Australian politics and virtual worlds – no momentum

It’s coming up to a year since the change of Federal government in Australia. In Second Life, there was an election night party.

At the time there was lots of excited talk about the ALP’s broadband policy and the promise it may bring – there is progress on that front but it’s fraught with problems. Then there’s the internet censorship issue bubbling along. All in all, Communications Minister Stephen Conroy hasn’t shone in his role to date. There’s a real perception that we’ve got a government with 20th Century views on some distinctly 21st Century challenges.

In the year since that Second Life election party, there’s been zero interest by either political party in virtual worlds. There’s certainly been significant forays by both sides into social networking via YouTube, Twitter and Facebook. The US presidential primaries this year saw Second Life play a role, and Barack Obama’s supporters kept that going through the campaign itself. Kevin Rudd and Malcolm Turnbull have obvously been watching the US Democrats’ online campaigning efforts, but there’s no inkling of a virtual world foray at this stage.

We’ve previously queried our pollies on their thoughts with no response – it appears that the current Minister is no more cognisant of the opportunities and challenges than his predecessor.

Virtual sex brings ’em in

Over the past few days Second Life has reached a new peak concurrency of more than 76 thousand.

The reason being cited is recent stories on a divorce resulting from virtual adultery. It’s not suprising and it’s backed up by an Australian Second Life resident who spends a significant amount of time mentoring new users. In a brief discussion with him this afternoon he confirmed a surge in new users needing help and that the UK-driven story seems to be the catalyst.

Mainstream media rightly get pilloried at times for their sometimes uninformed coverage of the full gamut of the virtual world experience. There is an upside though: growth for the virtual worlds themselves. How ‘sticky’ these users will be in always uncertain. Wagner James Au sums it up nicely:

How many of these new users are interested in committing virtual adultery… and how many of them are real life partners of now-suspicious SL users, looking to catch them in the act?

A lot of people on their first glimpse of virtual sex will tend to react along the lines of ‘why would you bother?’. The reality is a significant proportion of these people go on to engage in virtual sex regularly and in forms arguably more varied than real-life.

What are your thoughts – are we about to see droves of new people looking for virtual options for sexual expression, followed closely by another group seeking to catch them out? I think it’s a little too simplistic an assumption but sometimes the simplest explanation comes in closest to the truth.

Journal of Virtual Worlds Research – second issue

The latest issue of the Journal of Virtual Worlds Research has been released and this time consumer behaviour is the focus.

There’s eight research papers, of which five are peer-reviewed, plus there’s six ‘think pieces’ on related topics.

The full contents:

Peer Reviewed Research Papers

Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life (Jennifer Martin)
Virtual World Affordances: Enhancing Brand Value (So Ra Park, Fiona Fui-Hoon Nah, David DeWester, Brenda Eschenbrenner, Sunran Jeon)
On the Relationship between My Avatar and Myself (Paul R Messinger, Xin Ge, Eleni Stroulia, Kelly Lyons, Kristen Smirnov, Michael Bone)
The Social Construction of Virtual Reality and the Stigmatized Identity of the Newbie (Robert E. Boostrom, Jr.)
The “New” Virtual Consumer: Exploring the Experiences of New Users (Lyle R Wetsch)

Research Papers

Ugly Duckling by Day, Super Model by Night: The Influence of Body Image on the Use of Virtual Worlds (Enrique Becerra, Mary Ann Stutts)
Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment (Handan Vicdan, Ebru Ulusoy)
Demographics of Virtual Worlds (Jeremiah Spence)

“Think pieces”

Surveillance, Consumers, and Virtual Worlds (Douglas R Dechow)
Second Life and Hyperreality (Michel Maffesoli)
Having But Not Holding: Consumerism & Commodification in Second Life (Lori Landay)
Metaverse: A New Dimension? (Yohan Launay, Nicolas Mas)
Virtual Worlds Research: Global X Local Agendas (Gilson Schwartz)
Real Virtual Worlds SOS (State of Standards) Q3-2008 (Yesha Sivan)

There’s some serious reading time in it all and if virtual goods, branding, avatar identification, new user experience or demographics are of interest, this is one must-read issue from a journal hitting the ground well and truly running. Well researched quantitative and qualitative studies will be key as virtual worlds expand in scope and popularity – this Journal deserves kudos as one of the pioneers of empirical observation of virtual worlds.

The Watch – virtual worlds in the news

1. Sky News (UK) – Woman Divorces Over Virtual Lover. “Amy Taylor, 28, cited unreasonable behaviour in the court papers, describing how their three-year marriage came to an end when she twice walked in on her husband pretending to have sex in an online game. Her estranged husband is now engaged to one of the women he had an ‘affair’ with on Second Life – even though they have never actually met in real life.”

(more than 500 publications have run this story in the past week)

2. China Digital Times (China) – China: Too Much Time Online? You’ve Got Psychosis. “On a update of an earlier post on CDT, China has become the first country to list internet addiction as a mental disorder as stated by the Ministry of Health. According to one of the definitions in a manual by Chinese psychologists, anyone who spends over 6 hours on the computer with a mouse has the disorder, and a guideline is expected to head to hospitals soon.”

3. The Times (UK) – Open Minds: Caught in the Net. “The medium is the message, Marshall McLuhan famously said. And by changing the message we change ourselves. Never has this observation been so relevant as it is today, when many people spend their days at the computer, conducting friendships through Facebook and MySpace, posting videos on their websites, going into real society shielded by an iPod, or simply sending their avatar across the Grid in Second Life, looking for virtual relationships, virtual excitement and even virtual sex. Some welcome this, as a form of liberation. Shy people used to go trembling into society, hand in mouth; now they can go boldly into virtual society, hand on mouse.”

4. i09 (USA) – What Happens in Virtual Reality … Probably Won’t Stay There. “Cross Reality, Dual Reality, X-Reality: all of these terms describe the recent work of an MIT Media Lab team to bring the virtual into the real and vice versa. So far, the X-Reality group has focused their attentions on Second Life; last year, its Shadow Lab project allowed the game’s users to virtually check out real-life activity inside the Media Lab building in Cambridge. Later this month, the next X-Reality project goes live — and they’ve got big, wormhole-tunneling, reality-crossing plans for it.”

5. The Guardian (UK) – Art, music, gossip – it’s (virtually) all there in my parallel universe. “It has been quite a week for virtual worlds, the three-dimensional sector of the internet where people can live a parallel existence with their own avatar or alter ego. The world’s most profitable virtual game, World of Warcraft, which has more than 11 million paying participants, released a long-awaited expansion that generated midnight queues as enthusiasts vied with each other to steal a march in the new version. The Chinese government, realising that virtual worlds are an unstoppable phenomenon, announced it was planning to impose a 20 per cent tax on profits earned within them rather than, as hitherto, banning such virtual transactions. And a British couple who got married after meeting in Second Life are divorcing after the wife caught her husband chatting up another woman in the virtual world.”

6. Gearlog (USA) – Hands On: Disney’s Pixie Hollow Clickables. “If your daughter is one of the many girls obsessed with Pixie Hollow, then this year’s gift list will probably feature Techno Source and Disney Consumer Products’ new Clickables Fairy Collection featuring Disney Fairies. Pixie Hollow is Disney’s newest virtual world, and over 7.5 million Disney Fairies avatars have already been created. Girls can escape into Tinker Bell’s world to help bring about the change of seasons by meeting friends, playing games, and collecting items in nature.”

7. The Telegraph (UK) – Second Life infidelity is no less real. “A man and a woman fall in love and get married. The man’s head is turned by another woman. The marriage breaks up, and the man becomes engaged to the new woman, while his wife goes on to find a new partner. Nobody’s a villain here. It’s a sad story, the break-up of any marriage. There’s betrayal, sure – but there may also be the beginning of two separate love stories, and the end of something that was causing neither partner happiness. It’s the second-oldest story in the world: the one that comes right after “boy meets girl.”

8. The Herald (UK) – Sinister reality of fantasy game. “At 4pm on a Thursday in central Edinburgh, Aaron Campbell is beating the traffic with an armoured wolf. The shaggy creature leaps across a wooden bridge and through a market-place unimpeded by the assortment of gnomes, dwarves and orcs milling around. No, it’s not Lothian Road on a fancy dress club night, but the virtual world of Northrend, a newly released continent in the hugely popular online role-playing game World of Warcraft. Aaron, 20, and several other members of his playing “guild” have met up at the Ministry of Gaming cafe on Bread Street to try out WoW’s hotly anticipated expansion set, Wrath of the Lich King, which was released at midnight on Thursday. Three of them went as the clock struck 12 to pick up their pre-ordered copies at Gamestation on Princes Street. The shop sold out the same night.”

9. Eurogamer (UK) – Blue Mars gets beta, launch dates. “Avatar Reality has let Eurogamer know that its massively multiplayer virtual world Blue Mars will enter beta testing at the turn of the year, in January 2009. The first-time developer expects this to last for around three months, before the full game launches in April. And perhaps there will be time for some tea and biscuits if all goes well.”

10. Ars Technica (USA) – Snowy game, VR goggles take burn victims’ minds off of pain. “You’d think being seriously wounded on the battlefield would be the most painful thing a soldier could go through, but the recovery from burns can take months of agonizing physical therapy that prolongs the suffering. In some cases, healing can be more painful than the original trauma. What if you could take patients away from their immediate surroundings when cleaning their burns or stretching the skin during physical therapy? A virtual reality game created to help patients deal with pain hopes to do just that.”

Wrath of the Lich King – has it been popular?

Its been a couple of days since Wrath of the Lich King was released, and its been difficult to get a grasp on how popular the expansion has been. Until this afternoon when I attempted to log in:

This is the first time I’ve ever seen that message in the year I’ve been playing World of Warcraft – and the realm I play on (Draka) is a low population one.

I then took a look at the Oceanic realm list:

It’s fair to assume queuing will be a regular feature of the game over coming weeks – what will you do to while away the wait?

Weekend Whimsy

Every week we pick some machinima, ranging from amateur to professional, that demonstrate some of the activity going on in virtual worlds.

1. I’m a Ute and I’m a Cougar #2 (Real Cougar)

2. YouNews – Second Life Divorce

3. Piece of Heaven Second Life

4. World of Warcraft Wrath of the Lich King – Three Days Straight

Australian absenteeism this Friday

I’m going to make a fairly safe prediction: on Friday 14th November Australian businesses and government departments will experience a spike in leave of all varieties. And here’s why:

Wrath of the Lich King, the second expansion pack for World of Warcraft went on sale midnight Thursday. Most specialist game stores opened at midnight with significant crowds in some locations (more than 100 were lined up at my local game store, one of three in the area).

We’d love to hear your thoughts – are you taking a day off to experience the new content?

The Second Life economy: calm before the storm?

Linden Lab today released the Second Life economy statistics of the third quarter of 2008 and it shows some healthy growth in some areas:

  • hours spent by users in Second Life passed the 100 million mark
  • the total land mass continued to grow significantly to just under 2 billion square meters
  • the monetary value of user-to-user transactions in-world hit 102 million US dollars – identical to Q2 2007, the last period before the gambling ban which saw a large drop
  • There continues to be a decline in premium subscriptions althugh no specific data is given. Linden Lab claim this isn’t of great concern to them:

    ..a decline in premium subscriptions does not mean we have a reduction in the number of land owners. Therefore it should not be used as a measure of the health of the land market, of the Second Life economy or the health of Linden Lab. We are currently in the process of evaluating ways to make premium subscriptions more valuable to Residents and less dependent on Linden dollar stipends.

    If it’s of no concern, I don’t understand why the same graphing prowess couldn’t have been applied as it is to the other measures. At the very least it’s a rough measure of Second Life mainland health.

    The results overall are very positive but Linden Lab themselves admit the Openspaces issue will impact the next quarter’s performance. Add to that the real-world economic climate and we may see a very different picture come January 2009.

    The rise and rise of the Game Widow

    (From our sister site, Metaverse Health)

    This article in the Canadian publication, the London Free Press, describes in detail a couple of case studies of gaming addicts. The case studies themselves paint a fairly standard picture of someone with a compulsion for intensive gaming, though some effort has been made to provide balanced coverage of the issue.

    The premise of the article is the establishment of a support service for gaming addicts in London, Ontario – apparently the first such group in Canada. What caught my eye was that the wife of one of the addicts described in the article, Wendy Kays, has written a book called Game Widow. (we’ll hopefully be reviewing the book soon).

    The term ‘game widow’ has been around for years and it’s increasingly resonating with the broader public. It further emphasises the need for more research in the area as well as a vigilance toward not typecasting all gamers as addicts. Terms like ‘game widow’ also accentuate the gender divide in some gaming genres. There are surely ‘game widowers’ out there but they’re likely to be in a distinct minority.

    One final comment to the author of the article – online roleplaying did not begin with Everquest in 1999.

    The Linden Prize: $10 000 US for good works

    Linden Lab have announced the establishment of The Linden Prize.

    Its purpose is to reward a Second Life presence that:

    “achieves tangible, compelling results outside of Second Life”, is “distinctive, original work using Second Life that clearly demonstrates high quality, execution, function, aesthetics and technical sophistication” and that it “has the capacity for inspiring and influencing future development, knowledge, creativity, and collaboration both inside and outside of Second Life.”

    Ten thousand US dollars goes to the winner and entries aren’t restricted to any particular country. The prize will actually be paid in Linden Dollars, which has its pros and cons.

    After some challenging weeks for Linden Lab PR-wise, this announcement may garner some cynicism but it’s also an opportunity for Australian content creators to showcase their work. If you’re creativity in Second Life is having a real-world impact, then think about applying – you have until the 15th January 2009.

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