The Watch – virtual worlds in the news

1. The Economist (UK) – Intangible value. “Perhaps it should not be a surprise. In the midst of a global capital shortage, the first company to list this year on New York’s NASDAQ exchange not only needs no money; its source of profit is receiving cash for items that do not exist. Changyou is a three-year-old online-gaming business being spun out of Sohu, China’s second-largest internet portal. The deal was due to be priced on April 2nd, as The Economist went to press, in a nostalgic reminder of what the stockmarket used to look like. At the top of the expected price range Changyou will be valued at about $820m, after a special distribution of $100m to its parent. The opening price may be higher still, given strong demand.”

2. Virtual Edge (USA) – Virtual World Evangelist at IBM Produces Virtual Meetings in 3D. “Big Blue has a lot of irons in the fire these days. As a virtual event platform agnostic company, IBM has worked with Second Life, Open Sim, Torque, Active Worlds, Unity 3D and Olive. Karen Keeter, a marketing executive with IBM research, believes that, at this point, no single platform is the magic bullet for all 3D virtual business demands. IBM virtual event clients (internal and external) demonstrate needs across a wide spectrum, from strategy workshops to marketing and sales to collaboration among a global workforce, and the company utilizes a variety of platforms, in some cases integrated with IBM tools and applications, to meet these new demands. IBM has a strong presence on Second Life, growing from approximately 12 virtual islands to somewhere between 45 and 50 which are managed independently of IBM’s corporate home base.”

3. Washington Post (USA) – Virtual World Habbo Sold $60 Million In Virtual Goods In 2008. “Sulake Corp., parent company of Habbo, one of the most heavily-trafficked, advertiser-friendly virtual worlds for teens, is privately held, so financial details about Habbo have been a bit of a black box. But the company recently served up some details: It says it brought in roughly $74 million (50 million euros) in revenue last year. And just about $60 million of it, or 80-85 percent, came from users who bought virtual goods like furniture, clothing or paid for access to the Habbo Club.”

4. Idaho Business Review (USA) – U of I virtual technology program aids microbiology research. “What if doctors could perform surgery from thousands of miles away? Or an architect could walk into a virtual building plan and move beams and joists to test for structural integrity? What if you could meet with potential business partners online, shake hands and physically feel it? Those are just a few of the long-term implications of the work being done by the University of Idaho’s Virtual Technology and Design department – a program in the College of Art and Architecture on the bleeding edge of virtual reality, where complex sets of data like building specs or disease pathology are transformed into interactive 3-D models that allow students, businesses and researchers to gain new insights into the information they work with.”

5. The Times of India (India) – For training, medicos turn to Second Life. “A British medical institute has given e-learning a whole new dimension. Med students at Imperial College London navigate a full-service hospital where they see patients, order X-rays, consult with colleagues and make diagnoses. But none of it is real. These prospective doctors are treating virtual patients in Second Life, the internet world where users interact through online alter egos called avatars. The third-year med students are taking part in a pilot program for game-based learning, which educators believe can be a stimulating change from lectures and textbooks, reports CNN.”

6. The Telegraph (UK) – Second Life’s span is virtually over as firms decide to get real. “While the site is still beloved by geeks and the socially awkward, Deloitte’s director of technology research, Paul Lee, says it has been “virtually abandoned” by “normal” people and businesses. In 2006 multinational companies, including BT, Coca-Cola, Adidas and Toyota, were scrabbling to create “in world” presences to profit from what was expected to be the next great internet cash cow. But today the Second Life high street is mostly deserted, as businesses have realised that despite management claims that the site has 15m members, far fewer people actually play the game. Research for The Daily Telegraph shows just 580,000 people logged on to the game last week.”

7. InternetNews.com (USA) – SimCity’s Will Wright: ‘Web Colliding With Reality’. “The richness of Web-based environments is starting to blur the distinction between games and reality, according to Will Wright, the gaming industry legend perhaps best known as the creator of SimCity and Spore.
“I think the Web is letting people think more about their identities and we’re starting to see overlap of [the real] and virtual environments,” Wright said during an onstage keynote interview here at the Web 2.0 Expo Thursday. “We’re at the point where we can pretty much hold up a cell phone to get someone’s profile. I think the Web is starting to intersect and collide with reality in interesting ways.”

8. The National (UAE) – The net effect of digital Islam. “I am writing in the shadow of a small mosque. This morning I visited several other mosques, admiring their architecture, and then listened to some sermons and recitations from the Quran. While having my coffee I talked to acquaintances on Islamic issues and went to other sources for information on Islamic medicine, fatwas and jihad in Somalia.
The fact that I happen to be in the heart of Wales and stuck in my university office has not prevented me from making these visits and engaging in these discussions.”

9. Scientific American (USA) – Therapists Use Virtual Worlds to Address Real Problems. “When a troubled 13-year-old named Joe first entered the Kids in Transition program in 2007 in Camden, N.J., he hardly spoke to his therapist. Like many teens at this residential mental health treatment facility, he was admitted because he had trouble controlling his anger, had run away from home several times, and had a history of run-ins with the law, according to Heather Foley, a social worker with the program. Therapists typically encourage patients like Joe to get at the core of their problems via face-to-face role-playing—pretending to be in a situation and having the patient practice how to handle it. But Foley says this approach was a nonstarter for Joe, whose confrontational behavior and attention deficit hyperactivity disorder (ADHD) impair his ability to engage and focus in this way.”

10. Vineyard Gazette Online (USA) – Islanders Create Online Community Devoted to Wildlife Conservation. “The internet may have been designed for scientists to collaborate across vast distances, but it has since become all things to all people. Accessing seemingly infinite information and instant communication across the globe are still the main uses of the Web, but there’s a new trend swiftly becoming standard online practice: social networking. This is about creating a personal presence in cyberspace. Facebook and MySpace were some of the first major social networking sites, but another fast-growing sector of the social web, called Massively Multiplayer Online Role-Playing Games, or MMORPGs, represents a different kind of online community. Rather than creating a personal page that shares your thoughts, contact information and photographs as on Facebook, these MMORPGs ask the user to invent an avatar, a character that represents less of who you are and more of who you’d like to be. Players then move their avatars throughout vast virtual worlds, doing battle, completing quests, buying virtual goods and real estate, or just chatting with other players. Second Life, World of Warcraft and Everquest are among the more popular, with World of Warcraft now boasting over 10 million subscribers worldwide.”

Second Life offers enterprise solution

It’s been rumoured for months now, but Linden Lab have finally confirmed that they’ve entered the alpha phase of “a server solution that is completely disconnected from the main Second Life environment with all of the rich functionality in the box.”

As far as virtual worlds and enterprise, it doesn’t get much bigger than this. The announcement has a bunch of significant implications:

1. Key security issues / intellectual property issues minimised

The ongoing and legitimate criticism of Second Life for business is its limitations in ensuring security of information. I constantly cite the power of Second Life for prototyping, but most businesses aren’t going to put key intellectual property on the public Second Life grid. The new solution will allow all the development to occur internally, with the company then potentially able to do some more public testing if desired.

The more obvious security benefits come around improved monitoring of activity and on-site backup of key data. I’m assuming the ability to do roll-backs will come with the package, which gives business greater peace of mind that they alone are ensuring their own information can be retrieved in the event of problems.

ibm_april2008

2. Enterprise virtual worlds now have a crowded marketplace

The proposed new product is far from assured of being the dominant player in the enterprise marketplace, but its brand recognition will certainly help it get a substantial foothold. OpenSim is the obvious competitor on the face of it, but no-one would be claiming they have a viable enterprise solution yet. The more realistic competitors are platforms like Forterra’s OLIVE, the open-source Project Wonderland and business function specific offerings like NoviCraft. The advantage most of these incumbents have is an ability to argue direct business outcomes, whether it be improved remote training, better team-building skills, or some other outcome negotiated as part of the enterprise-specific installation.

Where the new Linden Lab product will gain true traction is where it’s able to compete on ease of installation and the all-important price. It’s hard to imagine Linden Lab will launch something that’s more expensive than current offerings unless they can make the case for markedly superior features. I’d also expect some third-party vendors like Rivers Run Red are well underway in their preparations to offer development services for enterprise once this launches, and there’s probably a bunch more that will seriously look at expanding into development in the space now that the uptake is potentially more widespread.

3. Another nail in the mirror world coffin?

If the Linden Lab solution does gain traction, it really starts to squeeze out any enterprise arguments made by mirror worlds such as Twinity. The ability for business to run a grid internally and the large user base of the public grid to leverage from makes the smaller worlds vulnerable to losing the businesses they may have already attracted. That said, enterprises that are in the virtual world space for purely marketing purposes may still find worlds like Twinity a worthwhile investment.

4. The unknowns

At this early stage there’s more not known about this new product than known. The key questions I’d like to see answered are:

a. What interoperability will there be with the main Second Life grid?

b. Will there be off-the-shelf capability to connect to other enterprise grids?

c. As mentioned above, what will this cost, and will there be discounts for educators or other non-profit entities?

d. What support mechanisms will be in place. Will those mechanisms be Linden Lab driven or outsourced?

5. The sum up

It’s hard to put anything but a positive spin on this development. At worst it may lead to some loss of variety as smaller players have difficulties. At best it may be a catalyst for more widespread adoption of virtual worlds for enterprise. The most likely outcome in the short-term is slight growth in interest by business and some strong encouragement for Second Life developers.

What are your thoughts? Do you see the announcement being a game-changer?

Weekend Whimsy

1. Torley’s Second Life in Spring 2009

2. Sanja’s Haunted in Second Life

3. Angel Stromwind Second Life Music Video

God Takes a Holiday

God is tired, worn out. So he speaks to St. Peter, “You know, I need a vacation. Got any suggestions where I should go?”

St. Peter, thinking, nods his head, then says, “How about Jupiter? It’s nice and warm there this time of the year.”

God shakes His head before saying, “No. Too much gravity. You know how that hurts my back.”

“Hmmm,” St. Peter reflects. “Well, how about Mercury?”

“No way!” God mutters, “It’s way too hot for me there!”

“I’ve got it,” St. Peter says, his face lighting up. “How about going Down to Earth for your vacation?”

Chuckling, God remarks, “Are you kidding? Two thousand years ago I went there, had an affair with some nice Jewish girl, and they’re STILL talking about it!”

Merged realities – events and issues for virtual worlds

1. This week we interviewed Draxtor Depres for Episode 9 of the TMJ Podcast. His latest commission is using machinima to represent classic Californian literature, and the latest product of that can be seen here:

2. Habbo Hotel’s parent company Sulake has released its financial results for calendar year 2008, showing annual revenue of 50 million Euros, 4.8 million of which ended up as profit. The Australian operation is upbeat, reporting a 29% increase in revenue growth (but no figures), with more than 25 million page impressions in the past 30 days.

3. Metaplace continue to expand their in-world options with the launch of an achievements system which allows earning of Metacreds. There’s also the ability to gain Coins which can be used to buy goods in-world:

Coins and Metacred can be earned by spending time on Metaplace and interacting with other worlds and people.  Commenting and rating on worlds, spending time in worlds, selling objects on the Marketplace, making and inviting friends, and posting in the forum are a few examples.

 

Episode 9 of TMJ Podcast – Bernhard Drax (Draxtor Despres)

After a hiatus, the TMJ Podcast is back. Episode 9 is devoted to an interview with virtual world broadcaster / machinima creator Bernhard Drax (SL: Draxtor Despres). If you’re interested in machinima creation, virtual world journalism, politics and religion, you should enjoy Bernhard’s thoughts.

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For details on how to automatically receive these podcasts, check our podcast page.

Links or resources mentioned in the podcast:

http://www.shidonni.com

http://www.vside.com

http://www.hangout.net

Lifefactory Writer’s machinima ‘Life on Life’:

The Watch – virtual worlds in the news

1. Examiner (USA) – Small Worlds lets ‘tweens take control. “Most kids today have no concept of a world without the Internet. They’re used to using electronic means to find information, communicate with each other and share things like pictures and videos. The success of social sites like Myspace and Facebook is based on the users’ ability to share experiences with each other; a natural outgrowth of sites like these are online communities like Second Life which are largely supported by user-generated content.”

2. FOX Business (USA) – Fundraising Conference Takes on a ‘Second Life’. “Grizzard Communications Group recently held a conference, Winning Strategies in Challenging Times, focusing on effective and efficient ways of communicating to donors during difficult economic times. The conference was held February 24th – 26th and featured a live panel discussion presented in the online virtual world of Second Life. Major George Hood, National Community Relations Secretary of The Salvation Army, along with other IT communications associates from Alexandria, VA and Reston, PA participated in a panel discussion as animated “Avatars.”

3. IGN (USA) – GDC 09: Breaking Down World of Warcraft. “Blizzard’s Jeffrey Kaplan was at the Game Developer Conference 2009 to talk about directed gameplay. Over the course of the crowded, hour-long session he kept the attendees laughing with a number of World of Warcraft inside jokes as he discussed the ins and outs of what he sees as proper quest design and how to forge the best possible relationship with the player. Kaplan, who previously handled design on World of Warcraft and is now working on Blizzard’s unannounced MMO project, kicked things off by explaining that directed gameplay should guide a player to a fun experience.”

4. TechCrunch (USA) – Sparkle: The iPhone Gets Its First Virtual World (And It’s Completely 3D). “The number of apps for the iPhone/iPod Touch is nearing the 30,000 mark but hardly any application takes advantage of the network effects that lie within the Apple ecosystem. Most developers simply ignore the fact that all iPhones and iPod Touches are interconnected globally and roll out stand-alone applications. This is one of the major reasons why the vast majority of fun apps lack stickiness and are easily forgotten after a few quick bursts. But a Tokyo-based start-up called Genkii is building a unique app that has the potential to not only let a few iPhone users connect with each other, but thousands of them – at the same time or asynchronously. Sparkle is poised to become the first virtual world for the iPhone. What’s more, it’s being developed completely from scratch, exclusively as an MMO for the iPhone/iPod Touch.”

5. Washington Post (USA) – Industry Moves: Second Life CFO Departs For The Real World. “Linden Lab CFO John Zdanowski has resigned, headed off to “find the next business adventure,” according to the company blog. Known as “Zee Linden” in-world (his avatar is pictured here), Zdanowski said it was time to move on given that Linden had successfully grown from a cool tech startup, to a profitable company with a “very healthy cash balance.” He joined in 2006, right before everyone from Reuters and Showtime, to the U.S. Army became obsessed with Second Life, and he’s one of the few members of the company’s initial executive team that lasted this long: founder and CEO Phillip Rosedale stepped down in early 2008, and co-founder and CTO Cory Ondrejka (now at EMI) left in 2007.”

6. Information Week (USA) – How One Small Town Is Using Twitter And Other Social Media. “ollowing my post earlier this week about why local governments aren’t making use of Twitter, Facebook, and other social media, I found myself in Second Life with the city engineer of the town of LaSalle, Ill, talking about how the government of her little town uses Twitter, blogs, Facebook, Skype and Second Life to better serve their citizens and stay in touch with other small-town officials across the United States and Canada.”

7. Internet Business Law Seminars – Trademark Protection in Second Life: USPTO Grants Protection to an Avatar. “The United States Patent and Trademark Office (USPTO) approved a trademark registration filed by a person seeking to protect her avatar image, which represents the content services provided by the avatar’s creator in the Second Life virtual world. Commentators have noted that this decision is groundbreaking as it opens doors for further real life trademark protection for images used in virtual worlds.
Alyssa LaRoche runs a virtual content and services business in Second Life, a three-dimensional virtual world which opened to the public in 2003. As part of the promotion of her business, LaRoche created an avatar image of herself – her alter ego,– which represents her business. The image is called “Aimee Weber” and features a young woman with pigtails and glasses, wearing high black boots, striped tights, green tutu, a see-through green shirt, and brilliant blue wings.”

8. San Francisco Examiner (USA) – The 3-minute Interview: Mark Kingdon. “The CEO of San Francisco-based Linden Lab, maker of the virtual Internet world Second Life that’s imagined and created by users, explains why his company launched the $10,000 Linden Prize to honor the site’s most innovative user. The winner is slated to be announced by April 30. Why give this award? There’s an incredible amount of innovation inside of Second Life. There are many examples … where resident or community groups created something really wonderful that had a real-world connection and impact.”

9. Virtual Worlds News (USA) – UK Government’s “Indulgence” In Second Life Shows Problems Of Perception. “Earlier this week I saw an report by Sky News Online taking the UK’s Department for Work and Pensions to task for “wasting” £20,000 to build a site in Second LIfe and £12,000 a year to maintain it in this time of economic downturn. One complaint is that the virtual world activity wasn’t advertised on the DWP’s website. That makes perfect sense as it sounds like the effort is a test case for an area for companies and government institutions to show off technological innovation. And, as Nortel’s Nic Sauriol pointed out, if that’s the most they waste on a pilot program, it’s pretty well done. ”

10. The Irish Times (Ireland) – Social networking ‘a business opportunity’. “Companies that block access to Facebook, Twitter and networking sites like LinkedIn do so to the detriment of their businesses, warned Web 2.0 evangelists at an event in Derry this week. A conference for business start-ups, Awakening Creative Entrepreneurship , highlighted how social networking was a business opportunity and not a threat. “These are disruptive technologies that change everything. It scares some companies, but if they don’t embrace it they will wither and die,” said Ian Hughes, formerly of IBM, where he held the role of “metaverse evangelist”.

Interview – DeeAnna Nagel and Kate Anthony, Online Therapy Institute

DeeAnna Nagel and Kate Anthony are psychotherapists and founders of the Online Therapy Institute. The pair have only recently expanded their work to Second Life, but they have extensive experience in working with people therapeutically online. The pair now have a presence on Jokaydia in Second Life. I caught up with them to talk online counselling / therapy.

Lowell: Can you give a brief outline of your professional experience /qualifications pre-Second Life / online therapy?

deanna_inworld DeeAnna: I have a Master of Education in Rehabilitation Counseling and a Bachelor of Science in Mental Health and Human Services. I have worked in the mental health field for nearly 20 years. About 10 years ago I discovered the power of the Internet and began providing online chat and email through a couple of e-clinics. Over the years I have always maintained a part-time practice online and have integrated technology in work settings working with interns, employees and clinical supervisees. I have been training therapists since 2001 about the ethical issues pertaining to technology and mental health. Now 100% of my work life is devoted to either providing online therapy or teaching others about online therapy.

Kate Anthony: I have a Master of Science in Therapeutic Counselling and a Bachelor of Science in Psychology, and am halfway through a PhD on the topic of Technology and Mental Health. At around the same time as I discovered how powerful relationships over the Internet can be and based my MSc thesis on that. From that, I co-authored the British Association for Counselling and Psychotherapy (BACP) Guidelines for Online work (including Supervision) through its 3 editions. I have trained mental health professionals to work online since 2002, have published widely including textbooks, and was recently made a Fellow of BACP for my work and DA and I are both past-Presidents of the International Society for Mental Health Online (ISMHO).

Lowell Cremorne: What was the event that led to you realising the potential of virtual worlds for counselling interventions

DeeAnna Nagel: There was no single event for me; just a realisation that virtual world settings offer another level of sensory experience that could enhance the therapeutic process.

kate_inworldKate Anthony: I realised this in 2001 after speaking at a conference about Telephone Helplines. The Keynote speaker was head of BTExact Technologies, and he referred to the future of virtual worlds, and avatars specifically, being part of the future of health care. Most of the audience was laughing at the concept -– I wasn’t. I went on to work with him and his team to explore the concept and write a white paper on the topic (Anthony, K. and Lawson, M (2002). The Use of Innovative Avatar and Virtual Environment Technology for Counselling and Psychotherapy. Available online at www.kateanthony.co.uk/research).

Lowell Cremorne: Your Online Therapy Institute offers consultancy including advice on marketing counselling services online, but it seems you’ve carefully differentiated your SL consultancy to avatar familarisation etc. Would you agree that virtual worlds as an actual intervention mechanism are not evolved enough yet?

DeeAnna Nagel: The potential for therapeutic intervention in virtual world settings is already available – but not necessarily cost-effective for the private practitioner. Second Life is not encrypted and while we could offer therapy using secure methods such as a Sky Box, we have chosen not to. Proprietary software is being developed by companies and institutions for use in SL and other virtual worlds, and at some point private practitioners will be able to provide secure and encrypted services. Until that happens, we can, as you say, utilise our SL office as a way to meet people who want to provide an avatar representation and for other educational and consultancy opportunities.

Lowell Cremorne: What do you think needs to occur for people to be able to trust in-world therapy?

DeeAnna Nagel: Security including encryption is paramount. In addition, virtual world platforms need to be less cumbersome and be able to run on different platforms without the constant risk of technological breakdowns.

Lowell Cremorne: A common component of media coverage of virtual worlds is addiction – for the small percentage of people who may have a definable addiction, can the cause also play a role in the treatment? What I’m getting at here is whether in-world therapy for those addicted to virtual world interaction is a sensible treatment option or a damaging option.

DeeAnna Nagel: This should be taken on a case-by-case basis- I do offer online text-based therapy via chat and email to people who identify with Internet addiction. I think working with addicts inworld allows the client to experience a healthy relationship online and offers a way to model use of technology in appropriate ways. Technology is such a part of our social and vocational fabric now that people need to be able to integrate back to using technology but in healthy ways with appropriate boundaries. The work becomes about establishing and maintaining healthy relationships just as we have done with face-to-face clients for years.

kate_deanna_inworld

Lowell Cremorne: Rapport-building is key for successful therapy – how best is that done online?

DeeAnna Nagel: Consideration should be given to the disinhibition effect. Online, people are less inhibited and likely to disclose information due to the person’s sense of anonymity. When working therapeutically, on the surface, this can be a plus in establishing rather quick rapport, but therapists also have a responsibility to prepare clients about disclosing personal information too quickly and then helping the client modulate the emotional intensity throughout the process.

Kate Anthony: The concept of “presence” is also important here – where is the client and where are you during the process? Most of my trainees agree post-training that the therapeutic work takes place somewhere between the two pieces of hardware (including mobile hardware) in Cyberspace. The mutual journey – and the rapport that goes with it – seems to take place in a nebulous arena, but actually the understanding by both client and counsellor as to how it exists for them facilitates the rapport.

Lowell Cremorne: How much real-world identification do you believe needs to occur prior to therapy commencing?

Kate Anthony: I think it essential for the client to be able to verify identity of the therapist, but this could be done via a third party – such as a professional organisation. Opinion varies widely from a client-identification point of view. Purists prefer to work with whatever the client is offering, subject to some legal identity checks in some places such as the client possibly being under age. The argument there is that the psyche that the client presents, via avatar or text, is a valid psyche to work with. Other practitioners prefer to make several checks as to how the client exists offline (we feel the phrase “real-world” is outdated, incidentally, so prefer to refer to online and offline). Personally, I feel that with a robust intake form and assessment procedure, further identification may simply get in the way of the therapeutic work which often depends on uniquely online societal norms (such as disinhibition and the perceived anonymity).

kate_deanna

Kate Anthony (L) and DeeAnna Nagel (R)

Lowell Cremorne: Is confirming real world gender / age / cultural identity important for good therapeutic outcomes online?

DeeAnna Nagel: Yes- as with face-to-face, the person’s identification is important to determine if the work between therapist and client is a good fit. Cultural differences should be taken on a case-by-case basis.

Kate Anthony: Yes, particularly with regard to age and informed consent.

Lowell Cremorne: What issues / mental health states would you feel uncomfortable dealing with online?

DeeAnna Nagel: For the most part, I am comfortable working with people online that have issues I am comfortable working with face-to-face. As long as I feel competent about the clinical issues and have the proper training, most mental health interventions can occur online. For me, it is difficult to work with someone who is obviously intoxicated or obviously decompensating and showing signs of delusional and irrational behavior- but this is whether the client is face-to-face or online. Certainly, when working via distance, the client’s geographical resources should be determined should crisis intervention become necessary.

Kate Anthony: And that exact point is how I train upcoming online mental health professionals– that with the Internet it is simple to explore a clients alternative crisis interventions based on their geographical location. Other concerns are working with people who are in a relationship that involves domestic violence. Safety issues for the victim come into play if he or she is using a computer that the perpetrator has access to and may be monitoring with a keystroke program.

Lowell Cremorne: Whether it be in a virtual world or via more traditional online methods, do you find you’re less likely to run into personal boundary issues, or is it just as much a challenge?

DeeAnna Nagel: For me, the boundaries are not blurred. I have always maintained boundaries in person and online but with the advent of social networking, I am consulting with more and more professionals who are struggling with this issue. What to do if a client friends their therapist on Facebook for instance and many times the dilemmas are ethical in nature- with regard to either confidentiality or dual relationships.

Lowell Cremorne: Are you aware of any formalised professional associations for online therapists to communicate and if not, how do you see the momentum developing so that this occurs?

Kate Anthony: There is the International Society for Mental Health Online (ISMHO) as mentioned, and more recently ACTO-UK (Association for Counsellors and Therapists Online – UK) – an organisation for UK based online therapists. The latter is holding it’s first conference (online and offline simultaneously) in April. Our fear is that many small organisations will crop up here and there with narrow ideas – what the Online Therapy Institute strives for is a global agreement as to how each of these associations can work together to disseminate knowledge and stimulate growth of the field to the greater good of online work, whether in virtual worlds or via other modalities.

DeeAnna Nagel: To that end we have developed the Ethical Framework for the use of Technology in Mental Health that offers Best Practice standards regardless of the practitioner’s geographic location.

Lowell Cremorne: What are your plans over the coming year for your Second Life work? Have you considered other worlds?

DeeAnna Nagel: We explore other worlds as they appear, and not always necessarily in an obvious way. For example, the Online Therapy Institute has a strong interest in the prevention and treatment of Cyberbullying, and a virtual world such as Club Penguin, for example, could be instrumental in that aim. Plans for the coming year is to explore those platforms that meet the Institute’s requirements for safe and secure client-therapist interaction, and continue to develop training for conducting therapy in virtual worlds.

Fake Australian politicians on Twitter

I use Twitter on a daily basis, and one of the more entertaining aspects are the fake aussie politicians on there. Here are the ones I’ve found so far in no particular order:

1. Tony Abbott (Federal MP – Libs) – http://twitter.com/TonyAbbottMP – early days but humour a little too obvious.

2. Peter Costello (Federal MP – Libs) – http://twitter.com/PeterCostelllo – not that funny IMO

3. Stephen Conroy (Federal MP – ALP) – http://twitter.com/stephenconroy – arguably the most popular and one of the funniest. The shine has been lost since his outing.

4. Greg Hunt (Federal MP – Libs) – http://twitter.com/greghunt – early days again but has promise.

5. Penny Wong (Federal MP – ALP) – http://twitter.com/Penny_Wong – more prolific than some, and my money’s on her being a staffer.

6. Nathan Rees (Premier of NSW – ALP) – http://twitter.com/fakenathanrees – new but prolific as well, not sure on humour yet.

7. Sophie Mirabella (Federal MP – Libs) – http://twitter.com/SophieMirabella – one of my favourites and money’s on a staffer or journo writing this one.

8. Anna Bligh – (Premier of Qld – ALP) – http://twitter.com/premierofqld – average IMO.

9. Wilson Tuckey – (Federal MP – Libs) – http://twitter.com/WilsonTuckey – quality redneckisms.

10. Kevin Rudd (Australian Prime Minister – ALP) – http://twitter.com/KevinFuckinRudd – there’s actually a bunch of Rudds but for me this is the best (and definitely better than the real one on Twitter).

11. David Campbell (NSW MP – ALP) – http://twitter.com/CampbellDavid – nothing to write home about (there’s also a second version here).

12. Fred Nile (NSW MP – CDP) – http://twitter.com/FredNile – funny at times.

13. Steve Fielding (Federal MP – Family First) – http://twitter.com/SenatorFielding – regularly humourous.

14. Pauline Hanson (ex-MP) – http://twitter.com/HansonPauline – entertaining throughout recent Qld state election campaign but little activity since.

15. Robert Menzies (ex-Prime Minister – Libs) – http://twitter.com/robertmenzies – one tweet only to date.

16. Bill Heffernan (Federal MP – Libs) – http://twitter.com/billheffernan – great promise, but five tweets only, the last more than a week ago. C’mon Bill.

17. Alexander Downer (ex-Federal MP – Libs) – http://twitter.com/alexanderdowner – too early to tell.

Are there any others I’ve missed? Let me know in the comments and I’ll add to the list.

Merged realities – events and issues for virtual worlds

1. Earth Week is coming up in Second Life (18th to 26th April). All the details are here, and there’s a quick promo machinima:

2. Australian kid’s offering eKidna World is running a competition offering a year’s free membership and a family pass to Australia zoo. Each entrant is required to provide their details and the details of a friend that eKidna can contact. Entries close 31st March.

3. The 1st Annual Second Life Resident Choice Awards kickoff on the 31st March – more details here

4. Linden Lab have lost their CFO, John Zdanowski, who’s officially announced his departure. Ignoring personalities, it’s far from surprising there’d be some churn in senior management positions with a newish CEO on board.

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