1. Second Life – Clocks
2. Second Life Tribute 2 Salt N Pepper, C-Dep Dancers
3. Live at the USO of Second Life machinima trailer
Tech -- Culture -- Humour
1. Second Life – Clocks
2. Second Life Tribute 2 Salt N Pepper, C-Dep Dancers
3. Live at the USO of Second Life machinima trailer
1. This week sees the launch of two new gaming worlds. The first is Fallen Earth, a post-apocalyptic world, will cost you US$49.99 for the boxed or digital download versions plus a monthly US$14.99 fee (there are discounts for multi-month subscriptions).
The second is the fantasy MMO Aion. It too costs US$49.95 plus US$14.99 per month. Both require Windows XP or Vista, with no Mac OSX support. I know OSX is still only around 10% of the userbase, but in a burgeoning MMO marketplace, surely it’s a worthwhile proposition?
2. OpenSim continues to go from strength to strength – a post over at Maxping gives some reasons why. They also have a story on new enterprise virtual world solution, Amphisocial.
3. Ren Reynolds has a great piece over at Terra Nova on journalists not fact-checking stories on virtual environments.
4. Here’s some original music and machinima from Australian Second Life resident Shakti Cianci:
5. John Waugh at SLENZ has posted an insightful piece, wondering why New Zealand educators aren’t utilising virtual environments more widely in their practice.
6. For lovers of theatre, why not check out the Avatar Repertory Theater’s staging of 13 Objects: Studies in Servitude by Howard Barker:
Performances will be on Oct 20, 4pm SLT and October 21, 2pm SLT at Coventry University Sim. On October 21, 2009, more than 50 theater companies will stage readings and performances in celebration of the 21st anniversary of the founding of Howard Barker’s theater company, The Wrestling School. A.R.T.’s virtual theater will be another facet in the world wide celebration, from Mexico to Iceland, Australia to Cyprus, in five languages. Organizations participating include the Royal Shakespeare Company in London and the Skylight Theatre Company in Perth. A.R.T. will be performing “13 Objects: Studies in Servitude” by Howard Barker, live in Second Life, October 20th at 4 pm and October 21st at 2 pm SLT at the Coventry University sim. 13 Objects shows the secret lives of everyday objects, such as a cup and saucer, or a camera, to make intimate connections and inspire powerful feelings, with poetic language, provocative ideas and dark humor.
1. Ethiopian Review – Virtual Maps For The Blind. “The blind and visually impaired often rely on others to provide cues and information on navigating through their environments. The problem with this method is that it doesn’t give them the tools to venture out on their own, says Dr. Orly Lahav of Tel Aviv University’s School of Education and Porter School for Environmental Studies. To give navigational “sight†to the blind, Dr. Lahav has invented a new software tool to help the blind navigate through unfamiliar places. It is connected to an existing joystick, a 3-D haptic device, that interfaces with the user through the sense of touch. People can feel tension beneath their fingertips as a physical sensation through the joystick as they navigate around a virtual environment which they cannot see, only feel: the joystick stiffens when the user meets a virtual wall or barrier. ”
2. The Register (UK) – Second Life slapped with counterfeit sex toy suit. “A pair of Second Life entrepreneurs are suing the game’s creator, Linden Lab, for allowing other players to sell “knockoffs” of their virtual sex organs, erotic poses, designer clothing, and other trademarked items. Kevin Alderman (known in Second Life as “Stroker Serpentine”) alleges that Linden facilitates and profits from in-game pirates copying his IP-protected line of adult-themed virtual goods. Alderman claims his SexGen branded items and animations are among the most popular virtual products sold within Second Life, making his US trademark a valuable resource to distinguish himself amongst competitors selling alternative methods of bumping ugly online.”
3. ReadWriteWeb (USA) – Shouldn’t Schools Have Embraced Second Life By Now? “When it first launched, the tech and business worlds were transfixed on Linden Labs’ Second Life as a new marketplace. Science fiction fans flocked to the site for its Snow Crash and Matrix-like neo-apocalyptic feel. And finally, educators arrived to build inexpensive and immersive learning environments. While the hype has certainly dissipated with Second Life, the librarian and educator community remains. Today Linden announced the first statewide roll out of a virtual learning environment. Funded by a grant from the University of Texas State’s Transforming Undergraduate Education Program the company will provide a huge space for faculty, students and researchers to explore a virtual undergrad degree program.”
4. Tonic (USA) – Mombasa’s Cable Gives Africa Better Internet Access. “Prince Charles might describe the Seacom Landing Station in Mombasa as “a monstrous carbuncle, located right next to Mombasa’s most imposing sight, Fort Jesus, built by Vasco da Gama in the 16th century,” according to Rory Cellan-Jones, writing in his BBC.com technology blog. This is where the Seacom cable comes ashore, bringing with it East Africa’s first “decent connection to the internet.” Mahmoud Noor, a telecommunications engineer, runs the station, which, Cellan-Jones said, “is just one link in a network stretching from Mumbai to Kenya, and along the cost of East Africa.” The new cable increases Kenya’s telecommunications capacity by 240 percent.”
5. Business Standard (India) – Spammers target online gamers. “With online games attracting gamers from across the globe, spammers have been trying to cash in on the popularity of Massively Multiplayer Online (MMO) videogames. Using phishing and Trojans, cyber criminals have been stealing players’ login names and passwords. Analysts explain that by creating characters that send unsolicited ads for items such as extra weapons and playable characters, spammers target gamers in MMO games. “In-game characters controlled by individuals working for spam companies infiltrate these virtual worlds and bombard players with unsolicited ads for the sale of in-game virtual items like swords and even playable characters. Since cyber criminals need large audiences to perpetrate their crimes, they have begun preying on residents in virtual worlds and players in online games, particularly in Asia where these games have become extremely popular,†explains Abhinav Karnwal, product marketing manager APEC, Trend Micro.”
6. Medical News Today (USA) – Psychologists Set To Discuss The Psychosocial Impact Of The Internet. “The internet now plays a major role in many people’s lives. Over the last 20 years psychologists have built up a substantial body of knowledge about people’s social interactions in cyberspace. A symposium at the British Psychological Society’s Social Psychology Section annual conference today, 16th September 2009, led by members of Nottingham Trent University’s Cyberpsychology Research Group will examine some of the current psychological issues surrounding people’s use of the internet. ”
7. NT News (Australia) – Computer games good for doctors. “LEADING health professionals are encouraging health workers to play computer games on the job to improve their skills. Professor Terry Poulton and Dr Tenneth Dalipanda have endorsed Second Life and Virtual Patients at a health conference in Alice Springs. The virtual reality games allow graduate doctors and nurses to learn from their mistakes without killing or harming their patients. Simulated scenarios will be rehearsed with other allied health workers for professional development.”
8. PBS (USA) – Second Life. “When the sun comes up in Second Life, which it does every four hours, you are immediately overwhelmed by the vast, brightly colored mish-mash of stores, houses, and malls stretching across multiple continents—all of it, including the mountains and forests, designed and built from scratch by the tens of thousands of people who regularly visit here.
Move your mouse and you tour the Taj Mahal. A few clicks and you are launched on a NASA rocket into low orbit. Click again and you can join a service in an Anglican cathedral. This live, online world called Second Life was launched in 2003 by the San Francisco company Linden Lab and its founder Phillip Rosedale, who says he had no idea what would happen. PHILIP ROSEDALE (Chairman of the Board, Linden Lab): Well, I always figured in the beginning that if Second Life looked like anything we were able to predict that we would have failed, that if it was predictable we weren’t doing the right stuff.”
9. Nextgov (USA) – Generation V. “There’s an interesting conversation going on at IBM’s Smart Work Jam about the concept of age being just a number when it comes to social networking and virtual worlds. “I’ve led groups of zealous, older managers into Second Life sessions, where a number of younger managers were less interested, and managers of all ages have opted into the online community that I launched for them,” one commenter states. As a result, many have begun using “Generation V,” or “Generation Virtual,” which is not age-specific, to describe individuals who engage in Web 2.0 and virtual worlds. In fact, as one commenter stated, the debate over the generational divide in the workplace when it comes to technology is actually diverting attention from the real issue: “When workers of any age (including old) see business value, they are quick to adopt. So here’s the issue that’s masked: how do we demonstrate business value to people of all ages?”
Kevin Alderman’s Eros LLC, a Florida company devoted to mature content which started operating in Second Life way back when, has been the star attraction before. Alderman, also known as Stroker Serpentine in Second Life, has been well-known for his successful, adult business ventures, as well as two successful legal actions for virtual environment based copyright/trademark infringement (one vs Rase Kenzo AKA Thomas Simon, and one vs Volkov Cattaneo AKA Robert Leatherwood).
Alderman, in conjunction with Shannon Grei (known as Munchflower Zaius in Second Life) is now launching a class-action lawsuit against Linden Lab itself, alleging that (among other things) it profits from negligence and delay in dealing with trademark and copyright infringement issues, and that it also knowingly does so.
The plaintiffs’ case for willful infringement might seem a bit weaker in spots, but one area where it is on relatively certain ground is where Linden Lab is duly informed, and then fails to act or acts with egregious delay. In those circumstances, the Lab would be aware of the infringement, but continues to profit from it (directly or indirectly) until action is taken.
The complaint outlines four classes who may benefit from the suit:
(Obviously, participation in the suit appears to be limited to entities within the United States of America. The 430KB complaint document is available in PDF format.)
Overall, the plaintiffs assert that Linden Lab has not done all that is reasonable and expeditious to deal with infringement, and that it has profited from and continues to profit from its failure to do so.
While so-called ‘Safe-Harbor’ (or, in the USA ‘Common Carrier’) protections might generally apply to (for example) Web-site operators, Linden Lab has chosen to abrogate those protections by taking affirmative (and some might say editorial) action on content in Second Life and on Xstreet SL.
Linden Lab declined to comment, but Alderman was willing to discuss the complaint with us, “The complaint eloquently expresses the frustration of the ‘whack-a-mole’ situation many of us are faced with every day. It is very difficult to convey the disappointment you get when you work for weeks to release something you have poured your heart and soul into, only to have it ripped and placed into grid-wide vending systems within moments by an anonymous and expendable account.â€
“You cannot effectively address the level of infringement and theft that takes place within a platform that does 1.2 million dollars a day in transactions with an amended TOS and an expanded Abuse Reporting System. The problem is systemic. Our hope is to initiate fundamental and effectual change in the way the Lab addresses the issue of rampant content theft, copyright and trademark infringement in Second Life.â€
Finally, Alderman asserts his support of the platform, “We do not need ‘Nannies’. We need effective support. If we didn’t believe in the future of Second Life, we would have been gone years ago. Maybe, some of our disillusioned brethren (sisteren?) will return if they feel that their content once again has value. We’re all in this together. It is still our world and our imagination.â€
Even if the suit is only partially successful, the implications stand to significantly change the way virtual world developers and operators deal with rights, trademarks and copyrights in every collaborative virtual environment, as well as raise both social and legal expectations of the behavior and conduct of those operators. This case is one to watch.
1. TImes of India (India) – Virtual world hit by swine flu! “They have all fallen in the H1N1 trap. The virus that has made headlines across the world, has also hit cyberspace with growing number of people getting hooked to games on swine flu theme. Several portals coming out with games based on swine flu, an increasing number of youngsters spend between 2 and 4 hours a day, fighting the deadly strain. Albeit, virtually. Says Rohit Shankar, a 2nd year law student, ” I am totally addicted to `swinefighter.com’. It is virtual and yet real since everyone around me is talking about H1N1. The game is very simple too and keeps me addicted. One has to kill the oinking pigs with an injection in a limited time frame to have a high score.”
2. Vancouver Sun (Canada) – Twilight expands into the virtual world. “The Twilight franchise is expanding its reach online. Producers Summit Entertainment says it has reached an agreement with website Habbo to feature products and games in its virtual world. Habbo says it is “the largest virtual world for teenagers” and has teamed with Summit in an exclusive partnership to feature games promoting the Twilight films and Twilight-branded goods. The campaign is timed to start in conjunction with the Nov. 20 premiere of New Moon, the second in the enormously popular Twilight series, filmed in and around Vancouver.”
3. DNA India (India) – Want to buy a street in Paris? “V Kapadia is the owner of Marine Drive… well, virtually.A premium property in Mumbai, you would expect him to earn hefty rents from the buildings he has constructed on the road, which includes a ‘four-sided fortress’ next to Taraporewala Aquarium. Unfortunately, a rival built a sewage plant at Girgaum Chowpatty, and as a result VKAPADIA can’t earn any rent from his buildings. A huge investment literally gone down the drain. Such are the twists of fate in Monopoly City Streets, an online version of the popular board game launched this week by Google in collaboration with Hasbro, the maker of Monopoly.”
4. Simple Thoughts (USA) – Researcher invents virtual maps for visually impaired. A new software tool creating virtual maps will help the visually impaired navigate through unfamiliar places. The visually impaired often rely on others to provide cues on navigating through their environment. The problem with this method is that it doesn’t give them the tools to venture out on their own, says Orly Lahav of the School of Education and Porter School for Environmental Studies at Tel Aviv University (TAU). Lahav’s new software tool is connected to an existing joystick, a 3-D haptic device, that interfaces with the user through the sense of touch.”
5. VentureBeat (USA) – The most popular digital goods are virtual money, weapons and gifts. “People are paying real money for digital goods in all sorts of online applications ranging from Facebook apps to massively multiplayer online games. The No. 1 thing they buy is virtual money. Other top items include virtual weapons and gifts for social networking friends, according to a survey released today. Free-to-play games, where you can start playing for free and then buy items in the game as you need them, now account for more than half of all virtual goods transactions, according to the July survey by market researcher VGMarket and virtual goods platform company PlaySpan. About 58 percent of gamers made purchases in free-to-play games in the past year. About 34 percent made purchases in MMO games (or virtual worlds such as Eve Online), and 23 percent made purchase in social networking games.”
6. Virtual Worlds News (USA) – Trademarking Avatars Now an Option. “Law.com recently reported that Aimee Weber (real name Alyssa LaRoche), a Second Life character, applied for, and was granted, registration to for her avatar as a design mark for “claims computer programming services, namely, content creation for virtual worlds and three dimensional platforms in International Class 42.” What does this mean to business and avatar makers? This ruling, the first of its kind, indicates that avatar trademarking is real. By trademarking your avatar, it will become easier to transport them between virtual worlds, a development that will happen over the next few years, if not sooner. For example, in 2008, an avatar was transported from Linden Lab’s Second Life over to IBM’s Open Sim platform, a pretense of things to come. It also is the start of creating financial value for avatars as they are used more frequently in enterprise applications and in creative contexts.”
7. Kotaku (USA) – Gamer Movie Review: More Second Life Than Counter-Strike. “In the movie Gamer, people control real people in a living third-person shooter, guiding them through a war-torn hell created for the pay-per-view enjoyment of a staggering worldwide audience. There’s also the chance to control people in a world of over-indulgence and sex. But what ties the two worlds together, and drives the movie, is the technology behind these emerging forms of entertainment: The ability to log in and drive another human. Gamer gives us a glimpse of new world gladiators, of lust unleashed on a controlled population, of Sammy Davis dance numbers and of a world slowly turning manic, but is it worth the price of admission?”
8. Information Week (USA) – NATO Looking To Build Virtual HQ. “Today is the deadline for developers to submit proposals to build 3D virtual software replicas of NATO headquarters in Europe and America, to be used for training and meetings, and improving staff communication and productivity. The project is a bit less ambitious than NATO’s previous forays into virtual training; in February, the organization a digital simulation of Afghanistan, including Afghan economics, politics and culture, and two years ago the Navy asked for a similar simulation of Iraq, according to the Wired Danger Room blog.”
9. Nextgov (USA) – The Federal Virtual World Challenge. “he Army Research and Development Engineering Command is looking for more than a few good virtual worlds, and has kicked of a real world challenge to find the best for itself, the Homeland Security Department, NASA and other federal agencies. Tami Griffith, science and technology manager, at the Research and Development Engineering Command’s Simulation Training and Technology Center, says the challenge is designed to explore possibilities for using virtual worlds that have not, and may not have, ever been considered by government.”
10. London Evening Standard (UK) – Second Life farmers’ market gets real with home deliveries. “A virtual farmers’ market based on computer game Second Life is going online. The 3D website will offer food from up to 300 small producers across the country and will deliver to customers’ homes. Shoppers will even be able to wander around the web market and talk to producers about their goods before buying them. The site was created by former cattle farmer Marcus Carter, who attempted to boost his business by starting an online market on Second Life – where gamers “live” through virtual personae called avatars.”
It’s been a few months since the last podcast but we’ve had the perfect excuse to produce Episode 10, with the Metaplace launch of the virtual worlds documentary, Another Perfect World. I received a preview copy of the movie yesterday and was impressed with its breadth and quality.
The podcast is devoted to an interview with Another Perfect World‘s Co-Director, Jorien van Nes, who provides her thoughts on the film and virtual worlds more broadly. Enjoy:
[display_podcast]
As mentioned in the podcast, the first 30 minutes can be viewed here:
If you want to see the full movie, go to the Metaplace screening at noon (Pacific Standard Time) Thursday September 10th.
Before I question some of the hyperbole floating around the mainstream media over the ‘World of Warcraft is like crack’ story, I have to make a disclosure. I do play World of Warcraft and am in fact a Level 80 Fire Mage. Snigger all you want, but there’s dozens, if not hundreds of you reading this that play WoW too, and you love it. More on that later.
The latest iteration of the ‘WoW as Crack’ story, finally picked up by the mainstream Australian media, is that a UK-based psychiatrist is asking WoW’s creator Blizzard Software to cough up some money to assist counsellors who want to get to know the game better. The theory is, once they understand what it is they’re dealing with, they can tailor interventions better. As a health professional myself, it actually makes a lot of sense. Without knowing the environment a person with a problematic behaviour interacts with, it’s difficult to fathom their motivations or triggers for what they are doing. Blizzard Software, not surprisingly, haven’t made a comment on the issue. They’re not about to trumpet the need for counselors to be embedded within their game, even though there have been some significant individual examples pop up here and there.
Some would argue Blizzard, or any game creator, aren’t under any obligation to assist the proportion of their clientele who play at harmful levels. Others will claim there’s as much a duty of care as say a tobacco company may have to its customers. The reality probably sits somewhere in the middle. It wouldn’t hurt Blizzard to fork out a few thousand dollars to assist health professionals trying to get their head around why a teenager or adult wants to spend 16 hours a day undertaking raids or quests. As a corporate citizen it’d give Blizzard some credibility and let them influence the agenda of how big the issue really is. As a proportion of its more than 11 million users who pay US$12.99 per month, truly addicted users would only make up a tiny percentage. Add to that those who compulsively play (there’s a difference) and you have a bigger population but still far from the majority. There’s no doubt there are people whose lives are seriously damaged by addiction to massive multiplayer games – it’s just that they’re well and truly outnumbered by those who’ve found a whole new social outlet or those exploring the learning opportunities.
Which brings me back to those of you who play WoW: next time you log in, type “/played†in your chat window and be dismayed or amazed at how many days you’ve been a Troll Shaman. I put in around 25 days of time per year in WoW, which probably makes me borderline compulsive. That said, I’ve substituted 2-3 hours per day of Australian Idol and Rove for an activity that requires strategy, socialisation and hand/eye coordination. How is that undesirable behaviour?
1. The Age (Australia) – Students learning to be virtually anyone. “ASHAV Patel does not look like his online avatar, an athletic character with Japanese-style cartoon body, fox tail and jet pack. Likewise, Solomon Gebru’s tall, blond avatar – a rendering of Dragonball Z, the popular anime character – looks nothing like the quietly spoken boy who came to Australia nearly three years ago from Ethiopia. Quynh Chu’s online persona is taller than her petite creator. Henry Hoang’s is a fox.”
2. Reuters (USA) – Virtual detectives stalk in-game spammers. “Gamers competing against rivals around the globe in online multiplayer games have a new force protecting them — teams of virtual detectives. While some companies cause havoc with PC users via e-mail spam and viruses, a new type of spam company is targeting the huge worlds of massively multiplayer online (MMO) videogames like Activision Blizzard’s “World of Warcraft.” In-game characters controlled by individuals working for spam companies infiltrate these virtual worlds and bombard players with unsolicited ads for the sale of in-game virtual items like swords and even playable characters.”
3. The Wrap (USA) – Virtual Worlds Are Not Just Time-Wasters. “In most Q&As after my documentary on virtual worlds, “Second Skin,” I’m met with the same question, “Why spend time in virtual worlds?” I think it’s like asking, “How can you hang out with your friends for so long?” For one thing, there are few places where we are not forced to be ourselves — the anonymity we arrive to in virtual worlds is empowering. Through it, we’re able to engage others without the burden of someone recognizing us, stereotyping us, or seeing us. (Just ask celebrities like Jimmy Fallon, Vin Diesel and Mila Kunis, among others, who long in like everyone else.)”
4. Los Angeles Times (USA) – Robots + virtual worlds = Robini-i. “The problem with robots is that they tend to do the same thing over and over. That’s great if it’s a robot that builds cars but boring if it’s a toy. This is something Sony learned with its Aibo robotic dog years ago. The Aibo had a small but dedicated group of hardware hackers who took joy in programming the robot to customize its movements, to play soccer or do synchronized dance moves. Alas, there were not enough hackers in the world to keep Aibo alive, and Sony put the product to sleep in 2006.”
5. Wired (USA) – A ‘Second Life’ for NATO Staffers. “NATO’s got a new plan for training up employees and running the alliance’s day-to-day business: create a virtual world. That’s right: The organization is after software models that would simulate its real-world headquarters (pictured here), as well as NATO’s North American command center, the Headquarters Supreme Allied Command Transformation in Norfolk, Va. The 3D programs would be used for training purposes and meetings, and NATO hopes they’ll improve staff communication and productivity, while circumventing “the inhibitions to collaboration posed by physical distance and time zones.â€
6. The Globe and Mail (Canada) – Queen’s Goes Virtual. “I got a press release the other day from Queen’s University about a new initiative their faculty of education is undertaking on the uber-popular online world of Second Life. Turns out the faculty has purchased a virtual “island” and filled it with replicas of their real-life Queen’s campus buildings. (For those of you who aren’t familiar with Second Life, it’s a sort of virtual world where “residents” can pretty much do whatever they want. There are about 13-million such residents). The folks at Queen’s believe that virtual worlds such as Second Life are the future of education. The idea is that teachers can use these tools to recreate, say, a chunk of ancient Greece, or have their students virtually sit through a Shakespeare play during the Globe theatre’s heyday.”
7. Daily Pilot (USA) – New university site to focus on gaming. “Who said you can’t treat your college education like a game? UC Irvine’s school of information and computer science is aiming to do just that, with the establishment of the Center for Computer Games and Virtual Worlds, school officials announced Tuesday. The center, with the help of more than 20 faculty members, will aim to expand campus-wide research on the various social and technological qualities of games and virtual worlds.”
8. Los Angeles Times (USA) – ‘Gamer,’ ‘Surrogates,’ ‘Avatar’ and the meaning of (second) life. “In the old days, Hollywood tried to make thrillers that got under your skin — today it’s more about films that get you out of your skin. In a sign of the times, this Friday the blood-splattered “Gamer” begins a wave of sci-fi films that take the concepts of second life and video games into dark corners of the digital age. “Gamer” presents a world where modern flesh-and-blood gladiators (among them Gerard Butler of “300” fame) and sex slaves are controlled by a paying public sitting in front of computer screens in the leering privacy of their own homes.”
9. Stars and Stripes (USA) – A virtual world for veterans. “Pull up a virtual chair and take a load off. That’s what one researcher wants troops and veterans to do inside Chicoma Lodge, a virtual gathering spot on the Internet. The lodge is the central point of “Coming Home,” a project created by Jacquelyn Morie, who teaches at the Institute for Creative Technologies at the University of Southern California. “It’s a VFW of the 21st century,” Morie said in a phone interview this summer. Morie is building the Chicoma Lodge inside Second Life, a virtual world on the Internet that allows people to meet, play games, shop, build dream homes, hike, vacation, play music, even date. Each person has a virtual self called an avatar that can roam from place to place to look for new activities and friends.”
10. Reuters (USA) – Starting Today: 3Di, Inc. Enables 3D Virtual Internet Shopping Experiences by Deploying 3Di OpenSim Enterprise to SANWA 3D INTERNET LAB. “3Di, Inc., which develops and offers 3D Internet solutions (Head office: Shibuya-ku, Tokyo; Representative Director and CEO: Satoshi Koike; hereinafter referred to as 3Di), is proud to announce that 3Di OpenSim* Enterprise, 3Di’s server software for construction of 3D virtual worlds for enterprises, has been deployed to Sanwa Direct, the Internet shopping site run by SANWA SUPPLY INC. SANWA SUPPLY INC. is a major company which develops and wholesales computer supplies and peripherals. ”
1. September 10th 2009 at Noon PST (that’s 5.00am, Friday the 11th in Australia) sees an in-world screening of the documentary “Another Perfect World: In Search of Virtual Paradise,” by Femke Wolting & Jorien van Nes. There’ll be a Q&A with the filmmakers afterwards. You can see a preview of the movie here.
Whilst we’re talking Metaplace, NZ-based Market Truths also has a presence well under development, which I stumbled across today (as pictured).
2. If you’re interested in policy, politics and virtual worlds, then you might enjoy Pixels and Policy, “a new website and blog dedicated to the study of how virtual worlds impact real-world policy, politics, and culture”.
3. Tateru Nino has some interesting graphs on the median concurrency in Second Life i.e. a daily figure showing the middle of the distribution of Second Life residents logged in at one time.
4. If you’re a writer or interested in writing, you might like to check out The Written Word in Second Life or get an intro on their website. There’s also Meet An Author broadcast on treet.tv.
1. Hypergrid Business (Hong Kong) – Virtual drag a thorny issue for employers. “In recent years, companies have begun using virtual worlds such as Second Life, OpenSim, Forterra and Qwaq to hold virtual meetings — and employees have begun using avatars, or cartoonish animated online characters, to represent themselves in these meetings. Some companies and employees pick avatars that reflect their real identities — but other avatars are fantastical, whimsical, or gender-bending. As virtual worlds become serious business, however, corporate dress codes are being extended to the virtual worlds in a variety of ways — some more controversial than others. For example, in many jurisdictions, a company may not discriminate against employees who are in the process of changing their gender, or who have already done so. The laws do not cover casual crossdressing by non-transgender employees, however.”
2. IGN (Australia) – Planet Calypso Launches Into Space. “First Planet Company, the developer and publisher of Entropia Universe, has announced the launch of its much-awaited revamp of its game Project Entropia, now known as Planet Calypso. The new version, which has been in development for a couple of years now, utilizes Crytek’s CryEngine 2, possibly making it the best looking virtual world in existence. Because the game’s new graphics will be such a far cry from the original, pun intended, old players will be given an opportunity to remake their characters when they first login.”
3. Wisconsin State Journal (USA) – Massachusetts man arrested for Thursday night incident in Madison. “A Massachusetts man was arrested Friday afternoon after he allegedly drove Thursday night to Madison, impersonated an officer and pulled a gun on a woman whose son he had met playing the online role-playing game World of Warcraft. Trevor L. Lucas, 21, of Gloucester, was arrested by Massachusetts State Police, Madison police said. Lucas had been out on bail for several felony firearms and ammunition violations in Massachusetts, according to a criminal complaint filed Friday in Dane County Circuit Court charging him with second-degree reckless endangerment and impersonating a peace officer to aid in commission of a crime, both felonies.”
4. VIrtual Worlds News (USA) – Sulake: Bobba Confirmed for September. “Habbo’s new boss, Sulake Chairman of the Board Mika Salmi, has confirmed that Bobba, the company’s upcoming attempt at a virtual world for mobile devices, is on track for a September launch.”
5. The Daily Mail (Pakistan) – The paradox of the Jia Junpeng phenomenon. “et’s call it the “Jia Junpeng phenomenon.” What is it? It’s actually a sensation out of nothing or a demonstration of collective boredom. No one knows who Jia Junpeng is, but this name became famous in less than 24 hours due to a forum post that in effect said: “Jia Junpeng, your mother is calling you home for dinner.” It attracted more than 4 million viewers and nearly 200,000 comments in one day. The post appeared on the World of Warcraft (WoW) forum on Baidu, a Chinese portal. A WoW server outage in China has lasted for 40 days. Some 5 million WoW players, who have been angrily waiting for the operational return of the servers, have interpreted the post as a call for the service to start back up as soon as possible. Game experts have said that online players are bored and that the post provided them an opportunity to get away from this boredom. ”
6. The Independent (Ireland) – An abstract issue that suddenly became seriously real. SEBASTIAN Faulks has good reason to feel wary of people wielding tape recorders. So far, the promotional round for his latest book, A Week In December, has proved to be rather trying. Last Sunday, in an interview with a British broadsheet, he stumbled head on into the most incendiary ideological debate of our times. As part of the research for his book, which features a would-be suicide bomber, he read the Koran, and then gave a critical appraisal of it, which included the description “the rantings of a schizophrenic”. Commentators from all backgrounds had a field day, accusing him of causing grievous offence to those of Muslim faith. Faulks doesn’t seem to be the sort of man who would deliberately court controversy in the interests of creating noise and generating publicity.”
7. Escapist Magazine (USA) – Latest Second Life Surnames Include Unfortunate Slang. “In an effort to ensure unique names for each of its inhabitants, the developers of Second Life regularly add a new batch of user-selectable surnames to the open world game. The latest batch however, includes a rather unfortunate piece of slang.”
8. Brand e-Biz (UK) – Brands, charities heading to Habbo, Poptropica et al. “Virtually young. Forget Second Life. Brands are increasingly turning to virtual worlds aimed at younger consumers. One of the most active of these sites is surely Habbo, the hotel-themed virtual world which has played host to a raft of integrated campaigns for brands and charities, featuring everything from treasure hunts to branded discos. Perhaps one of the more unusual campaigns involved the World Wildlife Fund (WWF) and its annual Earth Hour event. Habbo incorporated Earth Hour into its environment, representing the themes of the event – which aims to raise awareness of climate change – by dimming the lights of the hotel, encouraging users to get involved in the process.”
9. Foreign Policy in Focus (USA) – The Iranian Opposition’s Second Life. “On July 22, a week into Iran’s foreign media reporting ban, a group of Iranian protesters gathered on a grassy hill to speak out against Supreme Leader Khamenei’s continued support for Mahmoud Ahmadinejad. Some wore black T-shirts with a blood-spattered slogan: “Where Is My VOTE?” By midday, the protest had attracted several hundred attendees. One woman arrived wearing little more than a thong swimsuit and a pair of purple angel wings. Iran’s security forces, however, were absent. In a nation with a frighteningly effective intelligence service, Supreme Leader Khamenei was entirely unaware of this protest because it took place in cyberspace.”
10. Stuff.co.nz (New Zealand) – Virtual world teaches skills for real life. “Preparing for a job interview can be extremely nervewracking and time-consuming. Decisions need to be made about what to wear, what questions to ask and how much research to do. But a group of students at the Manukau Institute of Technology are taking part in a pilot project that’s come up with a novel way to combat job interview jitters – by roleplaying in a virtual world. The foundation learning students will spend time in Second Life – a virtual world with its own currency and about 15 million registered users – practising their interviewing skills and critiquing their performance.”
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