The Watch – virtual worlds in the news

1. Forbes (USA) – The Second Life Hype Has Fizzled—Is Twitter Next? “Second Life is still a vibrant virtual world—with over 12.2 million registered users and more than 54,000 online the last time I logged in—but you wouldn’t know it from the media coverage (or lack thereof) lately. It wasn’t always this way, as MediaShift’s Mark Glaser recounts, in a post covering how Second Life’s media hype has fizzled.”

2. Mediashift (USA) – Reuters Closes Second Life Bureau, but (Virtual) Life Goes On. “The sun shines brightly as I stroll along the curving pier above the water, looking out toward a beautiful island with trees swaying in the wind. There’s a looming ampitheater festooned with signs for Thomson Reuters, and a series of concrete buildings that appear ready to hold important meetings. I stride in confidently through the doorway… You might think I was describing a trip to visit Reuters in the UK, but really, I was strolling through the virtual world of Second Life (SL), visiting the Thomson Reuters island, now largely vacant. The island symbolizes the efforts of media companies not only to cover life in the virtual world of Second Life, but also to live there and set up virtual offices. Reuters made waves by setting up a bureau in SL, with reporters Adam Pasick and Eric Krangel covering stories about the virtual currency and the startup businesses springing up in-world.”

3. Computerworld (New Zealand) – Reality is broken so go virtual, says games developer. “Web developers and designers have a lot to gain by looking to the virtual world, because compared to the gaming world, reality is broken, says Jane McGonigal, game designer and director of game research and development at the Institute for the Future, a California-based non-profit research group. People are not as happy and fulfilled in reality as they are in online, virtual realities, such as World of Warcraft, McGonigal told the audience at developer and designer conference Webstock, which kicked off on yesterday in Wellington. ”

4. Telepresence Options (USA) – The Case for 4D Immersive Holographic Spaces. “The United States of America has steadily fallen further and further behind Asian and European nations with respect to broadband penetration and related services. This is impeding the development of new consumer applications (and related new industry and services) and limiting communications in an economy where knowledge exchange is vital in order to be to be a major player of the emerging , seamless and unobstructed global market. Reversing this trend may be of high interest to the incoming administration, but the viability of extending broadband is dependent on the deployment of new high bandwidth and high value applications that (a) will justify the investments required and (b) will contribute digital solutions to many of the key societal problems in this Energy-Climate Era (as recently identified by Thomas L. Friedman in his book Hot, Flat and Crowded) such as growing demand for ever scarcer energy supplies and natural energy, rapid and accelerating biodiversity loss, and disruptive climate change.”

5. Atlanta Journal Constitution (USA) – Gamers want to look rivals in eye. “he scene unfolding one recent Friday evening at Cyberdome in Easton, Pa., couldn’t be sweeter for a group of teenage boys poised for a night out with friends. Teens and tweens, ages 12 to 19, popped open cans of caffeine-loaded Liquid Lightning, slouched into the kind of swivel chairs executives use and centered themselves behind 20-inch screens, the windows into their virtual worlds for the night. “This is Disney World for them,” said Cyberdome’s owner Mark Dressel, who was hosting the all-night video game lock-in for nearly 20 area teens.”

6. Gameplanet (New Zealand) – The Sims 3 Q&A session. “With over a hundred million units shipped to date, you can’t deny that The Sims is one popular franchise.
Developers Maxis started the series nearly a decade ago, after venerable designer Will Wright insisted he could take their immensely popular SimCity series in a new direction and make a “people sim”. The concept of manipulating people sitting in their houses whilst you sat in yours was, perhaps surprisingly, a hit, and even after seven expansions the series is still going from strength to strength.”

7. The Malaysian Star (Malaysia) – Philips extends invitation to its virtual island. “PHILIPS is inviting Malaysians to take a peek at its virtual R&D island located in Linden Lab’s Second Life where virtual concepts are being tested and visitors can participate in co-designing the projects. The company called the island its collaborative working space for the real and virtual worlds, which provides the opportunity to research ideas with creative global early adaptors of new trends. “It fits with the company’s philosophy that design should be based around people and grounded in research,” said Dolf Wittkämper, senior director of Philips Design.”

8. Campus Technology (USA) – Real-Life Teaching in a Virtual World. “Few technologies have been subject to more hype and subsequent disappointment than Second Life. Corporations from shoe manufactures to cruise lines to news services set up shop with hopes this new frontier would bring soaring profits. Most evacuated shortly thereafter when the effort resulted in spaces devoid of audiences and buyers. A notable exception, though, is education. Education is thriving in Second Life. This enthusiastic subculture is abuzz within the Second Life realm, constantly interacting inside and outside Second Life. Educators are exploring every possible tool the 3D virtual world offers and establishing best practices along the way.”

9. Virtual Worlds News (USA) – Interoperability Gaining Steam Again? “In Fall 2007, interoperability was the buzz word surrounding our show in San Jose. IBM had organized a summit of leaders from the industry and announced plans with Linden Lab to work on avatar interoperability. Things died down a bit after that as individuals returned to their own projects, but IBM, Linden, and others continued to work to integrate OpenSim and Second Life, which OpenSim is based on. It looks like things are picking up again, at least for Linden and IBM, which are co-chairing the Internet Engineering Task Force’s Massive Multiplayer Online Experiences working group.”

10. RedOrbit (USA) – Microsoft To Study Educational Benefits Of Video Games. “Devin Krauter sits on the end of his bed, using his video game controller to shoot down aliens while taking with other players through a headset, all the while texting on his cell phone and chatting with a visitor. A video game Web site ranks the 17-year-old high school junior among the best players at “Gears of War 2,” a game in which soldiers fight their enemies using an assault rifle with a mounted chain saw bayonet. Krauter says the game teaches him to think on his feet, and that he thinks about succeeding, not slaying.”

NoviCraft: virtual world team building

novicraft NoviCraft is one of the more fascinating virtual world business offerings by Finnish company, TeamingStream. That fascination comes not from the platform itself, but the theoretical underpinnings of it. This is a world designed purely for business-related training and team-building purposes.

I took the opportunity to fire a few questions at TeamingStream’s CEO, Petri Ahokangas, about NoviCraft.

Lowell: What platform is the application built on?

Petri: NoviCraft is built on Epic’s Unreal Engine and it was officially launched in December last year. NoviCraft is off-the-shelf multiplayer teambuilding, collaboration, and leadership training game developed by a group of learning scientists, human resource development specialists, and serious game developers for the corporate learning industry. Our customers include top HRD consultancies, big and medium-sized companies, universities and other training organizations.

Lowell: Could you give more detail on the team building specifics that are encountered in the game?

Petri: The game is pedagogically scripted to make the participants aware of the different elements of collaboration, team learning, negotiation, and leadership through five team puzzles – and thus learning from the game experience. The first puzzle focuses on enhancing communication, building of psychological trust, and giving and receiving help among the participants. The second puzzle is about encouraging exploration, coordination of work, and establishing goal orientation. The third puzzle encourages
Thinking–out–loud as a team, sharing of information and helps to create an efficient problem-solving skills for the participants as a team. The fourth puzzle brings in risk taking and strategy creation as a team. The final puzzle is about joint planning and efficient execution of the plan.

In a nutshell, all major challenges of the modern workplace have been modeled to the game and can be practiced in a safe environment in a cost effective way. NoviCraft is not a simulation, it is real collaboration between people which makes it very effective as a learning tool. The learning process is theoretically grounded, supported by metrics, and the trainer or consultant (the game master) can monitor and control the performance of the playing team.

Lowell: So what have been some of the more common utilisations of NoviCraft to date?

Petri: Typical use cases for NoviCraft include leadership and management training, cross- and multi-cultural collaboration, virtual and distributed team collaboration training, team building, supervisor training, personnel evaluation/appraisal, and coaching boards of directors and management teams. Our customers have said that NoviCraft is a fun and efficient way to learn about their teamwork skills and it helps both individuals and teams to improve. After the game the participants can go through a workshop where they can analyze their performance, strengths and areas where they need improvement. The NoviCraft game experience can also greatly add the value of traditional management and leadership training.

Lowell: What level of expense is an enterprise looking at to deploy NoviCraft?

Petri: NoviCraft’s price depends on the number of users and the constellation of the software, but the typical limited license is between twenty and forty thousand Euros (20000-40000 €) depending on the case.

Serious games initiatives are nothing new, but Novicraft seems to be one of more fleshed out models for business. At close to forty-thousand dollars Australian to implement, only the larger enterprises would consider NoviCraft, but its breadth remains appealing. What will truly differentiate NoviCraft is its touted metrics: if tangible benefits for a business are realised, its implementation costs may suddenly seem less of a barrier.

Thanks to CyberTech News for the heads-up.

Weekend Whimsy

1. The Spy Who Lives Here

2. Hinterland Orkney: Scotland in Second Life

3. Mutiny in Second Life

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Relay for Life in Second Life: teams being formed

A yearly highlight in Second Life is the American Cancer Society’s Relay for Life. The 2007 and 2008 events were big successes, with more than 55 million Linden Dollars (approximately 200 thousand US dollars).

relay_2009

Teams have started forming and if any Australian or New Zealand teams are forming, do let us know and we’ll promote your fundraising efforts. The team registration form can be found here.

The Australian Relay for Life is a superb community event for a lot of towns and cities. The Second Life version achieves that same community vibe and it’s an opportunity to remember those lost to cancer, to support those currently fighting cancer and to help find more effective treatments for cancers.

Thanks to SL Entrepreneur Magazine for the heads-up.

While you’re dancing in the flames

The key to managing crises,
is to keep an eye on the long-term,
while you’re dancing in the flames

You may have heard of TED talks: some of the world’s best thinkers (and doers) speak on some consciousness expanding topics. At the 2009 TED Conference, Juan Enriquez made a fascinating presentation on how the convergence of cell engineering, tissue engineering and robots would lead to the next iteration of the human species. If you have a spare 18 minutes, do watch the following and read on afterwards:

The information provided by Enriquez is likely to have caused a mixture of emotions, including fear, amusement and excitement. The same emotions apply to the current economic situation and also to virtual worlds. To draw a longer bow, Enriquez’s vision is hard to imagine without virtual worlds playing an intrinsic role. They are already perceived as a key collaboration tool, and the same technological evolution Enriquez speaks of will ensure that collaboration becomes more productive. Full walk-throughs of organs are available now in Second Life – it’s reasonable to assume that the much more advanced modelling solutions employed by researchers will find their way online in coming years.

In 2009, the virtual worlds industry is talking about the momentum in virtual meeting spaces and the growing work on interoperability. The innovators Enriquez cites are are creating stem cells from skin or robots that can already pass the physical equivalent of a Turing Test. The latter are well and truly the most groundbreaking but the former will continue to play a pivotal supporting role.

Enriquez paints a bleak picture in his presentation of the economic wave that is currently causing so much distress worldwide. He rightly shows a much bigger second wave of technological change occurring. Innovation is undoubtedly key to surviving the first economic wave. The second wave contains a lot of promise but it may also drown a lot of people. Those that it doesn’t overpower may literally be another human sub-type. It throws a whole new light on the term ‘geek’. They may rule the earth after all.

Thanks to Caleb Booker for the YouTube video link.

Merged realities: events and issues for virtual worlds

1. Clever Zebra have made their Virtual Worlds for Business eBook a free download – all the details here.

2. ABC Island in Second Life sees the return of music trivia show Rockit this Friday night at 8.30pm AEDT. Everyone has a chance of being a contestant and it’s a lot of fun.

rockit-feb2009

3. It’s always a small world: research shows that people in MMOGs congregate with people geographically close to them:

“It’s not creating new networks. It’s reinforcing existing networks. You can talk to anyone anywhere, and yet individuals 10 kilometers away from each other are five times more likely to be partners than those who are 100 kilometers away from each other.”

4. We’re well and truly still running our Victorian Bushfire fundraiser – all the details here.

The Watch – virtual worlds in the news

1. Los Angeles Times (USA) – Virtual Muslim world bans drinking, sex. “Ever wanted to experience life in the Muslim world but didn’t have enough money to fly to Cairo? The first-ever virtual version of the Muslim world was recently launched online. Muxlim Pal lets you adopt an animated avatar and interact with others online in a virtual world governed by the rules of Islam. You can shop, socialize in a beach cafe and, of course, pray at a mosque. Aimed at Muslims and non-Muslims, the website aims to foster understanding and communication between East and West.”

2. CNET (USA) – Littlest Pet Shop virtual world about to yipLittlest Pet Shop is going virtual.
Those tiny, plastic creatures with the larger-than-life googly eyes are set to come to life in the virtual world this fall, with manufacturer Hasbro and gaming giant Electronic Arts teaming up to launch the site, the companies said Thursday. The site, which will be banking on the popularity of the 2-inch idols, will be jumping into a tween market that is already heavily populated with the likes of the Webkinz, Disney’s Club Penguin, and start-up Dizzywood. Once launched, the Littlest Pet Shop site aims to offer preteens the ability to customize their favorite pets, participate in games and events on the site, and dive into social networking with friends.”

3. The Nation (Thailand) – Sun Microsystems and Kasetsart University drive Virtual World Innovation in Thailand with ‘Project Wonderland’ Technology. “Sun Microsystems (Thailand) and Kasetsart University launch the ‘Wonderland Challenge 2009’ – a competition encouraging students to innovate and develop rich multimedia 3D virtual worlds using Project Wonderland, a 100% Java toolkit for creating collaborative 3D virtual worlds. Project Wonderland is an open source project currently supported by Sun Microsystems Laboratories, Sun’s research and development group. The objective of the ‘Wonderland Challenge 2009’ is to initiate the Education 3.0 movement and raise greater public awareness of the potential impact of emerging Virtual World Technologies in Thailand. This nationwide challenge is open to students who will be pitting their skills against their peers to create an innovative 3D virtual learning environment with ‘Project Wonderland’, a powerful open source solution that enables developers to build a collaborative virtual world easily.”

4. Religion Dispatches (USA) – Dreaming Cyborg Dreams: Virtual Identity and Religious Experience. “If it is true that, as theorist Sherry Turkle has claimed, that in our increasingly mediated world “we are all dreaming cyborg dreams,” it is certainly safe to say that at least some of these dreams are religious ones. In this essay, I look at four types of immersive new media that address the issue of religious identity: Waco Resurrection, a religiously-inspired first-person shooter, Noah’s Ark, a religious online reality show; Roma Victor, a massive multiplayer online role-playing game, and religious experiences in the online world of Second Life.”

5. MSNBC (USA) – Fantastic plastic? Barbie’s changing role. “Since its introduction to the toy world in 1959, the 11.5-inch plastic sensation originally known as Barbie Millicent Roberts has reflected the rise of the modern woman in society. But 50 years later, Mattel faces a challenge to sell the iconic dolls amid worldwide economic woes. And then there’s the biggest challenge Barbie faces — beating Barbie’s modern rivals in the marketplace. In a world where “hip” dolls are those with higher hemlines, sexy heels and heavy makeup. Can the more traditional Barbie survive another half century?”

6. Eureka! Science News (Canada) – Tracking the digital traces of social networks. “Why do we create and maintain social networks? Most people can immediately think of a few natural reasons — we get something from the interaction, or the person is nearby and is close to us in proximity, age or gender. But researching such theories on a large scale has never before been possible — until digital social networks came along. Noshir Contractor, the Jane S. and William J. White Professor of Behavioral Sciences at the McCormick School of Engineering and Applied Science at Northwestern University, has studied the massive online virtual world Second Life to test whether these and other social theories are true.”

7. New Scientist (UK) –Valentine’s Day Special: The dating game. “IF YOU’RE looking for love, chances are you have considered the online dating scene. According to Mark Brooks, editor of onlinepersonalswatch.com, half of singletons in the US – around 40 million people – now use internet dating. And a fair number, around 20 per cent, find long-term romance that way. So what is the best strategy? Psychologists who study romance are fascinated by this question as cyberspace changes all the rules. Online, you can be who you want to be. Just ask David Pollard. Pollard’s avatar in Second Life is Dave Barmy, a sharp-dressing hunk with flowing locks, designer stubble and sunglasses. Real-life David is bald, fat and being divorced by his wife after she caught him having an online affair with another Second Life avatar.”

8. The Guardian (UK) – The killer app? Metaverse makes 3D games 2D. “A big problem for virtual worlds and other MMO environments is the gargantuan amount of space, processing power and RAM they take up on a computer. Developers have been chasing what they believe is the holy grail for some time – pared down, browser-based versions of the same content that feeds back into the full version of the game seamlessly. There was, for example, a text version of Second Life. ActiveWorlds resurfaced in 2007 when they announced a Facebook app of their virtual world. Still others, like the forthcoming Metaplace, have done away with downloadable content altogether, opting instead for browser-only experiences.”

9. Walrus Magazine (Canada) – Let’s All Be Neighbours on Will Wright Street. “I am a wriggling, water-borne spore. My life depends on how vigilantly I navigate treacherous currents full of predators. I chase drifting morsels of decaying flesh (my food), and kill off rivals (for what their brains, when consumed, might unlock in my own consciousness). For a scavenger like myself, these are inspiring waters, and after a few minutes of bottom feeding I advance up the food chain. Now I am a trematode, one of those ghastly liver flukes you get when you drink from the banks of the Mekong River. I look like a cartoon hot dog with eye stalks and tusks.”

10. New York Times (USA) – How Google Decides to Pull the Plug. “GOOGLE recently set the blogosphere abuzz by announcing that it was pulling the plug on several products. The victims included Lively, a virtual world that was Google’s answer to Second Life; Dodgeball, a cellphone service aimed at young bar-hoppers who wanted to let their friends know where they were hanging out; Catalog Search, which scanned paper product catalogs so they could be searched online; and Notebook, a simple tool that allowed people to take notes on Web sites they had visited.”

‘Life On Line’ launches

lifeonline I received a media release yesterday, announcing the launch of a virtual TV show, Life On Line.

It’s the latest project by Australian Steve Cropper, who produced a virtual worlds community called My Metaverse as well as a previous offering: The Late Show.

I watched the pilot episode and like any pilot, it’s pretty raw. The overall theme of the show is the multitude of ways that people spend time online, from Facebook to Wikis. The topics are covered in a fairly breezy way and it works to an extent. What doesn’t work for me in any way is the canned laughter. To say it’s annoying is an understatement – at points it harks back to some early TV shows in the 60’s where laughter appears in spots where there’s nothing to laugh at.

The news section featuring blogger Sigmund Leominster has promise, but the rest of the show to me seems to have a long way to go. It’s always great to see new options appear, and here’s hoping this is one that goes from strength to strength. The first episode launching today will determine to a large extent whether that’s the trajectory we’ll see.

Update – Episode 1 is now live, so you can judge for yourself the real deal:

Weekend Whimsy

1. The March OF JEDDAS TROLLS

(Jedda Zenovka is an Australian Second Life resident)

2. |=| ANCIENT MOTHER |=|

3. Second Life Tribute To Lloyd Featuring Dolla Dinezeo with Ginger Robertson Girls World

Introducing: Tateru Nino

about_tat-smlIt’s an understatement to say I’m really pleased to announce a further addition to the writing team at The Metaverse Journal.

Tateru Nino is a significant addition too – she’s one of the first Second Life writers I read and she was incredibly supportive of our initial efforts when we started in 2006. It’s also worth reading our 2007 profile of Tateru to glean more of a picture of her.

Tateru will be providing stories most weeks and she has a totally open brief. If you’ve read her work on Massively or its predecessor Second Life Insider, you’ll know how thorough her research is.

No-one knows Second Life better and I for one am already excited about the stories she’ll be writing over coming weeks.

Welcome Tateru!

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