should send talent scouts into places like Second Life and say “You look like you know what you’re doing, would you like to work for us?”

Second Life has a vast potential, but often sadly that’s all it has. Perhaps it’s too new, perhaps something like this should have turned up twenty years into the future, when most people would look at you like a moron if you thought the internet was full of axe murderers.

I tried very hard getting people to come into Second Life. I mentioned it on mailing lists, forums and Twitter but nobody cared. “That sounds like crap”, they’d say, “Why would we want to do that, when we can just email each other?”. “I use Skype to talk to my friends”, “I use Facebook” and the oh so original, “Get a real life” which I’d heard nearly a million times. Sure there were technical reasons too – some had old machines that couldn’t handle Second Life, others had poor internet access. Fair enough.

Second Life has great potential, but people will never see that potential if they don’t at least try it. Green Eggs and Ham, anyone?

It’s funny how users of one social media will happily use one or two things and mock another. People don’t bother to research the software themselves, just rely on sketchy rumours, and if those rumours are bad, well tough.

I signed up and researched them myself to see how viable they were, and to be honest, there’s only a few that seemed not up to scratch, as far as I’m concerned, Myspace being a great example, Here’s something which is trendy to mock, but to put it bluntly, it’s a cow of a thing to use.

I loved Second Life, I really did, but not enough of you dared to try it yourself. I was there, I would have been delighted to have helped, and did help people on numerous occasions. I wanted others to see a potential and see how far they could take it… some did very well indeed…

Anyway, after five years of trying to bring people in for a look and waiting in vain, of dealing with arguments about prims and lag, of being whined at, and banging my head against a brick wall as projects simply stall because nobody seems to care – I know there are those who continue use Second Life and love it, and to be honest, I’ve had a lot of good times in there myself – but it just got to a point where I didn’t feel like I was happy there anymore, so I just walked away.

Wolfie Rankin.

Journal of Virtual Worlds Research Volume 3, Number 1 released

I’m a big fan of the Journal of Virtual Worlds Research – it’s not just because they’re one of the few journals around devoted to the topic, but it’s the variety of articles in each issue.

The latest volume is titled The Researcher’s Toolbox, so as you’d expect its focus is research methodologies. That said, there’s plenty of different topics to sample. I’ll showcase the couple of the articles over coming weeks as I hopefully get time to read them.

In the meantime, here’s the full list of articles:

Editor-Chief′s Corner

Virtual Worlds, the IRB and a User’s Bill of Rights
Jeffrey M. Stanton .

Peer Reviewed Research Papers

How to approach a many splendoured thing: Proxy Technology Assessment as a methodological praxis to study virtual experience
Lizzy Bleumers, Kris Naessens, An Jacobs

dint u say that: Digital Discourse, Digital Natives and Gameplay
John Grantham

A Design Research Approach to Developing User Innovation Workshops in Second Life
Remko Helms, Elia Giovacchini, Robin Teigland, Thomas Kohler

What are users thinking in a virtual world lesson? Using stimulated recall interviews to report student cognition, and its triggers
Lyn Henderson, Michael Henderson, Scott Grant, Hui Huang

Applying Constant Comparative and Discourse Analyses to Virtual Worlds Research
Peter Leong, Samuel R. H. Joseph, Rachel Boulay

Learning spaces, tasks and metrics for effective communication in Second Life within the context of programming LEGO NXT Mindstorms™ robots: towards a framework for design and implementation.
Stewart Martin, Michael Vallance, Paul van Schaik, Charles Wiz

Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life
Shailey Minocha, Minh Tran, Ahmad John Reeves

eLab City: A Platform for Academic Research on Virtual Worlds
Thomas P. Novak

Process, Paratexts, and Texts: Rhetorical Analysis and Virtual Worlds
Christopher A. Paul

Interviews within experimental frameworks: How to make sense of sense-making in virtual worlds
CarrieLynn D. Reinhard

Using Design-Based Research for Virtual Worlds Research Projects
Antonio Santos

Research Papers

The Neil A. Armstrong Library and Archives: That’s One Small Step for a Virtual World Library, One Giant Leap for Education!
Shannon Bohle

Encouragingly, the editors are putting out a second volume of this theme due to the volume of submissions received.

The Watch – virtual worlds in the news

1. The Drum (UK) – Psychiatrists drafted in to treat Italian Facebook addicts. “Mamma mia, Italians have emerged have emerged as the world’s biggest social media addicts after a survey by Nielsen indicated that the country has the highest per capita use of Facebook of any nation. Psychologists in the Mediterranean nation have found that addicts are eschewing the real world pleasures of Italy to stay connected to their virtual worlds day and night. Nielsen found that Italy’s 16m Facebook users spend an average of 6hrs and 27min on the site per month, a figure which stood at a mere 15min just seven years ago. Such is the extent of the problem that the Agostino Gemelli clinic in Rome has established a Facebook clinic to treat the condition; it welcomed 150 patients in its first year.”

2. CIO Insight (USA) – Virtual World Training: Give Your Programs a ‘Second Life’. “Since the launch of the groundbreaking Second Life in 2003, “virtual world” training and collaboration tools have become increasingly popular in the modern workplace. These are not simply exercises with “cute” avatars that provide an enjoyable but meaningless distraction for employees. These tools can help you, your senior managers and your work teams to recruit and retain talent, address customer needs, enhance collaboration and perform other “mission-critical” functions. Organizations such as IBM, Cisco, Intel, Michelin, Microsoft and the World Bank are successfully deploying these virtual efforts and getting results, according to the book Training and Collaboration with Virtual Worlds: How to Create Cost-Saving, Efficient, and Engaging Programs.”

3. Hypergrid Business (Hong Kong) – Enterprise Guide to Virtual Worlds released. “The Association of Virtual Worlds has just published the first Business Guide to Virtual Worlds listing over 30 virtual world solutions, vendors, or providers, for businesses and organizations. The Green Book: A Business Guide to Virtual Worlds shows examples of how major brands and companies are currently using virtual worlds to promote or extend their brands and identifies solutions that can be used by enterprises internally to recruit, train, and meet using the newest generation of the Internet—web 3D.”

4. Euro Gamer (UK) – Planet Michael: What would MJ say? “SEE Virtual Worlds is turning Michael Jackson into an MMO – but what would the late, great pop star say if he were alive today? “I think he would be… You know, it’s hard – I don’t want to get caught too much in trying to speak for him, that would be out of taste,” VP of production and development Josh Gordon told Eurogamer. “But I can tell you that we have looked very, very hard at what he presented to the public and what he brought to our world really – to everyone in the world. Our focus is very much on maintaining that vision and not trying to radically diverge from the fantastical world and super-pop iconic stuff that he brought.”

5. World Policy Blog (USA) – Playback: The New Archive, Part IV. “If the future of literary production is increasingly interactive, collaborative, and user-driven, the shape and experience of the future literary archive might be that it could look a lot like the 1993 multi-player first-person shooter video game DOOM. Henry Lowood, co-Principal Investigator of the “Preserving Virtual Worlds” project at Stanford, specializes in the historical documentation of virtual worlds. In his forthcoming essay “Video Capture: Machinima, Documentation, and the History of Virtual Worlds,” he describes how players of the first-person shooter, multi-player Internet-based computer game DOOM participate in a typical culture of game-based replay or demos that both showcase a talented player’s competitive skill set and serve as a tutorial for peers to enhance their own. What is fascinating is that these demos are played from a first person perspective (perfect provenance) and the so-called “perfect capture” of these “in-game recording sessions” achieve not only perfect context and perfectly emulated play without degradation, but are also accessible from remote points of access on Internet. Forever.”

6. Singularity Hub (USA) – Man Sells Virtual Real Estate in Online Game for $635,000! WTF? “How much would you pay for a string of ones and zeroes? How about a string of ones and zeroes that grossed you $200,000 a year? Jon “Neverdie” Jacobs made history by selling virtual property for a reported total of $635,000. Club Neverdie is a virtual asteroid in the online game Entropia. The Entropia Universe is rare among MMORPGs, because it has its own virtual economy that has a fixed exchange rate to the real world. When you make 100 PED (as the Entropia currency is called) you can trade it out for $10 USD at any time, and vice versa. Forbes’ Oliver Chiang did an amazing job researching Jacob’s record level virtual property sale. According to Chiang, using Club Neverdie as a resort destination for thousands of Entropia players, Jon Jacobs was able to make $200k a year in revenue. Get a tour of the virtual space in the video below. With the sale, Jacobs is helping fund even larger virtual projects who’s worth is likely to be valued in the millions. Selling an imaginary playland for hundreds of thousands of dollars sounds crazy, but what’s really insane is how big this phenomenon has already grown.”

7. Today Online (USA) – No Second Chance. “I SPORTED shoulder-length tresses and was dressed in a black trenchcoat – you could very well have mistaken me for a modern-day vampire in the gothic get-up for my avatar in Second Life. This was day six of my second foray into Second Life, which is an Internet-based virtual world developed by United States-based company Linden Lab in 2003. Simply download a free client program called the Viewer onto your computer and you can join Second Life. Residents can socialise, participate in individual and group activities, and create and trade virtual property and services with one another, as well as travel throughout the virtual world (which residents refer to as “the grid”). Out of curiosity, I joined Second Life three years ago, but my interest soon fizzled out. I revisited it recently, and was surprised to see that the virtual world’s innovation has sputtered since. As I roamed around, I found it empty … and boring.”

8. MarketingProfs (USA) – How to Attract an Audience for Your Virtual Events. “Virtual events have been around for years. So it may come as a surprise to learn that immersive virtual worlds seem to be stagnating while virtual events for the B2B world are experiencing a boom. Part of the reason may be that you don’t need to download software or create complex avatars, or learn how to navigate a complex 3-D environment when leveraging virtual events. There is another trend worth noting, though. Short-lived virtual events, initially designed to help even out a lack of attendance at physical conferences, are rapidly turning into virtual business centers with different venues hosting multiple virtual events.”

9. Gamasutra (USA) – Virtual Economic Theory: How MMOs Really Work. “cally grew out of my somewhat “rantish” review of Final Fantasy XIV. One of the biggest issues that I — and many other commentators — have taken issue with is the way FFXIV handles its in-game economy: the Market Ward system. My intent with this article is to first address the broader issue of virtual economies in MMORPGs in general, and apply those theories to FFXIV to better explain exactly what is wrong with the Market Ward system.”

10. Dissident Voice (USA) – Technology Addiction and Virtual Reality. “It will be difficult, if not impossible, to bring the U.S. back from the brink of social and economic collapse upon which it is so precariously perched. Our collective inertia is carrying us to the edge of the abyss. Changing course will require a change of consciousness, an awakening. Critical mass must be reached, but we have not even begun contemplating making that immense journey. We should have started long ago. Now it may be too late for us. The American people are brainwashed by prolonged exposure to the corporate media, particularly television, which has a financial stake in keeping them propagandized and in a stupor. The religion of America is buying and selling. Capital is God and everyone and everything is subservient to it. Corporations are people. Money is free speech. Virtual reality has replaced actual reality.”

Wordnik: the best online dictionary?


Wordnik is best described as an online dictionary with context. Type in a word, and it spits back not only its definition, but example sentences, related pictures on Flickr, a thesaurus listing for the word, an audio pronunciation, it’s most recent appearances on Twitter, its occurrence per million word, how many times it has been looked up and its etymology if known.

Take a cultured word like ‘arse’ – Wordnik gives you the full picture of the word, including some great pictures of fruit and vegetables shaped like a rear-end. That beats the old Oxford dictionary any day of the week.

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