The Watch – virtual worlds in the news

1. Information Week (USA) – U.S. Armed Forces Look To Second Life For Training. “The Second Life role-playing and gaming communities are home to dozens of make-believe armies and navies. But you can find the real thing in virtual worlds too. The Air Force, National Guard, and Navy are using Second Life and other virtual world technology for collaboration and training. The armed forces are looking to virtual worlds to reduce the time and costs associated with travel, and create more realistic experiences for users than those provided by flat-Internet applications.”

2. VentureBeat (USA) – Facebook platform developers could see $500M in revenue this year. “A growing number of game makers on Facebook are making money from virtual goods — from poker chips to virtual clothes that users can buy or earn while playing gaming applications with their friends on Facebook. The combined ecosystem of these game developers and other companies supplying services to them could generate half a billion dollars in revenue in 2009. That’s significant, considering third-party applications on Facebook have been viewed as gimmicks making no significant revenue. Facebook itself appears headed toward the $500 million revenue mark this year, mostly through advertising.”

3. The Economist (UK) – Of dragons and dungeons. “HAVING once lost badly at three-card brag—poker’s brutal ancestor played in the pubs and clubs of Britain—your correspondent worked double-shifts to pay off his gambling debt, and vowed never again to play games of chance. The only exceptions he has allowed himself over the years have been the odd video game or two, where the stakes are measured more in terms of satisfaction than hard cash. But even his early forays into the grinding world of monsters and loot favoured by “massively multiplayer online role-playing games” have dwindled since parenthood. Such virtual worlds are far too immersive and addictive—and keep getting more so with every increase in the number-crunching power and graphics of personal computers and game consoles. Better to stay clear of online communities like “EverQuest” or “World of Warcraft” if you are perpetually running out of time in the real world.”

4. Business Week (USA) – Studying Epidemics in Virtual Worlds. “A day after news reports about an outbreak of swine flu in Mexico, health officials in Allegheny County, Pa., huddled to discuss contingency plans. How should they respond if the virus came to their part of the world? By closing schools? With widespread vaccinations? To test different courses of action, they turned to computer scientists who had built a working model of the county. “It helps come up with recommendations of when and how to intervene,” says Dr. Ron Voorhees, chief of epidemiology and biostatistics at the Allegheny County Health Dept.”

5. ICT Results (European Union) – When virtual reality feels real. “Despite advances in computer graphics, few people would think virtual characters or objects are real. Yet placed in a virtual reality environment most people will interact with them as if they are really there. European researchers are finding out why. In trying to understand presence – the propensity of humans to respond to fake stimuli as if they are real – the researchers are not just gaining insights into how the human brain functions. They are also learning how to create more intense and realistic virtual experiences, opening the door to myriad applications for healthcare, training, social research and entertainment. “Virtual environments could be used by psychiatrists to help people overcome anxiety disorders and phobias… by researchers to study social behaviour not practically or ethically reproduced in the real world, or to create more immersive virtual reality for entertainment,” explains Mel Slater, a computer scientist at ICREA in Barcelona and University College, London, who led the team behind the research.”

6. The Gazette (UK) – Godfather of online gaming: Inventor of Mud Dr Richard Bartle. “Virtual worlds are a global industry worth tens of millions of pounds a year. Eleven million people pay an annual fee of $15 – a bit less in poorer countries – to play the adventure game World of Warcraft. Twenty five million players have at some point entered the kids’ on-line universe Habbo, and players spend an astonishing average of 38 Euros a month buying imaginary possessions for their on-screen characters.”

7. MediaPost (USA) – Are Media Companies Missing The Virtual World Mark? “Many traditional entertainment media companies are missing out on huge opportunities to market and monetize their content libraries in Casual Massively Multiplayer Online (MMO) worlds. Some forward-thinking companies have dipped their toes into the interactive entertainment pool, but there are many obstacles to successfully extending your brand into an engaging interactive experience. As innovative brands explore developing Casual MMOs, a number of important lessons can help lead them to success.”

8. Business Week (USA) – Virtual Currencies Gain in Popularity. “Make way, Zambian kwacha. There’s a hot new exotic currency on the market, only it’s not from any country on earth—at least not one in the material world. This currency is called the Project Entropia Dollar (PED) and it’s used to buy and sell goods on the planet Calypso, in an online gaming world called Entropia Universe. The PED is among a growing number of alternative currencies changing hands in virtual worlds, social networks, and other Web sites eager to make it easier for users to spend money and carry out other transactions while online.”

9. Information Week (USA) – Rumors Of Second Life’s Failure Are Just Lousy Journalism. “As a journalist and Second Life enthusiast, I’m annoyed by irresponsible articles that take it for granted that the virtual world is dying, or already dead, or a failure. In fact, Second Life is healthy and growing — I say this based on personal experience, and statements made by officials of Linden Lab, the company that created, develops and operates Second Life. Linden Lab CEO Mark Kingdon described a couple of the signs of Second Life’s health in an interview Wednesday conducted inworld at Metanomics, an interview program hosted by Cornell University, conducted inside Second Life. The number of active users now stands at about 600,000, Kingdon said; that’s up from about a half-million last year, and it follows a period of roughly a year when Second Life’s user base had plateaued. Blogger Wagner James Au analyzed the growth last month at GigaOM. Monthly repeat logins — people who logged in more than once per month — were 731,000 in March, climbing upward since August. Active users — people who’d spent more than an hour in Second Life — were 650,000.”

10. Times Online (UK) – Free Realms is latest children’s craze. “Forget the youth club — record numbers of children are spending their leisure time exploring online worlds that combine the fantasy element of traditional games with social networking. The games mark a shift in the industry away from adult-oriented virtual reality adventures and towards less gritty and more fun titles aimed at pre-teens. The popularity of these games has surged in recent months as word of mouth spreads. Two sites stand out: the Disney-owned Club Penguin attracts an estimated 4m primary-school-age children every month, and Habbo Hotel has signed up 120m teenagers worldwide. These are figures that dwarf much-hyped adult worlds such as Second Life, which has never drawn more than 2m users in a month.”

Weekend Whimsy

1. What a wonderful (second) life…breathe..

2. Cosmic Osmo and the World Beyond the Mackerel

3. SECOND LIFE: Mistka

Poll on adult content changes in Second Life

Over at Dwell on It, Tateru Nino is running a poll on the proposed adult content changes, to gauge the spectrum of feeling on it. It’s had a significant number of votes to date, so add your one by going here.

For what it’s worth, I tend towards the idea that the policy has flaws that need fixing before giving support.

How Shadows Will Change the Way We Make Machinima

We’re really pleased to feature a guest post from Ariella Furman (SL: Ariella Languish), who has been producing machinima for a number of years (you can view some here).

ariella_1When I used to take the train home from school everyday, I would admire how the lighting outside would seep over the windows, until they were a golden hue and it was too bright to see through them. It was like all the people, ending their active work days, would be lost in a tunnel of celestial yellow skies. You couldn’t help but smile, no matter how bad your day was.

Many real life filmmakers will argue, “Light is shadow.” Light is what makes shapes and colors have their quality. It has substance, texture, mood, etc. It has more dimensions and beauty than any other thing I know.

Light is not all grand, however. When on a film set, what always takes the longest and the most time tweaking? The lights! There are so many options. There are so many ways to tell the story. Simply by putting the main character in a sea of shadow, you can change the whole dynamic of what you’re conveying to the audience.

Second Life once had a world with limited shadows. We could change the color and tones of the light, but it was meaningless without seeing the light react with objects. Now, with two new Shadow Viewers out from KirstenLee and BoyLane, we have the world of lighting at our disposal.

ariella_2

We machinimatographers are luckier than the poor director of photographers in the real world, however. Our lights change with a few button clicks. However, I don’t think it will make us lazy. It just means that setting up our shots will probably be more time consuming. You now not only have to set the actors, but also wonder about how they will react with the world around them.

We’ll have to answer questions. Are they troubled? Do they see the glass half full, half empty? Even the shadow of their figure trailing behind them – if it is small and opaque, it means they have a direction and are confident. If it is long and dull, it probably means they have a whole journey ahead of them and that they are troubled about their direction.

Does the building they enter have pillars? If so, do those pillars seem to have long, never-ending shadows that paint the floor in lines of blacks, making it appear like they are entering a jail cell rather than a building?

So, in conclusion, filmmaking is 90% talking about what you’re going to shoot and setting it up but only 10% actually shooting it. Let’s face it, back in the day, machinima was a cinch! Now that we have dozens of creative options to tell the same message, most of our work flow will probably be decision making. Less machinimators will want to just “wing it” if they want a professional product.

Let’s face it, machinima just became way more similar to real life narrative filmmaking. This means the world and more to many of us.

The Watch – virtual worlds in the news

1. Federal Computer Weekly (USA) – Virtual learning gets second wind from Second Life. “Virtual-world technology is giving the idea of online training a second life in the federal government. A handful of agencies are turning to virtual worlds to create programs that bring together the best aspects of Internet-based training and the traditional classroom. Like standard online training, virtual-world software makes it possible for employees to take classes without leaving their desks, which saves on the time and costs associated with travel. And the new technology more closely replicates a classroom experience by creating a 3-D world in which students can interact with one another, the instructor and even objects in the environment.”

2. GigaOM (USA) – Can Sony’s Free Realms Compete With Club Penguin? “When it comes to MMOs, freemium worlds for kids are enormously popular and lucrative; for the most part, however, the major game publishers have done little to pursue this market. That changes this month with the launch of Free Realms, a colorful virtual world from Sony Online Entertainment. Since this new franchise is targeted at kids, including girls, Sony changed its approach from the ground up. The developer of the Everquest series and other MMORPGs aimed at the 18-34 gamer dude demographic threw out long-held assumptions about what made online worlds appealing, and used market research to learn what kids actually wanted. Turns out that instead of dramatic backstories and complex gameplay, kids want free-form fun and tools for telling their own stories.”

3. San Francisco Chronicle (USA) – Avatars, attorneys in new world of virtual law. “Like so many things, virtual law started with sex. Specifically, the first known legal case originating in a virtual world was over a bed designed for rolls in the virtual hay. Eros vs. Volkov Catteneo was not unlike business dustups that happen in the real world every day. One person created something and sold it, and another person allegedly copied it and sold cheap knockoffs. The only thing novel about this case is that the item in question was a piece of furniture made entirely of computer code, and it was bought and sold by 3-D avatars in Second Life, a virtual world run by San Francisco’s Linden Lab. Second Life user Kevin Alderman of Lutz, Fla., created the very interactive bed, which enabled avatars to engage in a range of activities (cuddling, more). But when another user started selling copies, Alderman hired real-life lawyer Francis Taney, who tracked down the real person behind the bed-copying avatar and secured a consent judgment from Florida’s U.S. District Court ordering him to quit.”

4. AFP (USA) – Virtual mobility for disabled wins Second Life prize. “An organization that lets people with disabilities virtually climb mountains and hike trails shared top honors in a first-ever Second Life prize for in-world projects improving real-world lives.
Virtual Ability and Studio Wikitecture, which designs buildings in the virtual world launched by Linden Lab in 2003, were declared co-winners of what is to be an annual prize at Second Life. The honor comes with 10,000 dollars (US) each in prize money. Virtual Ability helps people with disabilities use avatars to skydive, fish, mountain climb, hike and even fly in Second Life, the organization’s vice president David Ludwig says in a message posted online at virtualability.org.”

5. Gamasutra (USA) – Habbo Creator Sulake Planning PC Version of Bobba Mobile World. “Sulake, developer of the successful younger teen-oriented virtual world Habbo Hotel, recently launched Bobba, a virtual world for smartphones. But Sulake is not stopping there – speaking to Gamasutra, Sampo Karjalainen, Sulake co-founder and CCO mentioned that “We’re working on an iPhone version that should come out hopefully this summer,” which was recently hinted at – but the company will also bring the virtual world to PC. Bobba targets an older demographic than Habbo’s 13-16 year old main demographic. The virtual world, which is similar in concept to Habbo, currently runs on certain Nokia smartphones, and aims for a demographic of age 16 and older, providing a place where users can meet, date, party, work together, and otherwise network socially. ”

6. VentureBeat (USA) – Game and virtual world fundings reach $936.8 million in 2008. “This is a second update to our game and virtual worlds funding list. Here we’re adding new data from Jussi Laakkonen’s blog. Previously, we had updated to include data from Virtual World Management’s list, so the number is much bigger than we reported earlier. In 2008, VentureBeat chronicled lots of game and virtual world fundings. Our updated list now shows 112 game companies raised more than $936.8 million worth of venture capital and angel funds. This amount doesn’t include undisclosed fundings listed at the bottom. In 2007, game and virtual world companies raised $613 million, according to Jussi Laakkonen.”

7. Atlanta Journal Constitution (USA) – Kids are focus of video game company Elf Island. “iz Kronenberger and her husband Craig came up with the term “gaming for good” to describe the mission of their new company. The entrepreneurial Atlanta couple set out to create a video game company where kids could make a difference in the real world. They wanted to combine competitive game playing, social interaction and storytelling with social responsibility. They formed the company, called Elf Island, about two years ago. The site, ElfIsland.com, launched in April. Through one non-profit partnership, when kids help save a polar bear in the online world, they also help real polar bears.”

8. CIO (USA) – Red Hat to host Second Life-like virtual JBoss trade show. “Red Hat is stealing a page from the Second Life playbook and will host an online conference for users and partners of its JBoss Java-based middleware products in which people will have their own avatars and can virtually attend a conference as if it was a live trade show. The JBoss Virtual Experience is a Web-based conference through which JBoss executives and engineers will give the usual keynote speeches and host sessions just as they would at a regular trade show, according to Red Hat. The virtual conference, for which people can register now, also will have booth exhibits from JBoss, Red Hat and other event sponsors.”

9. CIO (USA) – Ignoring Web 2.0 Will Cost You. “Not wild about wikis? Not big on blogs? Not sold on Second Life? IT execs who ignore Web 2.0 collaboration technologies could be hurting their company’s bottom line. That’s the message from enterprise IT leaders and industry analysts who are convinced that Web 2.0 technologies are the real deal. “Not embracing social networking is like saying I’d rather hide my money under the mattress than put it in a bank. Companies make a big mistake when they prohibit these tools out of the sheer fear of what employees will say when they communicate with one another,” says Rene Bonvanie, senior vice president at Serena Software, a maker of application life-cycle management tools.”

10. New York Times (USA) – In Room 100, It’s Sid and Nancy All Over Again. “By consensus, the Hotel Chelsea is not the hub of bohemian life it used to be. Two summers ago, Stanley Bard, the beloved longtime manager, was replaced by a corporate management team. Rents rose, artists left. Those who managed to stay were confronted by a battery of disturbing changes: The pigeonhole mailboxes behind the front desk were removed, and Bob Dylan’s old room underwent renovations. But now, thanks to Second Life, a 3-D virtual world on the Internet, the hotel’s spirit lives on.”

Weekend Whimsy

1. Share Your Most Memorable Moments of Second Life’s History!

2. Virtual Alaska in Second Life

3. Second Life – Apocalypse

Merged realities – events and issues for virtual worlds

insead_2009 1. The official Linden Lab blog is showcasing elite graduate business school INSEAD’s presence in Second Life. When I jumped in for a look there were INSEAD reception staff on duty and not a bot in sight.

2. Via James Dellow, a new study is out on children and virtual worlds. The full presentation / report is here and is an extremely useful look at the area from a solid empirical basis.

3. Not a lot of use to Australian readers, but 3D chat world, Club Cooee has gone into open beta for US-based customers. One of the more amusing claims: With low system requirements and a small 3 MB client, Club Cooee runs on almost every desktop computer or notebook. The application works with Windows Vista and Windows XP operating systems.

Given the growth in use of Macs in the past 2-3 years, let alone Linux and other open source options, companies are going to start getting visible push-back from their customer base with ridiculous claims of Windows Vista and XP equating to ‘almost every desktop computer or notebook’. Add the iPhone into the equation and the claim looks even more farcical.

The Super Secret world. Shhh!

“It was the year 2050 and the City was under attack. We held out as long as we could, those of us who had chosen to stay behind. We kept our vigil in the dark, all the lights out, excepting only the dim illumination from our monitors, both for reasons of conservation and safety. At random periods, the missiles came in on trajectories we were barely able to track; those of us with the best reflexes and eyesight were on duty bringing those missiles down, before they were able to explode against our shields, or, worse, take down yet another part of the City.

In the end, the City fell, though I continued on.”

“Armed with the best in winter garb and a snowboard, I hurried swiftly to my destination. Even all the snow flying through the air and the powder obscuring the snowboard at my feet could not make me falter; I darted to and fro, left right left again, leaping over obstacles – fallen trees, wandering livestock – all the while pulling wicked stunts with the board. Flips backward, rolls to the front, high, higher into the air I leapt, twisting, turning, hot dog, man!

Time is running out …!”

“I levelled the dart at my target. ‘Breathe,’ I thought to myself, ‘Breathe slow.’ The goal is within reach, I’ve traced the parabola that the dart will follow in my mind a thousand times already – I know this, I can do this. Through the steel walls, bounce off the back, down the chute and through to a glorious finish. ‘Watch the bombs,’ I told myself, ‘Watch the bombs!’

But the bombs weren’t even the biggest problem here.”

“So upon my return from my missions, I checked the date, checked my spending account. Spendings – up 200%, a satisfactory result. But the date, oh, that mendacious date! I couldn’t believe I still had five days to wait before my eleventh birthday, the day I would also get to choose a pet of my very own to care for! Oh, the sheer unfairness of it all!

‘Patience,’ I counselled myself, ‘Have patience.’

Because getting older is cool when you’re ten; losing your cool? Not so good at any age.”

Welcome to Super Secret!

Welcome to Super Secret! A world for tweens (that age when getting older still actually seems like a good idea) where the overarching goal is to grow up and have cool new responsibilities, and get neat stuff to play with.

Entry to the world is easy — almost too easy. Though it is stated in the Terms of Use that users must either be over 18 or have parental permission, little information is required to get in. Fortunately, the creators of Super Secret have made it an especially safe place for kids to be. Interactions are limited by several mechanisms: “super chat”, essentially regular instant messaging, can only be engaged in with parental consent, and is monitored by humans and by computer; “simple chat”, in which the user selects a phrase from a list, is available to all; gift giving, in which an item is removed from the user’s inventory and given to another user; and gag-gift giving, in which a practical joke of a specific nature is played on another user.

Additionally, Super Secret is free to join. However, you must pay a subscription to be able to advance beyond the age of 13. Users can continue to access the world for free regardless of age, but will not be able to unlock secrets or purchase some items available only to older characters. It should be noted that only USA credit cards are being honoured at this point, though the ability for users from other countries to subscribe is supposed to be in the works.

The main way to earn money (“Spenders”) and to gain age points (which advance the character’s age) is to play the mini games available both through the user’s card deck, and throughout the locations that can be visited in-world. There are over 20 games available when you begin, and many more can be found or purchased. Each game tests the reflexes and the ability to learn and adapt, and a knowledge of a little physics doesn’t hurt for some of them, either. If the casual mini games in Free Realms aren’t quite casual enough for you, then Super Secret’s will likely fit the bill.

Aside from this, there is a world to explore, filled with objects of worth to find, quests to fulfill, and secrets aplenty.

As an adult, I found the world to be safe and engaging, and the mini-games to be compelling enough to inspire persistence. The only thing I found to be slightly odd, coming from adult virtual environments, was the lack of public communication between users. Were all the kids trying out the world too shy, too confused, or busy to speak up? Perhaps there were many adults testing out the world, embarrassed to be asked, ”What grade are you in?” – I do not know.

If I was 10 again, or around that age, I’d be pleased to get into Super Secret as my first or second virtual world. If I was a parent, I’d be keen for my child to access it. And as an adult, I think I will indulge in the guilty pleasure of popping in every so often just to play the mini-games.

Content ratings, age-verification and secret words

tan-linden-lab-secret-keywordsLinden Lab is now in the final legs of adding a new content category to its virtual environment, Second Life. Being added to the existing PG and Mature categories is the new category, Adult, which permits some content which has hitherto not been permitted in Second Life. The new content category is anticipated to go fully live in July.

Of particular interest, though, are the keyword lists and also age verification. Linden Lab is going to be maintaining a secret list of keywords, the presence of any of which in any descriptive text will prevent that item from appearing as a search result to those who have not (a) undergone age verification, and (b) do not have Adult search results enabled. Accounts which have not undergone verification will not be able to access Adult regions at all, or to enable Adult search results.

That list is being kept a closely guarded secret. What that essentially means is that it’s pretty trivial to determine which words are on it, and some users have already done so. The list may change, but it is a matter of only minutes (and a little database pummeling) to determine the exact contents of the keywords list.

Linden Lab have chosen to keep the list a secret, so that people will not be able to work around it. Unfortunately, by its very nature, it needs to be about the worst-kept secret around. It would be kinder to the database just to publish the list, so that people don’t have to brute-force a solution — because they will. I fully expect to see a public and frequently updated list online that publicizes the Adult keywords list before long.

But hey, you’ve got to age-verify for that, right?

That involves either going through the Identity-Verification system that Linden Lab has engaged Aristotle for (which has proven to be unworkable for many, or of otherwise dubious utility), or putting payment information on file on your Second Life account.

Yes, it’s really that simple. So simple, a child could do it. Literally.

What payment methods, exactly constitute verification of age, exactly? According to a spokesperson for Linden Lab, “Any payment method we currently take. PayPal accounts used on XStreet SL will need to be Verified PayPal accounts.

Last time we looked, credit card providers expressly prohibited the use of credit cards as an age verification mechanism in their merchant and payment-processor agreements. That makes this somewhat of a dubious stretch, contractually. However, Linden Lab outsources payment processing, so while their payment-processor might be at risk of reprisals from card-companies, there’s probably no real barrier to the Lab using credit cards as an age verification mechanism.

Aside from the fact that possession of a credit card nowadays is independent of age, prepaid credit cards are available to all ages (some major card companies are issuing prepaid cards to infants), and regular credit cards are available to anyone old enough to hold a job flipping burgers or sweeping floors. In fact, there may be more minors with cards that are indistinguishable from traditional credit cards now than there are adults with them. But there’s always your mum’s purse if you’re hell-bent on tradition.

Linden Lab, however, is out of the liability loop on all of this, so long as they do not make public statements warranting the effectiveness of their age-verification system, or statements that the users are in a legally safer position than they were before. Either could land the Lab with some expensive and embarrassing lawsuits the first time little Suzy gets caught out with Adult content.

Superstruct: initial results

superstruct-firstreport In October 2008 we covered Superstruct, a forecasting MMO with some very real-world aims: to determine the challenges facing humanity in 2019.

This week, the group behind Superstruct, The Institute for the Future (IFTF), released some initial research as part of its ongoing mission to use the MMO as a means of communicating key global challenges. The overview is:

For the past five months, IFTFs Ten-Year Forecast Team has been analyzing the collective body of Superstruct work, in light of other major perspective essays on new forms of governance, networked citizens, geoengineering, and superstructed realities. We have focused our Superstruct research on the following question: What is the next major evolutionary phase for human organization?

And today, we are pleased to share with you the first round of findings.

These Superstruct findings are the first in the IFTF Annual TYF Superstruct Series. With these we present to you the first 50-Year Scenario, “The Long Crisis” and the “Superstruct Strategies”, 7 actionable strategies that emerged during our game analysis. Over the next few months, we will be publishing additional Superstruct maps and perspectives online. You will be able to follow the series and download all of the research at our 10 Year Forecast RSS feed

You can download the 5.2 meg PDF of the research here.

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