Viewer 2.0: after the afterglow

It’s been a couple of weeks since Second Life’s Viewer 2.0 launched, and as always there’s been no shortage of comment. Gauging the balance is always a challenge, but I think it’s fair to say that overall the feedback has been overwhelmingly positive. The fly in the ointment has been the new search functionality, particularly its impact on live music events, with some musicians very frustrated at the setback although there doesn’t seem to be widespread concern.

For what it’s worth, I’ve found Viewer 2.0 has been a huge step forward, making me happier to log in each time. I’m not 100% sold on the new camera controls but that’s more an adjustment issue. Ron Blechner has a great summary of perceived improvements with his post 21 Reasons the New Second Life Viewer 2.0 is a Huge Improvement. Veteran SL resident Gwyneth Llewelyn has a brilliant tutorial for Mac users on optimising their Viewer 2.0 experience.

I’ve certainly been critical of Linden Lab over the years over updates that haven’t delivered or decisions that appeared short-sighted. With Viewer 2.0, it appears a more methodical approach to software development has paid off. It’s far from certain, and I’d suggest unlikely that Viewer 2.0 will drive more widespread adoption, but whether it does or not, it certainly appears to have made the majority of current users happier.

Over to you: do I have the rose-coloured glasses on or would you agree things have improved? I’d also love to hear from SL musicians who believe the search functionality has impeded their performance work.

Photo courtesy: Fleep Tuque

The Watch – virtual worlds in the news

1. The Australian (Australia) – Is putting real-life law into an avatar’s hands viable? “The difficult business of enforcing law and order in virtual worlds — and resolving the messy consequences when problems spill into real life — needs to be debated before knee-jerk political responses. Over the past fortnight Facebook memorial sites for murdered Queensland children Trinity Bates and Elliott Fletcher have been swamped by pornographic and obscene messages.”

2. CNET (USA) – Real-world woes shuttering virtual world There. “The pioneering virtual world There.com will shut down on March 9, a victim of the recession and the pinch on brand spending that had kept it going long past earlier troubles. The news was announced by CEO Mike Wilson on Tuesday.
The service, which launched in the fall of 2003, was a fully 3D social environment with a sophisticated economy, wonderful vehicles like hoverboard and hoverboats and, eventually, a wide variety of community-created content.”

3. Everything PR (Germany) – Real Baby Dies as Parents Raise Virtual Daughter. “When does virtual game play go to far? The parents of a starved baby may have found out, when their three-month old infant died of malnutrition. The South Korean couple left their baby to starve to death at home, while playing an internet game. The disturbing irony of it all? The web-based game they were playing involved the rearing of a virtual child.”

4. Radio National Future Tense (Australia) – Money – Part Two. “In part two of this series we look at the changing nature of currency. Is traditional state-issued tender now losing its monopoly? And how widespread is the use of alternative currencies – be they digital or virtual, or both?”

5. ZDNet (USA) – Earn 100 points – read: The reverse virutal reality world of the future. “Kevin Kelly, writing on his Technium blog points out a fascinating talk by Jesse Schell, a games designer. In “Design outside the box” Mr Schell starts by explaining out how much money is made by very simple games, such as Farmville and Club Penguin. But its the latter part of his talk that is even more interesting, when he predicts how games will be embedded into our reality through the use of cheap wireless sensors.”

6. Montreal Gazette (Canada) – ‘Avatars’ inspire us to be better people: study. “F ascination with the blockbuster 3-D film Avatar has fans tuning into real-world research indicating that virtual selves can inspire people to lead better lives. Since the release of the film, interest has surged in a Stanford University Virtual Human Interaction Lab study showing that avatars, animated versions of people, act as powerful role models. “It is getting so hot right now,” study author Jesse Fox told AFP on Thursday. “James Camerons’s Avatar movie is out so our website hits have just spiked.”

7. IT PRO (UK) – The chief executive of Second Life thinks virtual worlds will be the future of work. “Second Life is often assumed to be a place to go and kill a lot of time, where your alien-looking avatar wanders the landscape looking for virtual sex. The virtual world is much, much more than that, argues chief executive Mark Kingdon, who believes that people thought the internet was “weird” when it first started, too. At the CeBIT conference in Hanover this week, Kingdon told IT PRO that more business functions would move to worlds like Second Life, for meetings, simulations and more – especially after the launch of more user-friendly systems, like the beta of its new viewer, which allows document sharing.”

8. People Management Magazine (UK) – BP executives graduate on Second Life. “Thirty BP executives are to undergo a graduation ceremony on computer game and virtual network Second Life, after completing a programme at Manchester Business School (MBS). The Managing Projects programme will culminate in the executives using avatars to receive their awards on the business school’s “island” inside the virtual world on Thursday this week. Since those who completed the course are based as far afield as Canada, Angola, Indonesia and Russia, the online event is the best way of allowing them to celebrate their achievement together.”

9. Michigan Radio (USA) – “Inch-vesting” In Detroit: A Virtual Realty. “Jerry Paffendorf is not your typical real estate developer. But then, the people lining up to buy into his project are not your typical investors. He calls them “inchvestors.” Paffendorf’s project is called Loveland. And it’s a hybrid: part virtual and part physical. “What we want to do is we want to build this wild social network of people that’s literally built out of the dirt and the ground,” Paffendorf says.”

10. mad.co.uk (UK) – Social Gaming. “Social gaming is growing fast and brands are eyeing it with increasing interest. But how can they integrate themselves into gameplaying in a way that looks natural to users? With Zynga’s FarmVille now exceeding 76m monthly active users on Facebook and Playfish’s Pet Society exceeding 1m, growth in social gaming has well and truly taken off, a boom further illustrated by gaming giant Electronic Arts’ (EA) recent acquisition of Playfish in a deal potentially worth $400m (£268m). Zynga CEO Mark Pincus predicts that by 2012 there’ll be 500m people involved in social games, which means the opportunities for brands to get involved and reach this rapidly growing audience are also increasing.”

Momentum continues with counselling in virtual worlds

This post appeared earlier this week over at Metaverse Health.

It’s coming up to a year since we interviewed DeeAnna Nagel and Kate Anthony and discussed counselling in online environments broadly and in virtual environments more specifically. Over that time, the Online Therapy Institute has continued to grow. One example of this is the announcement of a five-hour course on online supervision.

Anyone who works in a counselling role will understand the importance of supervision as both a development and protective mechanism for a practitioner, let alone one working in an online environment. Additionally, a key plank of more widespread acceptance of online therapy is formalised governance mechanisms that provide peace of mind in regards to quality. Small steps like the ones taken here are helping to achieve just that.

The wider challenge is establishing e-health standards that ensure confidentiality, the ability to confirm practitioner credentials and good service navigation for face-to-face intervention when required. That sort of integration is potentially years off, but in the meantime counselling professionals are doing a great job of filling in the gaps.

If you’re involved in counselling in a virtual world environment, I’d love to hear from you to find out more about your work.

Update: an interview with the Online Therapy Institute in Second Life is now available:

Merged realities – events and issues for virtual worlds

The news and events keep on coming thick and fast:

1. There.com has announced its imminent closure due to funding issues. It’s always sad to see a growing virtual world cease operation, particularly one that offered at least some level of content creation.

Frenzoo are offering lifetime VIP accounts to content creators on There.com. All the details here.

2. Two OpenSim grids have started using a virtual currency: the Open Metaverse Currency. More on that in coming days.

3. We still need more people to ask questions of our agony aunt, Second Lie. Here’s a sample of the life-threatening conundrums he’s solved to date.

4. Are you part of a couple or close friendship in a virtual world? Why not be the next subject of our V2 profiles? Just drop us a line if you’re interested. Here’s the first one published back in 2008.

5. The latest issue of the Journal of Virtual Worlds Research is now out. Guest editors are Australia’s own Mandy Salomon from Smart Services CRC, and France’s Serge Soudoplatoff from ESCP-EAP. The theme is Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds.

6. Twitter is getting further integration with Second Life. Linden Lab are also looking for people willing to have their RL and SL faces plastered on advertising.

Book Review: Total Engagement

Byron Reeves is a Stanford University Professor and Co-Director of the Human Sciences and Technologies Advanced Research Institute. J. Leighton Read is a serial entrepreneur and CEO with an interest in the psychological aspects of gaming.

The premise of the book is the potential for games to become central in the workplace. It sounds a far-fetched premise initially, but that’s the power of the discussion put forward by the authors: they provide cogent, well-informed examples of how gaming within business could work. The focus is primarily MMOs, for a number of reasons, including:

1. They contain “the most counterstereotypical roster of players”, hence being the most worthwhile population from which to apply findings.

2. MMO players tend to have a higher level of engagement with their game and spend on average much more time per week than a solo gamer.

3. The dynamics of raids, quests etc tend to provide situations where teamwork and leadership can come to the fore.

After establishing its premise, the book goes on to provide some fascinating examples of work problems a gaming framework could solve, as well as some fairly detailed discussion around virtual teams, virtual leadership, virtual money and the link between play and work. There’s a useful summary at the end and a handful of tactics to actually start implementing some of the examples given. As the authors themselves say, one of the best tactics for any business is to harness the knowledge of the gamers in its midst.

Overall, this is a very engaging read with realistic, well thought out examples. For anyone interested in the applicability of virtual environments to the workplace, it’s a must-read. For the dedicated gamer who also happens to work for a large organisation, there’s also plenty of information to get you thinking about advocating for change.

The final world goes to one of the authors. Here’s a presentation from Byron Reeves on the topic of the book:

Byron Reeves – fbFund REV, 7/31/09 – Part 1 of 2 (Version 2), “Work Sucks – Games are great” from fbFund REV on Vimeo.

You can buy Total Engagement from our own bookshop, Amazon direct or a local online bookshop like Dymocks.

The Watch – virtual worlds in the news

1. CNET (USA) – Where virtual worlds once ruled, FarmVille dominates. “Almost every week for the last few years, it seems, I’ve gotten a press release or a pitch touting some company’s great new Facebook games network or kids’ virtual world.
And why not? Companies like Zynga and Playfish are making money hand over fist with their collections of massively popular social games, and 2D Flash games aimed at children like Club Penguin, Webkinz, Habbo Hotel, and others have garnered vast amounts of virtual world investment dollars in recent years.
But to someone who cut his virtual world teeth on more immersive, 3D environments like There and Second Life, these never-ending announcements of new companies trying to jump on the social gaming bandwagon have left me with one nagging question: Where is the innovation?”

2. Computerworld (USA) – Second Life seeks mainstream adoption. “Linden Lab, which develops and operates Second Life introduced a new beta version of its desktop viewer software on Tuesday, the first big upgrade in many years. Will the new software help bring about a renaissance of the once-trendy service? You remember Second Life. It’s a virtual world, a three-dimensional environment like World of Warcraft or Grand Theft Auto. But it’s not a game, it’s a simulation of a world. You can build virtual buildings and vehicles, create virtual clothes, play live music, role-play as a vampire or cowboy, and buy and sell virtual goods for real-world money. It’s the closest thing we have now to Star Trek’s holodeck.”

3. CLickZ (USA) – WildTangent Targets Social Media Games and Virtual Worlds. “Game-based advertising company WildTangent announced the launch of BrandBoost, a platform that enables brand marketers to tap into the audience for virtual worlds, social media games, and massively multiplayer online games. The Redmond, WA-based company said BrandBoost is already being deployed on several properties, including OutSpark.com, OMGPOP.com and Sony Online Entertainment’s FreeRealms, which already has attracted 8 million registered users since its formal launch last year.”

4. Hypergrid Business (Hong Kong) – Virtual worlds pose compliance risks. “The very aspects of virtual world that make them appealing to some enterprise users, such as the collaboration tools, also make them risky from a compliance perspective. These risks include the communication risks of the wrong information getting to the wrong people, inappropriate workplace behavior, and lack of archiving tools.”

5. Los Angeles Times (USA) – Disney hopes kids will take online World of Cars out for a spin. “Walt Disney Co. believes that World of Cars, its new subscription-based online community aimed at boys and based on the Pixar movie “Cars,” won’t get lost in the traffic of virtual worlds. Things are already a bit congested. Some 200 virtual worlds target children under 12. Each competes for a slice of the 10 hours and 45 minutes a day the Kaiser Family Foundation estimates that kids spend viewing media, simultaneously vying for screen time against a growing number of portable media players and smart phones that offer their own diversions.”

6. Escapist Magazine (USA) – Are Advertisers Running Away From Home? “The failure of PlayStation Home to capture gamers’ attention may be having repercussions as advertisers jump ship to the more media-friendly Xbox Live. When PlayStation Home made its open beta debut at the tail end of 2008, gamers responded with a collective shrug of disinterest. The world had barely any of the content originally promised, felt empty and lifeless, and offered little incentive to log in more than once. Home’s failure to connect with users may be the reason for Sony’s absence from this year’s Engage Expo, believe brand analysts at Brand Week, when the hardware giant had been promoting the service as the next big thing at the Expo just a year before.”

7. Stanford Report (USA) – Can avatars change the way we think and act? “If you saw a digital image of yourself running on a virtual treadmill, would you feel like going to the gym? Probably so, according to a Stanford study showing that personalized avatars can motivate people to exercise and eat right. Moreover, you are more likely to imitate the behavior of an avatar in real life if it looks like you, said Jesse Fox, a doctoral candidate in the Communication Department and a researcher at the Stanford Virtual Human Interaction Lab. In her study, she used digital photographs of participants to create personalized avatar bodies, a service some game companies offer today.”

8. FierceContentManagement (USA) – What if content management were 3D? “I recently saw the Michael Douglas/Demi Moore 1994 movie called “Disclosure.” In the movie (which explores sexual harassment in the workplace), Michael Douglas was working for a computer company that created a 3D virtual reality database. The user would put on special glasses and he was literally inside the database with the data. He could walk inside a library of content, interact with it and touch it.”

9. Sydney Morning Herald (Australia) – No R-rating for games does not compute. “It’s confession time. I have picked up a prostitute in a stolen vehicle and sped the wrong way down a busy highway to escape police. I have accompanied a terrorist group in an airport shooting spree. I have garrotted guards, slaughtered soldiers, decapitated dudes and shotgunned sheilas. But never have I felt the remotest desire to do any of this for real. They were computer games. Yes, I’m a ”gamer”. At 37, I’m a little older than average for a gamer, but not by much. Gen X was the first gaming generation. I can’t remember there not being computer games. I first discovered there wasn’t a Father Christmas when I found a (very primitive) computer game under my parents’ bed, and got it as a present a few days later.”

10. USA Today (USA) – Author: Librarian, cybrarian appreciation is ‘Overdue’. “Bryan Hissong is 31, happily married, and the father of a 2-year-old named Olivia. He seems quite content with his life.
But Marilyn Johnson, who is not his wife, loves him and has said so very publicly. It doesn’t matter that she has never met him. Hissong is a librarian. He doesn’t look like the clichéd librarian of old. He favors plaid shirts and is sporting a beard on his babyface — but that doesn’t matter to Johnson, either. She’s well aware that librarians wear many disguises these days. Often they’re pierced, tattooed, punk with bright blue hair. She loves them all.”

Merged realities – events and issues for virtual worlds

Sexy Avatar from Koinup1. Linden Lab have started providing more illustrations of the potential uses of the new Shared Media functionality that was rolled out this week with Viewer 2. More of our thoughts on Viewer 2 in coming days, but one small pocket of resistance appears to be coming from SL musicians, as the new search functionality as it currently stands is impacting the ease with which people can find live music events. Grace McDunnough has a good sum-up on the issue here.

2. Want to help fund entrepreneurs in developing companies while scoring something for yourself? Why not buy an Avatar Dog t-shirt or download our discussion paper on policy agenda-setting and virtual worlds!

3. The response to the Second Lie column has been forceful: people love his sense of humour. If you have a question about pretty much anything Second Life, why not ask Second Lie to shine a light into the darkness for you? Every column generates money for the SL Relay for Life too.

4. Picture and machinima hub, Koinup, have announced they are offering mobile phone wallpapers via Nokia’s Ovi Store.

5. Back in 2008 we mentioned a University of Sydney student was completing research on journalism and Second Life. That research is now available here. It appears to be a very readable and balanced piece of scholarship. The abstract:

This thesis analyses the interaction of journalism and governance in the virtual world Second Life. It examines the structure, practices and influence of journalism in Second Life and explores the nature and communicative aspects of governance in this virtual world. As virtual worlds attract growing numbers of subscribers and social interaction increasingly moves towards the online environment, it is crucial to understand the practices and conventions which structure human interaction in these spaces.

To explore these concerns, a close critical analysis of Second Life was conducted, based upon academic literature, interviews and a content analysis. Eight interviews with significant journalists in Second Life were conducted and a content analysis of thirteen publications was undertaken. Yochai Benkler’s theory of social production provides a theoretical base which frames the nature of Second Life as participatory, collaborative and networked, and defines the relationship between media and governance using the concept of a networked public sphere.

Practices of journalism in Second Life display a combination of traditional, professional, gatewatching and participatory, networked, gatekeeping characteristics, and it perform numerous roles in mediating communication. Second Life publications facilitate active and abundant conversation between residents, facilitating a networked public sphere. Linden Lab uses a variety of strategies to communicate governance discourses to users. Despite the similarity between normative and Second Life journalism, it has a negligible influence over the structure and direction of governance.
The disconnect between journalism and governance in Second Life raises questions about individual freedom and collaborative production in virtual worlds, challenging existing understandings of online interactions.

Second Life 2.0: sneak peek of the new viewer

Back in June last year, we gave a sneak peek of the Second Life 2.0 viewer. At the time, Linden Lab stated it was only a very early iteration of what would be the final product. The imminent announcement by the Lab of the public beta for Viewer 2 certainly adds weight to that claim, given the much larger feature set of the near-final product.

Here’s the June 2009 version:

And thanks to some Viewer 2 documents accidentally placed on a public fileshare by the Lab, here’s a glimpse of the new (German) viewer:

(You can view the full size version here)

Cosmetically, things have obviously come a long way over the past 9 months. Under the hood, there’s also some big changes. Shared Media now allows for greater use of web content in-world. The viewer itself has the full web browser feel happening, which will no doubt engender some debate amongst longer term Second Life residents. The right hand favourites bar is certainly a big win compared to the current mess.

There are also other minor changes. Content ratings have had some name changes: ‘PG’ regions are now ‘General’, ‘Mature’ is now ‘Moderate’ and ‘Adult’ remains unchanged. Search functionality has been further tweaked with the Lab claiming a more intuitive search experience. Another plus: the system requirements for Viewer 2 are no different to version 1.23, so no-one is locked out from upgrading. Version 1.23 will remain viable until 30 days after version 2.1 is released – version 1.22 is now on a (deserved) 30-day countdown to extinction.

Overall, Linden Lab deserve kudos for delivering a significantly revamped viewer that should make using Second Life markedly easier for new residents in particular. Linden Lab have consistently stated their commitment to improving the user experience and this is one of the more concrete examples of how that is now being delivered. The proof of Viewer 2’s success will only come with widespread use, but initial impressions are positive. Of course, Linden Lab need to pull off a usability coup to ensure ongoing growth. Combined with potential improvements in grid performance, the horizon seems a little brighter than it has been in a while.

Over to you: what do you think of Viewer 2 from the brief glimpse provided? Is it a revolution or just steady evolution?

Update – here’s some other reactions:

1. Tateru Nino has a great roundup of features.

2. Linden Lab’s announcement, including a quick tour:

Review: Onverse

My avatar, on the Learning Course

Onverse is comprised of a 2D web site, connected to a 3D virtual environment. Together, they form an intriguing new social networking platform with games included – games intuitive enough for non-gamers to learn, but complex enough for gamers to be interested in. You log in using the same account credentials regardless of whether you log in on the web site or the virtual environment. Cross-functionality between the two is increasing even as Onverse gets closer to its official launch date, which is slated for April 15th 2010.

From the moment you start signing up for an Onverse account, you are given some personal artistic choices regarding your avatar’s look, and as you progress into the environment, more and more choices open up to you, including decoration of your own free apartment. Some of the clothing, furniture, and tools are free. Some things you can buy using points, one of the Onverse currencies collected in-world. Some items are available only by purchasing Cash Coins (the other Onverse currency). Apart from clothing, you can also choose animations and emotes to use that further individualise your self-expression and your experience of Onverse.

The Avatar Cannon There are currently three modes of travel in Onverse: you can teleport between worlds, of which there are three at this time (The Hub, Volcano Island, Ancient Moon); you can travel long distances with the Avatar Cannon (though it’s best if you don’t try to aim for any specific landing point the first few times); and of course, you can always walk.

The Hub, Volcano Island, and Ancient Moon each feature outdoor areas and shops. The Hub also boasts apartment buildings, a casino, a nightclub, and an amphitheatre. Volcano Island and Ancient Moon each have themed housing communities – instead of having your apartment in an instance run just for you, apartments are grouped together in lots of 40+ to an instance. You can meet new friends or encourage your existing friends to become your neighbours.

I was initially unimpressed by Onverse. That was until I started doing a little digging, and discovered how little time it had been in development for, how few people were working on it, and the tiny budget that Onverse has currently. This is the team listing: Steve Pierce – “The Designer”; Wes Macdonald – “The Engineer”; Eric Hoefer – “The Artist”; Ben Steele – “The Animator”; Scott Mitting – “The Web Engineer”. The social networking component alone was built in under a month; the virtual environment in a comparative period of time for its size. Many parts of the coding for the game world, including the back-end server, have been written from scratch. The team also needed to learn to create avatar and clothing meshes. Other things that impressed me:

1. There’s a client available for the Mac that does not lag behind the Windows client

2. The client for the virtual environment can be run on computers with relatively low specs, and they have been streamlining their software and reducing the RAM footprint so that machines with even lower specifications can still run it.

I was also intrigued by the Onverse method of filling the world with music: signing on bands and artists who allow their music to be played in-world. Indeed, “Onverse is always looking for new bands who would like to showcase their talent inside our world. If you would like to be considered, contact us at music@onverse.com.”

If the use of casual games and social interaction on Facebook is any indication, then Onverse, with its more engaging environment, combined with socially interactive opportunities, should do extremely well. I believe that there will need to be a range of add-on game types if the product is to appeal to gamers and casual gamers alike, but I feel that the trend in Onverse is towards such a range. I look forward to monitoring their progress.

Ancient Moon

The Watch – virtual worlds in the news

1. PC World (USA) – Lego Creating Multiplayer Online Game. “Toy construction set company Lego Group plans to launch an MMOG (massively multiplayer online game) in the second half of this year, to be called Lego Universe, said Mark Hansen, director of business development and LEGO lead for the project. Lego users have long been known for their creative use of the company’s products, so the company is hoping its users will take their creativity online, using virtual Lego bricks to create entire virtual worlds. “There are such endless possibilities for what you can do in this game,” Hansen said. Hansen revealed some of the details of the game, which was four years in the making, at the 2010 Engage youth entertainment technology conference, being held this week in New York.”

2. Venture Beat (USA) – Online firms and toy companies clash over kids virtual worlds. “For many years toy and video game companies have been battling each other for the mindshare of kids. Toy companies have strong products targeted at children from pre-school up to about second grade, when they turn 7 or 8. Then, at about age 8, video games start to replace traditional toys. The typical business model enables video game companies to license their products to toy companies to generate additional revenue. At the same time toy companies have been offering more interactive toys to reach the slightly older child. Media companies like Nickelodeon, Cartoon Network and Disney have effectively found a way to provide programming for both the younger and older kids and license their properties to toy and video game companies who in turn use their networks to market back to kids. After Disney bought Club Penguin for $350 million plus earn-outs in 2007, a wave of kids virtual worlds copycats materialized.”

3. CTV (Canada) – The world’s most expensive island – online. ” What is the most you’re willing to pay for a virtual item in a videogame or virtual world? Five, ten dollars? How about $26,500? That’s the amount David Storey, a 27-year-old graduate student living in Sydney, Australia, paid for a virtual island, the “Most valuable object that is virtual,” according to Guinness World Records. It’s easy to write off Storey, who goes by the name “Deathifier,” as a geek gone wild, but he now owns a million-dollar empire. Storey runs Amethera Treasure Island, which he purchased in the virtual world Entropia, as a rare game preserve and taxes hunters on his land. Storey says the taxes bring in more than $100,000 in real money per year.”

4. San Jose Business Journal (USA) – Xulu Entertainment provides real opportunity in virtual worlds. “Xulu Entertainment Inc. is developing a high-definition software platform for virtual worlds and gaming. It includes tools and libraries that professional developers as well as users can apply to create extreme realism and physical interactivity. Xulu’s simulation-driven software is built on an open framework and is designed to exploit the processing power of recent PCs. It is extendible to mobile devices and multiple operating systems. Xulu plans to launch an online entertainment destination to show early adventurers and developers what types of activities it will support. This will include sports, gaming and social activities. The first commercial release is planned for the end of this year.”

5. Virtual Worlds News (USA) – Richard Garriott’s Portalarium Aiming At A More Mainstream Second Life? “Today Richard Garriott, former part-time astronaut and founder of Origin, announced his latest company: Portalarium. Portalarium, according to the site, was founded in September 2009 to develop and publish ” online social games, virtual worlds and related services and products.” There’s not much to the company publicly yet, but its initial release is a Torque2D-based plugin for Windows PCs (Mac support is coming in Q2 2010) allowing developers to work within social networks, but outside of traditional Flash-based environments. The Portal Player is currently in beta testing with Portalarium’s first title, Sweet @$! Poker, on Facebook. Virtual worlds are on the way.”

6. VizWorld (USA) – Scientific Research in Virtual Worlds. “When I began this series of investigative reports on Second Life, one thing I was really looking forward to was to see just how much “science” was going on in Second Life. I wanted to know is the majority of what happens inworld Social or Academic? The reality wound up being more complex than I originally thought, being heavily influenced by the perspective of who I was speaking to. Some people said science was everywhere, while some people said it was a nonexistant community. After several weeks of digging around I’ve come to some conclusions, and I share them here.”

7. The Independent (UK) – Control freak: Will David Cage’s ‘Heavy Rain’ videogame push our buttons? “Nothing so complicates a child’s relationship with his parent as the death of a sibling, and when we first see Shaun Mars and his father Ethan alone together, it’s plain that they are struggling to navigate the hostile unfamiliar territory in which they find themselves. Deprived of his co-conspirator and protector, the previously effervescent Shaun is monosyllabic and sullen; Ethan, meanwhile, is barely able to function. As the camera follows the pair into the cheerless house that Ethan has moved to since his marriage ended, there seems little reason for hope. But once they are home, it is soon clear that the bond between them has survived this terrible assault – that, in fact, it is the only thing keeping Ethan from falling apart entirely. He makes his son a snack. He asks him how his day was. He helps him with his homework. He feeds him a healthy dinner. And, eventually, the faintest echo of their former happiness becomes audible. When Ethan tucks Shaun in at the end of the evening, the future doesn’t seem so grim.”

8. Federal Computer Week (USA) – Feds look for their avatars in 3-D. “Many agencies have staked out so-called islands on the virtual world Second Life, but now the government wants software to build and host a virtual world of its own for collaboration, training, simulation and analysis. The Agriculture Department plans to award multiple contracts under a program to develop a fully immersive, persistent 3-D experience in a virtual world populated by avatars that can be customized to resemble real-life users, according to documents published on the Federal Business Opportunities Web Site.”

9. Mediaweek (USA) – Study: Women Social ‘Gamers’ on the Rise. “The increasing number of women who play games on social networks do so with a regularity normally associated with hardcore gaming. But according to a recent study conducted by the lead generation firm Q Interactive, most women don’t associate themselves with a gaming lifestyle like the PlayStation and Xbox lovers do—and don’t care for the label “gamer.” According to executives at Q Interactive (which owns CoolSavings.com), the study was conducted in January among 770 women who were likely to be familiar with online gaming and virtual worlds. It found that while 36 percent of respondents said that they play games on sites like Facebook and MySpace, 54 percent of those who do so admit to playing social games every day. Not surprising to any Facebook user: The most popular social games were identified as Mafia Wars and Farmville.”

10. TechCrunch (USA) – Moonshoot Raises $6.6 Million To Teach English Through Online Gaming. “Moonshoot, a startup with that aims to teach English to children globally through an online gaming experience, has raised a total of $6.6 million in funding led by Alsop Louie Partners and TL Ventures.The startup is also announcing that Tom Kalinske; former CEO & Chairman of Leapfrog, President of Knowledge Universe, CEO of Sega of America, and CEO of Mattel; is joining Moonshoot as Executive Chairman.”

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