Keiko Takamura’s Dreams of Rock Stardom

Keiko Takamura (2006 MTV video profile here) is a musician who performs in Second Life, one of the burgeoning community who do.

I’ve followed her progress over the years and I certainly admire her desire to succeed, which when combined with her songwriting and performance abilities, put her in a good position to do so.

She’s of course not alone in that regard, there are plenty of talented Second Life musicians hoping to make an impact more widely, and we’ve covered a small number of them over the past four years.

Which is why I was interested in a message Keiko sent out in the past week, via Twitter and her blog, to her fans, friends and fellow musicians:

My dear musician friends,

My band (The Shebangs) and I have been rocking out in meatspace for a good while now, and we’re ready to record. The studio I have my eye on has engineers who have worked with names like Elvis Costello, Teagan and Sara, CAKE, The Decemberists, Modest Mouse, etc… but it’s PROHIBITIVELY expensive.

That’s why I’m planning a HELP KEIKO FINALLY RECORD tour from 4/18-4/23.

I’m asking you, my musician friends, to donate an hour (or even half-hour) of your time to help me raise donations for this project. Why should you bother? Well, I know you have heard the whole song-and-dance of “exposure”, but I have a 1,000+ Twitter following, 500 people in my SL group, and if this thing is successful they’ll probably write this up on New World Notes (I live next to Hamlet Au IRL!). Also, my True Life episode on MTV just re-aired, and a slew of new SL residents just joined and are waiting to see what “virtual live concerts” are.

Also, you’ll be helping me out a lot. 🙂 My dream of being a rockstar feels like it’s inching closer, and a polished, professional, radio-ready recording of my music will put me that much closer.

If you’re interested, please EMAIL ME – TakamuraKeiko at gmail
and tell me which day/time you want to play (time is totally up to you), and send me your music website/Myspace. I’ll get back to you about a venue.

Thank you so much for being wonderful friends and awesome musicians,

Keiko

After reading the message, I contacted Keiko via email to ask a few questions, which are replicated in full below:

TMJ: How’s the response to date been to your call for musicians to donate time to raise money for your recording dream?

KT: It’s been mostly good! Within the day I posted my idea for a “Help Keiko Record Tour”, I got most of the week booked up with both good friends and musicians I’ve never heard/met before.

TMJ: Have you had any negative reaction to your call for people to donate time to raise money for you personally?

KT: Yes, but just one person.

TMJ: More specifically, have you had any negative feedback from fellow SL musicians, who may hold the same ambitions but haven’t asked the community to raise the funds for them?

KT: Yes.

TMJ: You mention the likelihood of coverage in New World Notes due to living close by Hamlet Au -was Hamlet aware you were going to make that statement?

KT: No, but he knows now! 🙂

TMJ: If the funds are raised successfully to allow you to record, and the results earns profit for you, do you propose to enter a profit-sharing or pay-back arrangement for those who helped out with the benefit?

KT: Short answer: Yes! Long answer: I’ve been a live musician in SL since 2006, and I’ve played for COUNTLESS benefits from Relay for Life, Toys For Tots, Make a Wish Foundation, etc. I’ve also donated my time for the benefit of other musicians who needed help. Some needed help because they had serious medical bills. Others needed help because they needed tour money. In any case, I was there. And now I’m asking for help. If any musician is willing to donate an hour of their time in order for me to make a 5-song EP, I would be more than happy to help them out in return in the future. And more immediately, I hope to give their music some good publicity in any way I can.

TMJ: What safeguards will you have in place to demonstrate the amount of money raised and how it is spent by you?

KT: I don’t have anything automatic set up, but if anyone wants to email me personally and ask, they are welcome to. Also, I intend to make each donation of $5 or more a “presale” for a digital copy. Meaning, if you chip in $5 (or l1400 and give me a notecard with your email address) I’ll send a digital copy of the EP when it’s done!

Let me clear some other things up, just in case:

My “tour” is going to be from the 17th to the 24th – 8 days. I’m going to play a show in SL every single day, on top of my RL work and RL band practices. I am setting up schedules with several musicians. I am coordinating with venues. I am creating promotional graphics/notecards. I am reaching out to others who have blogs, podcasts, large Twitter followings, etc. to make the “exposure” part of this deal worthwhile for the musicians who are kind enough to donate their time. It’s not like I’m going to sit back and collect tips while the musicians work and I do nothing. I’m going to work hard, play hard, every single day of that tour — and if my friends want to be a part of this and make it into an awesome event, that’s even better! I really, truly appreciate all the support I’ve gotten from my musician friends who are willing to help me out. It’s because of them that the live music community is as strong as it is today. I have absolutely no intention of making this a one-sided deal, solely for myself. I know it’s a lot to ask.

==========
Over to you: is Keiko being creative, entrepreneurial, mercenary or all of the above? There’s certainly plenty of uncharted territory in regard to creative projects in virtual worlds, and undertakings like Keiko’s are certainly exploring some of that territory.

(Picture courtesy of Keiko Takamura’s 2008 Sugar Pill video)

The Watch – virtual worlds in the news

1. The Australian (Australia) – Virtual worlds the real deal. “ASK most academics about virtual worlds and the response will usually be something along the lines that they are frivolous games of no relevance to their work. Get more specific and inquire whether they have a presence in the best known virtual world, Second Life, and they commonly refer to their workloads and bemoan how nice it would be to have a first life. Yet virtual worlds are profoundly affecting opportunities for research and teaching, and need to be taken much more seriously. Virtual worlds are places where digital representations of individuals, or avatars, congregate. They are not real but they are a place where real people interact. As such, they are places where behaviour can be studied and important research can be conducted.”

2. VentureBeat (USA) – Vivaty shuts down site for user-generated virtual scenes. “Virtual world company Vivaty announced on its site today that it will shut down its user-generated “virtual scenes” site on April 16, another victim of the malaise around virtual worlds. Jay Weber, chief technical officer and co-founder, announced on the company’s blog that the site will close because its business of letting users create their own 3D virtual spaces just hasn’t taken off. “I apologize to our loyal users that this must be so,” Weber wrote. “Vivaty.com is a rather expensive site to run, much more than a regular web site, and Vivaty the company has been running out of money for some time. Our business model was to earn money through Vivabux sales, but that has never come close to covering our costs. We tried for months to find a bigger partner that would support the site, but that didn’t work out.”

3. Philadelphia Inquirer (USA) – Girls abandon dolls for Web-based toys. “Paige Gabriele loved her dolls – once. At age 8, however, the Swarthmore girl has largely abandoned them. Even Barbie gets slim face time, and the single American Girl doll, a gift from her grandmother, sits pretty on her bureau – untouched. Playing with dolls “gets boring after a while,” said Paige as she passed by the well-stocked aisles full of Barbie, Moxie Girlz, Liv, and other fashion dolls at the Target in Springfield Mall. She was more interested in a basketball, and gushed about social Web sites such as moshimonsters.com, where she nurtures pet monsters. It used to be that dolls held girls’ interest at least through elementary school. But these days, girls are dropping such playthings at ever younger ages, largely replacing the childhood mainstay with technology-driven activities, even as the toy industry battles to attract the coveted market with new products.”

4. The American Spectator (USA) – Virtually Innocent. “Several months ago, at the request of Congress, the Federal Trade Commission released a report explaining the risks children face when they play in virtual worlds. Virtual worlds, a quickly expanding market of online playgrounds, combine glitzy three-dimensional environments with social networking. Basically, users can lazily sit behind their computers, but still interact, communicate, and play with each other in these worlds via their avatars, cartoonized representations of themselves. Some of the games they can play, parents may be surprised to learn, push the boundaries of Larry Flynt’s wildest dreams. Virtual worlds took off in 2007, with sites like the Disney-owned Club Penguin and the adult-oriented Second Life leading the charge. According to KZero Worldswide, one of several virtual worlds consultancies that have emerged in recent years, in 2009, an estimated 150 worlds were either live or in development, bringing in about $1.3 billion in revenue. In the next two years, an estimated 900 virtual worlds will hit the market, generating $9 billion in revenue. ”

5. Virtual Worlds News (USA) – Secret Builders Scores $2.3M. “oday Renaissance 2.0 Media, parent company of the educational virtual world Secret Builders, announced that it had raised $2.3 million in new funding. Despite the world’s educational theme, it still monetizes by selling virtual currency to its users, mostly kids aged 8 to 12. Parents can also buy subscriptions for their kids, which give them a monthly in-game allowance of virtual currency. Secret Builders serves 1 million registered users, with around 350,000 monthly active users. “We’ve weathered a tough time in the market,” said Secret Builders CEO Umair Khan, in statements made to Venture Beat. “Spending money to get users was a good way to go out of business. Now the investors are looking for traction and your long-term success in attracting users.”

6. Discovery News (USA) – Avatars May Inspire Us To Exercise. “If seeing is believing, could watching a digitized version of yourself running on a treadmill drive you to get in shape? Watching a self-resembling avatar in action turns out to be an effective motivational technique to start exercising, according to a Stanford University research project. Participants who watched digital versions of themselves run on a treadmill ended up exercising nearly an hour longer than those who watched their avatars hang out or viewed avatars of other people exercising. “We’re definitely surprised that the manipulation worked,” said Stanford doctoral student Jesse Fox, who oversaw the studies. “I was very fascinated.”

7. University of Ulster Online (UK) – New Computer Games For Stroke Sufferers Tested. “Researchers at the University of Ulster have been carrying out trials of specially designed computer games to help rehabilitate stroke sufferers. Ulster’s School of Computing and Information Engineering in Coleraine has collaborated on the project with fellow researchers at the Health and Rehabilitation Sciences Institute at the Jordanstown campus. The Games for Rehabilitation project, which has been funded by the Department of Employment and Learning over three years, focuses on rehabilitation of the upper limbs and involves the player using their hands and arms to touch targets which move around the screen. Their movements are tracked by a webcam and the game responds to their interaction, giving them positive feedback on their performance and engagement with the system. The design of the games and interface means people don’t need to have played computer or video games in order to engage effectively with the system.”

8. Gamasutra (USA) – DFC: Virtual Goods Adoption Grows, ‘MMO Lite’ To Reach $3 Billion By 2015. “88 percent of gamers surveyed have bought virtual content, says a study from DFC Intelligence, in partnership with monetization platform company Live Gamer. Research firm DFC and Live Gamer studied some 5,000 gamers in North America and Europe during the first two months of 2010, and included seven years of Live Gamer’s historical data from around the world. According to the survey, “digital content” also includes music, movies and games, and isn’t limited to virtual goods bought through microtransactions, as players can do in popular Western social games like FarmVille on Facebook or Sony Online Entertainment’s family-friendly Free Realms MMO.”

9. Kotaku (USA) – Free Realms Reaches 10 Million Users, Gives Out Free Cash. “Free Realms continues to be an unrelenting engine of family-friendly fun and frivolity, reaching the 10 million player mark just short of its first birthday, with Sony Online Entertainment doubling Station Cash purchases this weekend in celebration. We’ve established by now that people love mini-games and free things, and that’s pretty much the formula to Free Realms’ success – it’s a free massively-multiplayer online game packed with mini-games. It’s also packed with stuff to buy with Station Cash, which is a Sony Online Entertainment form of currency people buy with real cash. To celebrate the big 10 million, SOE will be doubling any Station Cash card values redeemed between 4PM today Pacific and 11PM Sunday.”

10. Hypergrid Business (Hong Kong) – Educators save money switching to OpenSim. “Educators in primary schools, colleges, and other institutions looking for lower costs, better controls, and no age restrictions are considering switching from Second Life to its open source alternative, the OpenSim virtual world server platform. The OpenSim server software can be used to power an entire public grid, or a small, private behind-the-firewall installation, and can be run on an institution’s own server or hosted with third-party providers. In general, educators say, they find that OpenSim offers significant cost savings over Second Life. However, there might be some hidden costs.”

Merged realities – events and issues for virtual worlds

1. The US-based Global Kids are holding a Winter 2010 Roundtable on Virtual Worlds and Nonprofits on Monday April 12, from 12-1pm PST (7-8am on Tuesday 13th AET) on MacArthur Island in Second Life.

The purpose is presentations from six nonprofit organisations on “their initial explorations of Second Life and other virtual worlds, and how they are thinking of integrating these virtual tools into their organizations’ respective missions”. Those organisations presenting are: Child Welfare League of America, Health Consumers Alliance of South Australia, Hip-Hop Education Center, Illinois Caucus for Adolescent Health, United Black Fund of Greater Cleveland, Inc and V.O.I.C.E. Community Development Corp.”

2. As covered last week, the M Linden Art Show hit the University of Western Australia in Second Life and on UWA’s physical campus as well. There’s a great round-up here. There’s also a machinima of the launch by Chantal Harvey that you can view:

3. Linden Lab have announced a significant upgrade to their new user orientation experience. There’s some in-opinion on it here and here to name two. If you want to see it for yourself, you’ll need to register yourself a new avatar.

4. Terra Nova has a great piece on where social worlds like Farmville fit into the scheme of things.

5. Our Metaverse Reader iPhone app now has a userbase numbering in the hundreds. Version 2 is about to be submitted for approval and it contains some big enhancements, and we’ve already added a couple more sites to the app. Why not check it out for yourself?

The Watch – virtual worlds in the news

1. CNET (USA) – Start-up hopes to bridge real, virtual worlds. “Micazook, a start-up trying to bring some real-world flavor to virtual worlds on the Net, plans to publicly launch an online realm it calls Project X for now. “A beta will be out in the next few weeks,” Michael Fotoohi, managing director and one of the prime programmers behind the project, said at the Image Sensors Europe conference here. By then, he said, Project X should have a real name instead of its present placeholder. Project X attempts to overlay the free-wheeling style of Second Life over a model of the real world. The company has obtained high-resolution imagery for many parts of the world, combined it with data for where roads are located, and used it as a foundation for the virtual world. Think of it as Google Maps Street View populated by avatars.”

2. VentureBeat (USA) – Secret Builders raises $2.3M to expand educational virtual world for kids. “Secret Builders is announcing today that it has raised $2.3 million in funding for its online virtual world with educational games for children. In doing so, it has shown that it’s one of the survivors of what was once a very hot sector now littered with dead companies. The San Mateo, Calif.-based company debuted its Secret Builders web site in December, 2008. It has slowly built up to 1 million registered users, and it now has 350,000 to 400,000 unique monthly visitors from 190 countries. ”

3. Wired (UK) – Does World of Warcraft reflect real life concerns? “We can learn about the future of our world by studying World of Warcraft, a sociologist has suggested in a new book being published this month. William Sims Bainbridge argues in The Warcraft Civilization: Social science in a virtual world that the game isn’t just “escapist fantasy” but offers an insight into ” how people are going to be respectful of each other in a world in which there aren’t enough resources” – something we are already facing in reality. Speaking to Samantha Murphy of New Scientist, Bainbridge said that sociologists could glean as much from virtual worlds about human concerns and attitudes as they can from the real world. The challenge is then how to interpret the information.”

4. CNET (USA) – Don’t laugh, Venuegen’s virtual meetings can work. “My co-workers will attest to the fact that when I started reading the materials about Venuegen’s virtual-meeting-room service, I audibly groaned. I’ve had enough of companies trying to make meetings work in Second Life-ish virtual worlds. It’s too cute an idea for too serious a need. Or so I’ve always thought. A demo of the service, which is being unveiled at the Demo conference Monday, opened my eyes a bit. Built on a gaming platform but decidedly not a game or “virtual world,” like Second Life or There, Venuegen is a world of 3D rooms inhabited by human-appearing avatars with photo-mapped faces (like yours and your co-workers’), and a set of controls aimed squarely at replicating both the real-world experience of sitting in a meeting room and the unique online experience of sharing onscreen presentations and having private back-channel conversations while watching a public presentation.”

5. PhysOrg (USA) – Real criminals use virtual worlds to launder money. “Senior Law lecturer Dr Clare Chambers has just started an 18-month project to investigate whether the legal structure of these virtual worlds – where players use real money to buy virtual goods such as land, businesses or consumer items, which can then be sold on or exchanged – enables money laundering offences to be committed. Clare said, “On an average day, about £750,000 changes hands in the most popular virtual world platforms. The most recent research into virtual fraud was carried out in 2007 and this concluded that money laundering was on the increase in virtual realities. More up-to-date research is required in this area order to understand and combat it.”

6. Discovery News (USA) – Could Gamers Save Our World? “I’m not talking about the virtual worlds found in World of Warcraft or Second Life. I’m talking about Earth, our motherland, la tierra. And I’m wondering if those people who spend 16 billion hours a year tapping keyboards or jiggling joysticks can save the world. It’s not my idea. In this TED Talk video, Jane McGonigal, director of games research and development at the Institute for the Future in Palo Alto, Calif., suggests that if we could harness the power of video games, where players collaborate and are given the incentive to become heroes, we could solve real-world problems.”

7. Oxford Press (USA) – Miami research team awarded grant for virtual environment. “At first glance, it doesn’t appear to be an area of scientific research. With basketball hoops being cranked to the ceiling, it looks like any other big gymnasium. This place, however, is not just another gym. It’s the HIVE. The Huge Immersive Virtual Environment is located in the basement gymnasium of Miami University’s Phillips Hall. The HIVE is an immersive virtual environment in which a person wears a helmet and their movements are tracked by infrared censors. The structure is the largest of its kind, with similar structures at Brown University in Providence, R.I., and Tübingen, Germany, according to Miami psychology professor David Waller.”

8. TechCrunch (USA) – Avatar Reality Raises $4.2M For 3D Virtual World, Hires Industry Vet Trent Ward. “Avatar Reality, developer of the massively multiplayer online virtual world platform Blue Mars, has raised an additional $4.2 million from Kolohala Ventures and co-founder and games industry veteran (and somewhat of a legend) Henk Rogers. That brings the total invested in the company to more than $13 million, according to the press release. In addition, Avatar Reality has announced that it has recruited Trent Ward to join as the new VP of Design. Ward has been in the industry for quite a while, having worked as creative director for companies like Foundation9, Ubisoft and Electronic Arts.”

9. Gamasutra (USA) – Opinion: Fear and Loathing in Farmville. “GDC 2010 is now in the books, and it will be a hard one to forget because the whole conference seemed to be obsessed with one thing, which I summed up in this tweet. Or, as designer David Sirlin puts it here: “Facebook, Facebook, Facebook, Facebook, Facebook, Facebook, Facebook, Facebook, Facebook, Facebook.” Off the top of my head, here are the highlights and lowlights of this fixation: -The long-running Casual Games and Virtual Worlds Summits have vanished entirely from the conference, presumably eaten up by the new Social Games Summit.”

10. Hypergrid Business (Hong Kong) – Law firm holds meetings, training in Second Life. “New Orleans law firm Jones Walker has been conducting meetings and training programs in Second Life, the company announced this month. “We created office space where we could conduct meetings, make presentations, provide training, and explore the applications of Second Life to the law firm environment,” said chief marketing officer Carol Todd Thomas in a statement.”

Merged realities – events and issues for virtual worlds

1. We may be biased, but Tateru Nino’s weekly Virtual Whirl column over at Massively is always worth a read – this week it has lots of Linden Lab staff movements and quite a bit more.

2. 2D social networks for avatars continue to thrive. One of the big success stories is Koinup, which has recently been adopted by Frenzoo. I’ve also had some conversations with recent entrant Moolto, which has developed a decent following so far. If you have a social network your avatar takes part in that you’d like to share, then let us know.

3. Its been two weeks since we launched the Metaverse Reader application for iPhone / iPod Touch and it’s great to be able to say there are now well over a hundred regular users of the app. Enhancements to the application are already underway, so why not give it a try?

4. The latest update to the Second Life Viewer 2 is now available, with a bunch of issues resolved.

5. For the dedicated, this very detailed post on the emergence of Facebook social gaming worlds is well worth the read.

6. Metaverse Health has had a facelift and there’s some exciting health-related stories coming up in the next few weeks. We’ll post most of them here, but if there’s room in your RSS reader, we’d love to have you on board there as well 😉

The Watch – virtual worlds in the news

1. Times of India (India) – Amputees could feel artificial limb if put in the virtual world. “Anthony Steed, a computer scientist at UCL, studied how the rubber hand illusion Movie Camera works in virtual worlds. In the standard illusion, a false hand is placed on a table in front of a volunteer whose real hand is out of view, and both are stroked at the same time. After a while people feel a sensation in the rubber hand, even when it is the only one being touched. And now, it has been discovered that people relate to virtual appendages so strongly that much of the set-up work normally needed to pull off the illusion is unnecessary in virtual environments.”

2. The Drum (UK) – Are Virtual Worlds like Second Life still viable marketing tools? “When The Drum received a press release a couple of weeks ago from digital company Corporation Pop describing an online graduation ceremony it had planned with fuel company BP through virtual world Second Life, groans were clearly heard. “Second Life? I thought that was dead,” said one member of the team, thus inspiring this piece. With Avatar becoming the most commercially successful movie in history, it seems odd that the platform which would have inspired much of the film seems to have had its day with the online user. Then again, the Lawnmower man was no advert for virtual reality which did okay for a while.”

3. Virtual Worlds News (USA) – TeamPalz Launching Sports-Themed World. “This Saturday TeamPalz.com will be heading for a public launch. The new kids virtual world aims at bringing together online socializing with kids’ love for real world sports. There are plenty of sports-themed worlds out there (e.g., ActionAllstars, the NFL’s own world, ToppsTown, UpperDeckU, etc.) that have partnerships or licensing agreements with leagues or teams. While TeamPalz is currently avoiding costly licenses and partnerships, it’s hoping to capitalize on an untapped audience. “TeamPalz is very gender neutral,” explained Co-Founder Kevin Bernadt. “During our research of other sports-themed virtual worlds, almost all of them seemed very male-centric. Girls’ sports are a huge under-marketed force out there, and we’re including sports such as softball, dance, cheer, and make sure our basketball and soccer experiences are friendly for both girls and boys. Volleyball will be one of the first sports we add down the line.”

4. The Guardian (UK) – Living the dream through computer games. “The inspiration for this week’s Observer Conversation is a fascinating piece by the American writer Tom Bissell which will be in this Sunday’s paper. In it Tom describe his life disintegrating as he becomes hooked on the computer game series Grand Theft Auto and then also on cocaine. Here’s a guy who would regularly spend 30 hours straight running over pedestrians and shooting drug dealers, policemen and prostitutes, all the while bleeding from the nose. In the paper’s latest editorial conference meeting, where we shape the weekend’s edition, we also discussed a new game called Smokescreen, which has been a big hit at the SXSW festival in Austin, Texas. It’s a game about life online, on a new social network called White Smoke, containing elements of horror and which frankly I’ve yet to fully understand. Perhaps its like a cranked up version of Cluedo: “Your friend Miffy murdered Bob in the Save 6Music site with a Farmville rotovator”.

5. Newsweek (USA) – Money for Nothing. “If you’ve spent time on Facebook, you might be mystified by all the people tending to their virtual farms and virtual pets. I know I am. Not only does this seem a strange way to spend time, but here’s the even weirder part: a lot of these people are spending real money to buy virtual products, like pretend guns and fertilizer, to gain advantage in these Web-based games. But to Kristian Segerstrale this is very serious business, and not only because he runs Playfish, a maker of online games and a top seller of virtual goods. Segerstrale, an economist by training, says the world of virtual goods opens up a new way to study economics. “You can learn a lot about human behavior, and how people interoperate in an economic environment,” he says. “There are a lot of valuable lessons.”

6. Directions Magazine (USA) – Masternaut Three X Integrates Real and Virtual Worlds with Augmented Reality for Field Service Management. “Masternaut Three X launched an advanced camera phone application that enables digital images to be displayed together with associated business data. This augmented reality (AR) solution is targeted at organizations in need of vehicle tracking and mobile resource management technology for more efficient field service operations. Editor in Chief Joe Francica interviewed Masternaut’s Johann Levy, the research and development manager, about the AR application.”

7. Financial Times (UK) – Corporate learning: Out of body experiences are ‘in’. “Teams operating in a virtual world face the challenge of constructing a bridge across a stretch of water to an island, using a set of blocks. One team spots that some of the blocks are weightless. They quickly string these together, march their avatars across the bridge, and declare victory. The other teams of business school students cry foul, but the winners deserve their triumph because they avoided making assumptions, says Steve Mahaley, director of learning technology at Duke Corporate Education in North Carolina. One way to shed new light on old problems is to take people completely out of their element, he says. “Virtual worlds let us test people’s understanding of the nature of the problem and help highlight their assumptions, such as whether all the blocks are subject to gravity, and if the other teams are rivals or potential collaborators.”

8. Hypergrid Business (Hong Kong) – Teleplace focuses on app sharing. “When business users get together for a virtual meeting, they’re not interested in showing off the latest dance moves or hairstyles – they want to share PowerPoint presentations, work together on spreadsheets, and collaborate on documents. At least, that’s the experience of virtual world vendor Teleplace, which counts over 100 corporations as customers – some of them big names, including Chevron, BP, Lockheed, Intel, and Fidelity. In addition, the company has a strong presence in the government and military sectors, counting the US Army, Navy, and Air Force as customers. Teleplace revenues grew 200 percent over the past year, the company reported last month. Teleplace Inc. used to be Qwaq Inc., and changed its name last September, timed to coincide with the release of the 3.0 version of its platform.”

9. Boston Globe (USA) – Tag for the gamer generation. “IT WAS awkward this semester when a zombie and a zombie-epidemic survivor both showed up in my undergraduate creative writing workshop. I’d heard tales of Humans vs. Zombies battles raging on campuses across the country. What was surprising, though, was that this bizarre game struck me as an antidote for the ailments of a generation. Humans vs. Zombies is a massive game of tag. One player starts as the zombie, what we used to call “being it.’’ All others are human. Both wear official bandanas on their arms. Zombies tie a second bandana around their heads. When a zombie tags a human, the human becomes a zombie.”

10. Kotaku (Australia) – Video Games Can Save The Planet, But Only If We Play More. “Only video games can save the world, says Jane McGonigal, but only if we dedicate more time to playing them, some 21 billion hours of game time per week needed to survive the next century. McGonigal, director of game research and development at Institute for the Future and one of the people behind the do-good game Urgent Evoke. presented her theory that playing video games can save the world’s problems – hunger, poverty, climate change, obesity, global conflict – at this year’s TED conference. (That stands for Technology, Entertainment, Design by the way.) Her argument? We’re “better at games than we are in real life”, and are more inclined to do good in video games.”

Virtual worlds and business: 2010 overview

A little over a year ago we created a short discussion paper on the potential impact of virtual worlds on business. Since that time literally hundreds of people have downloaded the paper, so we thought it was worth updating it.

It remains a fairly succinct overview of the opportunities presented by virtual environments in the enterprise, as well as identifying some of the misconceptions around. The updated version now contains some discussion on trends for the coming 12-months (partly based on our 2010 predictions post) as well as a wrap-up of the major platforms to watch.

You can download Virtual Worlds and business: 2010 overview for free by going to this page.

As always, if there’s omissions or alterations needed, please don’t hesitate to let us know.

The Watch – virtual worlds in the news

1. Casualgaming (USA) – GDC: Virtual worlds need better player contact, says Habbo Hotel designer. “Speaking at today’s Game Developers Conference’s Social and Online Games Summit, the lead designer of Habbo hotel has suggested that virtual worlds are loosing out on an opportunity to welcome more users because of an ingrained blinkered focus on real time interaction. In his session, titled What Virtual Worlds Can Learn From Social Games, Sulake’s Sulka Haro shed light on the fact that many virtual worlds only engage their customers in real time when the player is in the world. “Virtual worlds are historically too obsessed with real time,” stated Haro, adding: “The problem with that focus is that if a virtual world is synchronous, it is temporal. In other words, if the player isn’t there the world doesn’t exist.”

2. The Independent (UK) – Digital disguises: Who do they think they are? “It was a boring corporate job that piqued the interest of the photographer and video artist, Robbie Cooper. “I met a company boss who was divorced and had bad access to his children,” Cooper recalls. “So they met every evening in Everquest, an online 3D virtual world”. Cooper asked the man what he and his children did as they carried massive swords around a land populated by fire-breathing dragons. “They talked about homework, their mother and school,” Cooper says. “I was fascinated by the idea of this really banal but emotionally important conversation going on in this vivid fantasy world.”

3. The Big Money (USA) – Forget Invisible Hands. What About Virtual Hands? “Back in 2008, it seemed like only one thing was certain about the government’s Troubled Asset Relief Program: It was a gamble. A really big one. The economy’s problems were unprecedented and the potential remedy untested, which meant that economists could do little more than speculate about how hundreds of billions in bailout money would affect the country’s overall fiscal health. In a New York Times article from February 2009, Treasury Secretary Timothy Geithner was quoted as saying of TARP, “We will have to try things we’ve never tried before.” But, some economists are beginning to ask, what if such broad economic policies could be tested first? Not on living, breathing, tax-paying citizens, mind you, but on goblins, wizards, and intergalactic space pirates.”

4. Washington Post (USA) – Second Life’s virtual money can become real-life cash. “Dana Moore sells rain. He sells a lot of it, for about a buck per reusable storm. “I don’t know why people love buying rainstorms,” he said, watching his product drizzle last week, “but they do seem to like them a lot.” The attraction isn’t rain, per se, but Moore’s rain, which can deluge swaths of land on command. The rain falls not in Bowie, where he lives with his wife of 37 years, but in the virtual world of Second Life, the Web portal where he also markets snow, clocks, University of Maryland basketball T-shirts, Duke basketball T-shirts (grudgingly), two-story Tudor-style homes, pinup posters from the 1930s and the sounds of barking dogs.”

5. The Province (Canada) – Finding backbone in virtual world. “When faced with creating an avatar, you can bet your mouse that no one is dreaming up their virtual doppelganger. Snoop around the online fantasy front and you’ll find lots of King Leonidas and Zena: Warrior Princess types — not so many Ed Grimleys. It’s a misrepresentation along those lines that is at the heart of the new play Spine, here in Vancouver as part of the Cultural Olympiad. Spine opens with a 40-year-old disabled man (James Sanders) losing his job and his relationship. He retreats to a place he feels the most empowered — the rehab facility he spent time in after suffering a spinal-cord injury. It’s there he meets a much younger and newly injured patient who turns him onto the virtual role-playing world.”

6. Virtual Worlds News (USA) – Sometrics Launches GameCoins Platform; IMVU Joins Up. “Today Sometrics announced the launch of GameCoins.com, a virtual goods marketplace and social platform designed to help virtual worlds and online games both grow their reach and monetize. GameCoins.com will feature user blogs and friend lists that allow users to recommend games and virtual worlds to each other. Users will be able to obtain virtual goods and currency for favorite games through GameCoins.com using the Sometrics Offer Solution, an ad offer network. “This is the first time we’re going to consumers directly with our virtual currency products,” said Sometrics CEO Ian Swanson, in a press statement. “Until now, our solutions for earning that game’s virtual currency have lived within the individual games themselves. But with GameCoins we can broaden the reach for all the publishers and games that partner with us. It serves as a hub for consumers, to enable them to share their enthusiasm for a game with others and, while there, discover new games for themselves.”

7. New Scientist (USA) – Amputees could get a helping hand in the virtual world. “WHAT is the best way to for someone to get used to their artificial limb? Put them in a virtual environment. So says Anthony Steed, a computer scientist at University College London, who has been studying how the rubber hand illusion works in virtual worlds. In the standard illusion, a false hand is placed on a table in front of a volunteer whose real hand is out of view, and both are stroked at the same time. After a while people feel a sensation in the rubber hand, even when it is the only one being touched. Steed has now discovered that people relate to virtual appendages so strongly that much of the set-up work normally needed to pull off the illusion is unnecessary in virtual environments. For example, people automatically experience ownership of their virtual limbs, without needing simultaneous stroking in the real world, claims Steed.”

8. Washington Post (USA) – Teleporting to reality: Reporting in Second Life. “Earlier this week, I wrote about the booming economy in Second Life, the online portal where people spend lots of money to outfit their avatars with fancy shoes, nice eyes, long hair, short hair, tight jeans, business suits, bathing suits, and anything else you could buy in Tysons Corner. Although the stuff in Second Life is digital — just pixels on a screen — the materials people buy, and the land they rent to build their houses, seem every bit as real as the place where you are reading this blog. For a reporter, interviewing people in Second Life offers opportunities that sometimes seem harder to come by these days — namely, interviewing subjects in their homes.”

9. Wall Street Journal (USA) – Warcraft row: An industry game-changer in China. “NetEase is a veteran of Chinese online gaming, with seven years of industry experience. So it was stunned when a seemingly straight development path suddenly descended into a dark maze after the company sought government permission to operate China’s version of “World of Warcraft: The Burning Crusade,” an online role-playing game enjoyed by millions of Chinese. NetEase eventually succeeded. But along the way, the company lost a lot of money and had to play games with a pair of competing bureaucracies that each sought an upper hand in regulating the online gaming business.”

10. TechRadar (UK) – Blizzard: World of Warcraft unlikely to appear on console. “Blizzard has said that its massively popular MMO World Of Warcraft will likely never arrive on home console. World of Warcraft is currently available on the PC and on the Mac and, according to the game’s lead producer J. Allen Brack there are a lot of reasons why it won’t appear on Xbox 360 or PS3 anytime soon.”

Merged realities – events and issues for virtual worlds

1. The University of Western Australia continues to by the dynamo of Australian Second Life presences, announcing a fourth sim, Virtlantis as well as announcing the February winners of its ongoing 3D Art and Design Challenge. A record 74 entries were submitted for the month. It’s hard to imagine a larger or more dynamic art installation in Second Life.

2. Linden Lab and John Lester (Pathfinder Linden) have parted ways – with lots of discussion ensuing on whether it’s part of a change in tack by Linden Lab in regards to dedicated resources for educators. In less reported news, Linden Lab’s General Manager Enterprise and expat Aussie Chris Collins finished up in February.

3. Got an iPhone or iPod Touch and haven’t noticed our bombardment of info on our new application? Read all about it here.

4. The US Army has announced the finalists in its virtual worlds challenge. It’s another example of the US Government’s fairly hefty commitment to exploring opportunities in virtual environments.

5. Pooky Amsterdam has a more extended machinima or her in-world interview with Holocaust survivor Fanny Starr. The three-plus minute intro could have been cut in half but this is a very interesting piece. A warning: it does contain graphic images of the Holocaust.

Announcing: The Metaverse Reader

I’m really pleased to be able to announce the availability of The Metaverse Reader, an iPhone application for virtual worlds residents / follower / interested parties.

You can download it here for free.

What is it?

It’s essentially an RSS reader with two sections. The first is our own RSS feed . The Second is a ‘Wider Metaverse’ section, which features a range of virtual worlds related feeds from around the world.

There’s only a handful at this stage but we’ll certainly be adding more – there’s been some issues with non RSS 2.0 feeds on some sites, which we’re working with the owners to rectify.

The ‘Submit a Story’ section is purely a contact form if you want to make contact.

Why wouldn’t I just use my RSS Reader?

For some, a broader RSS reader may indeed be preferable. However, we’ve had a lot of feedback that people like a quicker option of a handful of feeds easily accessed. The Metaverse Reader is exactly that. And at under 200KB in size, it’s also doesn’t take up much room.

Can I suggest a feed to add?

Absolutely – just contact us with the details.

Where do I get support for this app?

Right here.

Are there plans to expand the app?

Version 2 is already underway – if you have suggestions for improvement, we’d love to hear from you.

What does the app cost?

Nothing 😉

Who developed the application?

I do need to give a huge plug to the developer who created the application from the specification provided. Phillip Street is an Australian iPhone developer and contributing writer who happens to live pretty close to me. I couldn’t be happier with his responsiveness and price competitiveness and I’ve already contracted him to work on the next version.

So if you have an iPhone, iPod Touch or have managed to be one of the world’s first iPad users, give the Metaverse Reader a whirl and critique away!

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