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.”

Reader Survey: the results

I’m really pleased to be able to provide the results of our 2010 Reader Survey. A big thanks to the 100+ people who took the time to get involved with the survey. Your input is crucial and is very much appreciated. The survey overall had two purposes: to get feedback on improving what we do and to get a snapshot of some related issues.

For the dedicated, I’ve provided nearly all the results below. I’ve only left out a couple of questions such as the income one which were compulsory in the survey tool but not one I was seeking info on. If you get to the bottom you’ll see what we’re planning to change as a result.

Overall Satisfaction

A pleasing result overall for this one.

Site content

Although a good result, this one shows the opportunity to improve the level of people very satisfied. We’re already aware of the need to do more in-depth stories etc and this emphasises that.

Most useful sections

This one is interesting. There’s a lot of support for the weekly media roundup and standalone stories on virtual worlds and Second Life specifically. The lack of interest appears to fall around Op-Ed pieces and the weekly machinima roundup. Interestingly, the Op-Ed pieces tend to get the highest website traffic, so it appears the more dedicated readers aren’t that keen on them but that they attract a lot of one-off interest.

Least useful sections

This one is a mixed bag. It’s obvious people don’t like the machinima roundup and Op-Ed pieces, but for the rest there’s conflicts with the ‘most liked’ chart.

New site suggestions

The big winners here are guest writers and in-world events. I have to say the latter surprised me given the amount of activities already occurring, but it’s well and truly noted. More on that below.

Likelihood of recommending the site to others

Site usability

A little over half of people believe the site has a better layout and usability than similar sites, with the large majority of the rest stating it’s about the same. We’ve put a lot of effort into that side of things, so am glad it’s paying off to some extent.

Method of site access

No real surprises here. The ‘Other’ responses all mentioned Twitter and Facebook updates as their main access point.

Level of interest in virtual worlds

Again no major surprises: most respondents had either an education or personal interest.

Intentions for the coming year

Slow growth is the best summary of that result.

Age breakdown

Physical World versus avatar gender

A couple of respondents asked why this question was in the survey: it was purely to confirm that the gender divide with avatars tends to be the exception rather than the rule.

General online behaviour

Where to from here?

Based on the survey, there’s a handful of things I can announce of the bat:

1. Weekend Whimsy will cease to be posted each week, reverting to a renamed monthly piece. The featured machinima on the front page will continue.

2. We’ll be putting out a call for guest writers in coming weeks.

3. We’ll start thinking about what sort of in-world events could be held.

4. We’ll do our best to do more in-depth profiles and news on new environments and key events.

The Prize

About a third or survey respondents went into the prize draw for $30 worth of virtual worlds books or an equivalent donation to Metaverse Aid. The lucky winner is Holt Roussel – Holt, I’ll be in touch to organise your prize choice.

Thanks again everyone for taking the time and if you have any queries about the results, post away in the comments.

Second Life in a web browser: beta launches

With minimal fanfare, Linden Lab have launched a beta of their ‘Second Life in a browser’ offering AKA Project Skylight. Found here, you can sign-up and check it out in a session lasting up to an hour.

As always, Tateru Nino has scoped it out in detail, noting that not surprisingly it’s a bandwidth hungry beast and that once you watch the 45-second intro video a selection process occurs that determines whether you get to sign up to check out the web-based browser or not. If you get the normal Second Life sign-up page then you’re out of luck. Like me.

For those who do get to have a look, post your thoughts / impressions so the rest of us can get at least a taste. For me, this is Linden Lab’s only shot in the locker to secure the longer term future of Second Life beyond its plateaued growth. The gloss is there with this launch, here’s hoping the substance matches.

The Watch – virtual worlds in the news

1. New Scientist (USA) – Online law man: Virtual worlds need real laws. “Tens of millions of people live, work and play in virtual worlds where anything goes. Greg Lastowka thinks we need to police these lawless frontiers. What prompted you to write your new book, Virtual Justice? I’ve always been interested in technology law, and the issues surrounding law in virtual worlds are like canaries in a coal mine. Society is increasingly migrating to the internet, and virtual worlds are an intense version of that. The issues that arise in virtual worlds will ultimately filter through to broader society.”

2. TechCrunch (USA) – Blue Mars Looks To OTOY’s Clouds To Take 3D Worlds Mainstream. “3D online virtual worlds are nothing new. From World of Warcraft to Second Life, people have been wandering across polygonal terrain for years, chatting with other users, selling their virtual wares, and making their avatars wave at each other for no apparent reason. But Avatar Reality, the startup behind a 3D platform called Blue Mars, thinks that there’s still a lot of untapped potential from 3D. And now it may have a way to turn their dream into something a lot of people are actually using.”

3. VentureBeat (USA) – Hip Venture abandons virtual world to pivot into social games (exclusive)
. “There’s a stampede going on. Publishers of virtual worlds are moving on to better things, or they’re perishing. Usually, that means they’re pivoting into the hot markets of social and mobile games. That explains the announcement today by virtual world maker Hip Venture that it will shift its focus to making social and mobile games. Previously, Hip Venture planned on creating a virtual world for tweens (older kids who are just shy of their teen years) with a Latino perspective. Now the company is repositioning its HipChicas.com virtual world so it can pursue the bigger market of social and mobile games. The New York-based company is adding new titles, new technology and key advisors to execute on its new strategy and will continue to focus on the US Hispanic, Latin American and Spanish markets. It plans to publish games on social networks such as Facebook, Orkut and Hi5 or mobile platforms such as the iPhone, iPad, and Droid. Its first game, HipChicas, will debut in the first quarter of 2011 and will be followed up with games based on popular Latino toy and book brands such as Homies, Mijoes, Hacienda, Bodeguita, and Hospital.”

4. Scope (USA) – Collaborative project creates a virtual world for cancer patients. “The pain and isolation of dealing with a cancer diagnosis are challenging emotional experiences for adults. Now imagine getting that diagnosis as an adolescent. But a new collaborative effort initiated by Mette Hoybye, PhD, a visiting scholar at the Center on Stress and Health, and Henrik Bennetsen, chief executive officer and co-founder of Katalabs, aims to fuse cancer therapy with virtual worlds to provide a learning space for young cancer patients. The project, which is aimed at patients ages 13 to 24, is called BE Community.”

5. Forbes (USA) – Meet The Man Who Just Made A Cool Half Million From The Sale Of Virtual Property. “Many people might balk at the idea of paying even a dollar for virtual cow in a game like Farmville. But Jon Jacobs has just sold a virtual space station he’s spent the past five years managing for a whopping $635,000 in total, making over half a million dollars. Who would devote so much time and investment into something that doesn’t exist in the real world?”

6. The Christian Post (USA) – Democratizing Evangelism in an eWorld. “Outreach in the electronic world is needed as people become increasingly dependent on technology to communicate, said Christian thinkers at a conference focused on the subject this week. While the good news should never change, methodologies used to communicate the message must change with the times, agreed attendees of the Great Commission Research Network’s annual conference, which concluded Thursday. The conference, titled “Outreach in an eWorld,” focused on how the average, local church can use the electronic medium to share the Good News. “The electronic medium is becoming a more powerful tool for good or for bad,” said Bob Whitesel, president of the Great Commission Research Network, to The Christian Post Thursday. “And the Church needs to know how to wield it for good and it needs to know how to take a stand against the bad.”

7. Hypergrid Business (Hong Kong) – The hypergrid’s not for everyone. “Ever since Crista Lopes, professor of informatics at the University of California, Irvine invented the hypergrid in 2009, people have been debating whether grids should be on or off the hypergrid. On the one hand, the hypergrid is very cool. You can teleport from one grid to another, hopping around like a grasshopper, picking up some freebies here, buying some clothes there, attending a meeting somewhere else, all with one avatar and a single inventory. On the other hand, hypergrid allows people to take content from one grid to another — and to harass people on other grids, as well. Some grids hedge their bets. They turn hypergrid on just during open houses, or during the construction phase. Or they only allow hypergrid to certain regions of their grid, and keep the rest private.”

8. The Quad News (USA) – Living in a Virtual Reality. “In 2007 seven individuals bought an island and embarked on a mission to create a place in which individuals could overcome religious differences and learn to live together—all in a virtual world.
The community, which is called, Al-Andalus was created using the online, 3D digital platform called Second Life. Second Life was founded and is now run by Linden Lab which is located in San Francisco, Calif. It is similar to other computer games, like the Sims, except for one large difference. In Second Life, every tree, every house, every shop, and every subway line is created by the people, or Avatars, playing the game–it is a virtual world created solely by the user.
One of the founders of A1-Andalus, just one of the dozens of communities that exist in Second Life, “Rose Springvale,” is a mother of two, an attorney and a wife to a CEO husband in the real world. ”

9. VentureBeat (USA) – Social entertainment world IMVU expands to Europe. “Social entertainment firm IMVU is launching a big expansion in Europe today as it unveils new versions in seven languages. With IMVU, users create their own 3D character, or avatar, and can then meet people, chat, create virtual goods and share them, and play games. The company is one of the few surviving virtual world startups that have grown a big audience and generated a lot of revenue. Keeping the growth going isn’t easy. But the European expansion should help. IMVU will now have localized versions in Dutch, French, German, Italian, Portuguese, Spanish and Swedish. The launch will start with a Swedish version, and the other six languages will roll out in the coming weeks. The company plans to continue its international expansion into 2011, said IMVU chief executive Cary Rosenzweig.”

10. Asharq Al-Awsat (UK) – The Virtual Hajj Experience. “It is now possible for every Muslim to learn how to perform the Hajj or Umrah rituals correctly through the online virtual world of “Second Life” before physically embarking on this spiritual journey in real life. It is now possible for people to learn how to perform the Hajj rituals by virtually visiting Mecca, Medina, and the other holy sites that must be visited as part of Hajj after the “Islam Online” website recently introduced an educational hajj program on the virtual world of “Second Life.” This project also aims to reduce the common errors made by many pilgrims. Hisham Jaafar, Editor-in -Chief of the “Islam Online” website told Asharq Al-Awsat that “Hajj Island” on Second Life includes a complete three dimensional representation of The Grand Mosque in Mecca following its recent development and enlargement. “Hajj Island” also allows users to travel between the Safah and Marawah hills, as well as visit Mina where “the stoning of the devil” ritual is performed. In order to simulate the rituals as realistically as possible, the model also includes the newly-built Royal Mecca Clock Tower, which overlooks the Grand Mosque, and is the largest clock-tower in the world. There will also be a virtual train linking Mina and Mount Arafat, with this train set to operate this year for the first time.”

Virtual Mine: environment education at its best

Virtual Mine is “an educational 3D environment, game, and educational curriculum for teachers, students, and anyone who’d like to learn more about mountain top removal, coal fired power production, alternative energies, and the amazing music and culture in the Appalachian mountains”. Which sounds a little staid on the surface, but the reality is an engaging and immersive education experience. I attended the launch tour this morning alongside around 35 others, mostly educators and developers, to see what was on offer.

Funded by the MacArthur Foundation and the Independent Television Service, the Virtual Mine consist of an entire island in Second Life. After equipping a hard hat and HUD, a series of processes can be controlled and viewed. Whether it’s tree-clearing, the removal of the mountaintop for mining, or balancing the nearby town’s energy needs with the environmental impacts of the mining and cola-fired power station, it’s all covered.

Have a brief look for yourself:

This is the sort of build that tends to shine a very bright spotlight on the opportunities virtual worlds provide for education, including environmental education. That said, one of the tour participants made a humourous comment during the ‘turn off all the unnecessary lights in the town’ exercise, asking that we shut down the region’s server in the process to truly save some power.

Some of my other snaps from the launch tour:

Tree clearing simulation


The blasting begins


Coal-fired power and its town impacts


Turn off the damn lights!

Congratulations to the developers of Virtual Mine and the wider support team. You can find out lots more information on the project here.

Second Life economy: flat but steady

Linden Lab have released third-quarter results for the Second Life economy. I use the term ‘released’ loosely, as it still grates on me how little information is released now compared to a couple of years back. That aside, the results show that aside from the 11% drop in overall user hours over the past year, coming mostly from those who spend more than 300 hours a month in Second Life, that things are steady. Or stagnant depending on your perspective. The only stark upside is the lift in web-based purchases for in-world goods (115% growth), although that’s skewed by the conglomeration of purchase options under the Linden Lab umbrella.

One of the most frequent questions I’m still asked when I talk virtual worlds with the uninitiated is: “hasn’t Second Life died?”. These stats again put paid to that misconception, but they also don’t provide much basis for evangelism either.

The Watch – virtual worlds in the news

1. GPB News (USA) – Virtual Worlds Help Disabled Students. “The National Science Foundation gave $1.5 million to The University of Georgia and Georgia Institute of Technology to help raise the number of students with disabilities getting degrees in science, technology, engineering and math. The collaborative program uses specially designed virtual classrooms inside Second Life where students can interact with mentors from around the world without leaving home. Robert Todd is a senior researcher with the Center For Assistive Technology and Environmental Access at Georgia Tech. “It will be what you might call an idealized or a better version of the classroom. Because we can do what we can imagine we can make the classroom more engaging and more interesting to students.”

2. Los Angeles Times (USA) – Cutting-edge virtual reality technology in development in Playa Vista. “Computer-simulated battlefields, three-dimensional video teleconferencing and sprawling virtual worlds are just a few of the tools being developed at USC’s Institute for Creative Technologies. The cutting-edge research institute, known as ICT, recently opened a facility in Playa Vista where it develops virtual environments used to train U.S. military personnel. A story in today’s Times features the institute, whose work is used by the military for purposes including training fighters to combat insurgents and calming nerves of weary soldiers. ICT’s wide-ranging technologies are now found on 65 military sites across the country. As the Pentagon has stepped up spending on training military personnel through simulations, ICT’s funding has increased from $5 million in 1999 to about $30 million this year.”

3. Mobile Computing News (UK) – MMOGs moderated by machine. “MOGs or ‘massively multiplayer online games’ are the internet’s main attraction for thousands of users all around the world. Virtual worlds where players can live out fantasies in real time and interact with other live players have become the apex of online gaming as we know it. With thousands of people playing MMOGs on various servers and networks, the need to moderate gaming activity has become a fundamental issue which game developers are working on improving.”

4. Hypergrid Business (Hong Kong) – Bargain region hosting: What you get for $9.90. “OpenSim hosting company New Voice offers full OpenSim regions for just $9.90 per month. So what do you actually get for this amount of money? A region in Second Life, after all, costs $300 — not to mention a $1,000 setup fee. There are no setup fees with New Voice. Can New Voice really offer a full region for under $10 — and 45,000 prims, full region backups, and hypergrid connectivity to boot? Their customer growth numbers seem to indicate that they can. When we first talked to the company in August, they were running just 40 regions. Today, New Voice is running 124 regions for customers.”

5. Chicago Tribune (USA) – Second Life talk given both locally, virtually. “Tom Boellstorff is an anthropologist at the University of California at Irvine and editor of American Anthropologist. For years, he specialized in the study of gay Indonesians. That is, until he also began to specialize in the anthropological study of Second Life, the online virtual world launched in 2003 by Linden Lab. It hosts 18 million users, who create avatars to represent their physical selves, then, say, create homes for those avatars and socialize with other avatars.”

6. The Economist (UK) – Living in a see-through world. “Cows moo if they need to be milked, but otherwise they do not show a great desire to communicate—until now. A Dutch start-up called Sparked has devised a system that keeps track of a cow’s health. A sensor attached to the ear of the animal reads its vital signs and transmits a mass of data wirelessly to a computer, which crunches the numbers and sends a message to the farmer if, for instance, the cow is about to give birth. Far from being just an anecdote from the animal kingdom, these networked cows are part of an exciting technological trend. As our special report in this issue explains, the physical and the virtual worlds are converging, thanks to the proliferation of sensors, ubiquitous wireless networks and clever analytics software. Increasingly there will be two interconnected worlds: the real one and its digital reflection.”

7. Singularity Hub (USA) – New Augmented Reality Software Removes Objects From Video Feeds In Realtime. “What if you could remove all the ugliness in the world? It’s not a hypothetical question. Researchers at Ilmenau University of Technology in Germany have developed a new augmented reality technique that erases images from real time video. Called Diminished Reality, the software can take any area selected in a video feed and use photo-shop like adjustments to copy the surroundings into its place. Where once you saw an object now you see the object has been removed. A piece of your world has been erased. Diminished Reality records video from a camera and displays the modified result on a screen with only a 40ms delay. To your eyes it’s effectively instantaneous. Watch a demonstration of the augmented reality editing program in the video below. I’m blown away by how well it works in these early examples.”

8. Kotaku (Australia) – How Video Games Changed Our Science Fiction Fantasy. “Roger Ebert has said that video games cannot be art. Similar judgments have been made over the decades and centuries about novels, plays, movies, television, comic books, and of course science fiction. Now, video games are up in front of the Supreme Court. Once again a new and innovative form of art and entertainment is being put through an almost ritualised process of legal justification. My take? The Supreme Court will decide video games are protected speech. And video games are definitely capable of being art.”

9. WoW Insider (USA) – “The Raid” movie documentary examines WoW raiding. “If there’s anything I’ve learned over the years as a gamer, it’s to approach films and TV shows about games or gaming with extreme caution. Be it cinematic game-to-film monstrosities like the Street Fighter movie or sensationalist “documentary” garbage like the fifth estate’s Top Gun, there always seems to be a disconnect between the people operating the camera and the subjects they’re trying to portray. World of Warcraft in particular has received plenty of positive and negative attention, but in recent years, there has been an increasing movement among geeky creatives to try their hand at explaining the game and the phenomenon of its popularity through all sorts of projects. The Raid is one of those projects.”

10. Chronicle of Higher Education (USA) – A ‘Stealth Assessment’ Turns to Video Games to Measure Thinking Skills. “Colleges no longer simply want to know what their students know, but how they think. Higher-order thinking skills are “something that schools are paying a little bit more attention to these days,” says Jeffrey Steedle, a measurement scientist at the Council for Aid to Education, whose Collegiate Learning Assessment essays are used at several hundred colleges to test students’ abilities to synthesize arguments and write persuasively. “It’s largely in response to the recognition that these skills are needed to be competitive in the global marketplace.” But educators also say that paper-and-pencil examinations have limits—for one thing, knowing that you are being tested can drag down performance—and they are looking for new methods to measure skills like critical thinking, creativity, and persistence.”

Virtual worlds and the law: free e-book

Virtual Justice – the new laws of online worlds by Greg Lastowka, is a 226 page tome devoted to the emerging area of law and its application to virtual environments. I haven’t read it all, but it’s a pretty comprehensive treatise on the whole field, with in-depth discussion of key precedents, virtual property law and a whole lot more.

Download it for yourself here – Greg Lastowka deserves some major kudos for making this available.

A thanks to io9 for the heads-up.

Man vs Second Life: the sequel

Back in July 2009 we covered Man vs Second Life, one of the funnier pieces of Second Life machinima around. At the time it had reached more than 50-thousand views on Youtube.

At that time its creator, Sean Krueger (Hugity) posted a further piece to YouTube stating the original piece was a school final project, that he was going to seek real video work and in between some interesting insights on the making of the film, he made some fairly judgemental comments on furries in particular and Second Life more broadly. That video from Sean Krueger has since been removed from YouTube and he’s now released Man Vs Second Life 2.

You can view it here, but a warning it’s not safe for work or kids:

There’s also an interview with Sean over at New World Notes with some behind-the-scenes insights. This is one funny machinima from a team with an ambivalent relationship with Second Life – which is probably one of the key ingredients of their success.

The Watch – virtual worlds in the news

1. Gamasutra (USA) – Report: Universal Monsters-Themed MMO Planned. “Universal Pictures reportedly signed an agreement with SEE Virtual Worlds, the studio behind the Michael Jackson-themed MMO, to create an online game starring classic movie monsters like Frankenstein and the Wolf Man. In last month’s announcement for Planet Michael, its MMO centered on the late King of Pop, SEE Virtual Worlds said it would create a “virtual reality universe of connected planets”, with each planet tied to other licensed film, television, sports, music, and entertainment properties.”

2. Coventry Telegraph (UK) – Coventry University publishes guide to virtual worlds. “A GUIDE to using virtual worlds in higher education has been published by Coventry University. The book, A practical guide to using Second Life in Higher Education, helps teachers understand how to use the online social networking virtual world. Professor Maggi Savin-Baden is one of the UK’s leading academics on the subject and has used virtual technology extensively as a teaching resource. Professor Savin-Baden said: “This practical handbook had been designed to support teachers who want to use Second Life and provides both an overview and a detailed consideration of the opportunities this immersive world offers for teaching, learning, assessment and research.”

3. Search Engine Watch (USA) – Mingling In Virtual Worlds. “Last week I talked about games within Second Life that you could play. In theory all of these games can be social, but just how do you get social through a game? It’s much easier than you might think. Knowing where people hang out is the key. Let’s start with the obvious one, the Roleplaying Games. With these games you show up at a specific location as your avatar dressed and ready to pretend to be the character for the game.”

4. Virtual Worlds News (USA) – HuzuTech Announces Virtual World Platform. “British technology firm HuzuTech has announced that it will launch a white label 3D virtual world platform, HuzuVirtual, next week. The platform is for use by brands, publishers, film, and TV production houses that want to create promotional virtual worlds. The platform is designed to be flexible, scalable, and fully customizable. HuzuTech plans to initially work with children’s publishers and is already developing a virtual world for the Scholastic’s Horrible Histories line set to launch in June 2011. ”

5. Kotaku (USA) – A Computer Mind To Finger The Real Bullies, Pedophiles and Killers of Virtual Worlds. “When the text-heavy fantasy worlds of multi-user dungeons first invaded the mainframes of Essex University and the dial-ups of Compuserve, there were few rules in place and even fewer ways to enforce them. But today’s most modern of virtual worlds now include cutting-edge technology used to not just provide an immersive experience but also to hunt down the potential real-world predators, bullies and criminals lurking in the online games. The idea of actively policing how people play massively multiplayer online games didn’t really come about until the phrase massively multiplayer online games became not only a part of gamer parlance, but also a viable commercial genre with the 1997 launch of Ultima Online.”

6. News.com.au (Australia) – What are video games missing? Swishy skirts. “Another obstacle on the way to super-realistic video games looks set to be demolished. Over the years, games have become more and more lifelike. Clouds, trees, buildings and bodies all look pretty faithful in today’s virtual worlds. But there’s one thing game developers still struggle with — the movement of clothing. Now researchers in Germany think they’ve solved the problem with a new way of creating virtual models of actors by comparing 3D laser scans and video footage. New Scientist reported that software developed by a team at the Max Planck Institute for Informatics was able to create “extremely realistic” avatars of actors and their costumes. When the avatars were programmed to perform new movements that the real actors never did, their clothes still swished and crinkled realistically.”

7. Gazette Live (UK) – Virtual world used to get teens talking. “Teenagers are to be encouraged to create their own virtual world to help Teesside University with key research. Researchers at the university are looking into what it means for young people to be British. They will be quizzing the teenagers about their values and aspirations using a virtual environment, as part of a citizenship project. To keep the youngsters’ identity secret, people taking part will be encouraged to create virtual worlds and their own avatar. The research is backed by a £250,000 grant, with £195,000 coming from the Engineering and Physical Sciences Research Council.”

8. Hypergrid Business (Hong Kong) – Paper: hypergrid allows virtual world to grow without limit. “The invention of the hypergrid will allow virtual worlds to grow to the size of the World Wide Web, or bigger, according to a paper made public today by OpenSim core developer Justin Clark-Casey. “The World Wide Web is much larger than any existing virtual environment system,” he wrote in the dissertation, submitted for his Masters in Software Engineering at the University of Oxford. “The World Wide Web has 1.6 billion estimated users while even the most popular online role playing game has only 11.5 million monthly subscribers.” One problem is that virtual environments are normally highly centralized — an environment’s servers, databases, even browsers are typically all controlled by a single company.”

9. San Francisco Chronicle (USA) – PlaySpan Integrates PayPal X Into its Video Monetization-as-a-Service Platform. “PlaySpan, the global leader in monetizing online games, social networks, virtual worlds and videos, announced today a partnership with PayPal to integrate PayPal X into its recently launched Video Monetization Platform. The first PlaySpan Video Monetization Platform integration to go live with PayPal X is on the PlaySpan Marketplace (PSM), where user generated commerce is transacted over virtual currency, virtual goods, games and videos. “We’re extremely excited about working with PayPal X to make PlaySpan’s in-video micropayments platform even more accessible to our media clients and providing them global reach to our gaming audience of millions of users,” Karl Mehta, CEO, PlaySpan.”

10. Kotaku (Australia) – When An MMO Dies. “A tricked-out dune buggy busts through a mural made up of post-apocalyptic imagery and battered road signs in the front of NetDevil’s Colorado offices, a lasting reminder of a world that came and went in the blink of an eye. Traditional video games are timeless. As long as one has the right equipment and their cartridge or disc is in working order, revisiting them is easy enough. Their levels, enemies and challenges live on. This is not the case with massively multiplayer online games. Massively multiplayer online games require a substantial investment. The developers spend time and effort creating these games, dedicate resources and manpower to maintaining game servers and supporting players and must continue to develop fresh content to keep players interested.”

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