Linden Lab CEO: hey I’m in London!

On the rarely updated Linden Lab blog, CEO Mark Kingdon has posted that he’s arrived in London for the Virtual Worlds London shindig.

The response on the blog from Second Life residents has been… lukewarm to say the least. I’m sure VW London’s organisers would have liked the announcement from Mr Kingdon more than 12 hours before he’s due to speak on “many of the initiatives I’ve spoken about in this space including our focus on improving overall stability, further tailoring the platform for our core audiences and enhancing the first hour experience for new Residents.”

Some predictions on the speech itself: it will cover the promise of virtual worlds, the improvements in usability to date, some veiled references to future developments and the announcement of SL servers on all continents by the end of 2008. Ok scratch that last one – do we really need SL servers in Antarctica?

Disclosure: we’re a media partner for Virtual Worlds London.

Update: a summary of the keynote can be found here.

The Watch – virtual worlds in the news

1. The Industry Standard (Canada) – Virtual world advertising: A wasteful expense, or a bargain for marketers? “Are virtual worlds like Second Life and There.com about to feel a chill from advertisers? It depends who you talk with. This week, an article in the Wall Street Journal reported that marketers are cutting back on digital and “experimental” ad buys, including video game advertising, cell phone advertising, and virtual world advertising.”

2. Minneapolis Star Tribune (USA) – Game strives for Web success. “”I don’t think there’s any other field where you can find a failure rate this high and still find people willing to invest,” said Mark Jacobs, general manager of game studio EA Mythic. “The failure rate is unbelievable.” Jacobs was talking about his section of the video-game industry, the realm of online games where players pay a monthly fee to participate as characters in a virtual world. In the past 11 years, by his count, fewer than 10 titles have met some level of financial success. The number of expensive flops is a lot larger.”

3. nextgov (USA) – Web 2.0 technologies are seen as vital to attracting younger employees . “The federal government must adapt and embrace Web 2.0 technologies such as virtual worlds, wikis and social networks to attract and retain younger employees, because the technologies are here to stay, two federal knowledge management practitioners said in a presentation in Washington on Thursday. Comment on this article in The Forum.Speaking at a conference on knowledge management and business intelligence organized by the Digital Government Institute, Giora Hader, the Federal Aviation Administration’s knowledge architect, said agencies must embrace the world of social networking and collaborative technologies or risk losing out on a generation of new workers who are needed to fill gaps left by the upcoming wave of retirements.”

4. CNET (USA) – Hello Kitty gamers take on New York. “If your kids start to show serious signs of loving New York and you don’t know why, this might be the reason. Sanrio Digital, maker of the Hello Kitty Online 3D virtual world that’s currently in beta, announced Friday the game’s largest in-game event: the building of New York City. Players of the Hello Kitty Online Founders’ Beta can take part in a series of quests to collect and organize materials for the building of a new New York area that will appear in the next phase of the game–and will undoubtedly be far more pink than the real Big Apple.”

5. BBC News (UK) – The Cost of Warcraft. If you’ve got any bandwidth limit on your internet use, you may have bust through it this week, especially if you have a teenage son. Why? Well it could be the cost of war – or rather World of Warcraft.
I’ve been keeping a close eye on my bandwidth use at home because I keep breaking through my 25gb per month limit. When I signed up to my ISP I thought that would be ample, but then found that we were using as much as 1gb a day, which seemed a lot. Then on Wednesday this week we broke all records, with more than 2gb downloaded. I was away from home, my wife’s surfing habits are mostly limited to reading obscure economics blogs, so the spotlight fell on our teenage son, who spends a certain amount of time online in his room in the loft.”

6. Gamasutra (USA) – Ubisoft Opens Far Cry 2 Space In PlayStation Home. “Ubisoft’s just-launched Far Cry 2 “space” in PlayStation Home’s closed beta in North America and Europe is the first third-party game area to hit Sony’s PlayStation 3-based virtual world, the company says. The Far Cry 2 space in Home features details taken from the game universe and promises it “will become a fully-interactive experience” and “continue to grow and evolve alongside PlayStation Home.”

7. Express Computer (India) – Got your enterprise avatar? ” A Balasubramanian on why enterprises should experiment with virtual worlds, but look for community benefits rather than commerce. Returning, once again, to the hustle and bustle of the Techno Over-exposition of Geeks and Gizmos for Lazy Enterprises (TOGGLE), you Papyrus Bytewala, CIO of Baffle Corporation, are in the jaunty company of Danny DeVito, your CTO at Baffle.”

8. LA Times (USA) – PlayStation Home: Sony’s open house. “This fall, Sony will throw open the doors to PlayStation Home, an ambitious project to turn its online game network for PS3 console players into a lifelike 3-D virtual world where people can cruise around with their avatars. Sony has mentioned the project in past years, but had not released details. Last week, the company held an open house to give reporters an early tour. The software gives players the ability to create highly customized, realistic avatars. Each player also will be given a waterfront condo with a walk-in closet where they can try on various accessories purchased at Home’s virtual mall.”

9. SOA World (USA) – iTech Fitness and Softkinetic Collaborate on Groundbreaking Active Gaming Project for XRKade. “iTech Fitness, the industry leader in active gaming development, and Softkinetic, the leading 3D gesture recognition software provider, today announced a partnership to develop the future of active gaming experiences. For the first time ever, users can exercise in a virtual world by simply moving their bodies, without the use of any game controller or peripheral.”

10. Daily Yomiuri (Japan) – ‘Born-digital generation wants to share’ “If you haven’t yet digested the concept of massive, multiplayer online games, or MMOs, then watch out: James Crowley has announced the advent of what he calls MMO 2.0. And if you can’t guess what that means, you probably weren’t “born digital.” Crowley is the president of Turbine, Inc., which runs such MMOs as Lord of the Rings Online and Dungeons and Dragons Online. In an Oct. 10 speech at the Tokyo Game Show in Chiba, Crowley called MMOs the place where social networks, virtual worlds and conventional online games overlap. But he also said that MMOs would have to reinvent themselves to appeal to the new “born digital” generation.”

Superstruct: six weeks to save the world

Superstruct homepage

Play the game. Invent the future.

This is the tag line for the MMO forecasting game Superstruct, an alternative reality game set in the future, developed by a team at The Institute for the Future (IFTF). It’s a SF game, where SF has the original meaning of speculative fiction – crises are speculated upon by the game’s designers, and the objective is to speculate upon solutions to those crises in a collaborative manner.

The game launched on October 6 and will run for only 6 weeks. The IFTF, based in Palo Alto, California, is “an independent nonprofit research group.” Assisting organisations to prepare for the future is a major aspect of the work they do. The game draws on their knowledge and foresight to place crises in front of players, and to judge when players have made substantive leaps forward towards the game’s goals.

Superstruct is billed as “the thinking person’s MMO” – strictly, this means that people who get enjoyment out of thinking will enjoy and appreciate the game (there are no orcs to kill here). Nonetheless, it’s important not to be too off put by this description, because no one player is expected to present complete solutions alone, and because as we now know there’s more to intelligence than scoring high on IQ tests. Within the context of the game, people who are able to collaborate well, to get along well with other people, and to bring teams together, will also fare well.

Su`per`struct´ v. t. 1.To build over or upon another structure; to erect upon a foundation.

Humans have been superstructing for centuries. You could look at it as “standing on the shoulders of giants.” We build upon what our ancestors have done before us. In times of crisis and trouble, humans pull together and launch off from the failures and successes of our predecessors – hopefully this tendency, coupled with the power of our current technologies, will help us survive the super-threats facing us in the near future of Superstruct.

Super-threats

The super-threats are a comprehensive listing of specific crises the world is likely to face in game in the years following 2019.

  • Quarantine covers the global response to declining health and pandemic disease, including the current Respiratory Distress Syndrome (ReDS) crisis.
  • Ravenous focuses on the imminent collapse of the global food system, as well as debates over industrial vs. ecological agricultural models, and basic issues of access, energy, and carbon.
  • Power Struggle tracks the results of energy resource peaks and the shifts in international power as nations fight for energy supremacy and the world searches for alternative energy solutions.
  • Outlaw Planet embodies the volatile mix of new forms of surveillance, transparency, civil rights, and access to information as people work out new rules for human security.
  • Generation Exile follows the massive “diaspora of diasporas” underway globally, as the number of refugees and migrants skyrockets in the face of climate change, economic disruption, and war.

Keeping score

As the game is played out, three things are being tracked: how many people are playing the game, how many “survivability points” have been earned by players, and how many years are left before humans face extinction. The score is a combination of these three items – the higher the score, the longer the human race has left to live on this planet.

“Superstruct is played on forums, blogs, videos, wikis, and other familiar online spaces. We show you the world as it might look in 2019. You show us what it’s like to live there. Bring what you know and who you know, and we’ll all figure out how to make 2019 a world we want to live in.”

The Watch – virtual worlds in the news

1. TMCnet (USA) – Diabetes UK: Second Life launch for diabetes campaign. “Diabetes UK has this week launched its Silent Assassin campaign’ within the virtual 3-D world of Second Life. The charity launched both its headquarters and the campaign in the virtual world that boasts 15 million residents’ to coincide with its biggest ever UK-wide campaign – created to raise awareness of the seriousness of diabetes.”

2. CCTV (China) – Beyond space and time: 3-D Forbidden City. “A three dimensional Forbidden City is now open in a virtual world. People can get a glimpse of the imperial palace and experience the lives of ancient emperors without having to be there. And the interactive platform allows online tourists to take on an ancient identity.”

3. Herald Sun (Australia) – Microsoft’s Xbox, Sony’s Playstation launching rival ‘virtual worlds. “Microsoft and Sony are taking their battle for gaming supremacy into cyberspace, launching competing virtual worlds.
Microsoft announced its New Xbox Experience at this weekend’s Tokyo Games Show.”

4. DMNews (USA) – Machinima is a futuristic, viral option for marketers. “Although still in its infancy, machin ima — animated films created by using a number of different game or virtual world engines — is rapidly emerging as a surpris ingly effective new tool for marketers. Currently, most machinima is produced through the online virtual world Second Life. However, it is expanding to include other online games and virtual worlds.”

5. Stars and Stripes (USA) – Game developers tap into social network. “As the Internet continues to increase in complexity and social networking grows in popularity, game developers are working to utilize the full potential of these technologies. “Social technology has fundamentally altered the means by which we communicate,” Jim Crowley, president and CEO of Turbine, said during a presentation Friday at the Tokyo Game Show.”

6. VentureBeat (USA) – Twofish raises $4.5M to create economies for virtual worlds. “Twofish has raised $4.5 million in a second round of funding for its business of creating the economic infrastructure behind virtual worlds. The deal is another indication that the virtual goods economy is heating up, even as the real world economy spirals downward.”

7. Gaywired (USA) – A Virtual Lesbian Life: Revisiting Second Life. “Although I dabbled in the massive online world of Second Life back when it was first becoming really popular 3 or 4 years ago, I didn’t have time to really explore and didn’t end up playing for long. It was not until Showtime made a big splash in SL by creating a virtual L Word island in the game a couple of years back that I ventured back in for another go. My passion for the immense virtual world comes and gos, but there is no denying that Second Life is an addition that’s hard to kick.”

8. bMighty (USA) – Welcome To Fantasy Island. “With fewer dollars to spend in the real world, consumers have been hanging out in virtual worlds — where their money goes farther, according to operators of such sites. Take Habbo, a self-described hangout for teens that charges a small fee for access to specific site features. Visitors are spending twice the amount of time on Habbo than in days past, the site’s EVP told Forbes.com. U.S. users, who account for 25% of Habbo’s 10 million customer base, spend around $18 per month buying virtual items. You do the math.”

9. Pittsburgh Post Gazette (USA) – The Next Page: The triumph of the gamer. “If he were alive today, Shakespeare might very well have rephrased his famous observation stating “All the world’s a stage and all the men and women merely players” by describing this worldly existence of ours as more closely resembling a videogame than a theatrical production.”

10. BBC News (UK) – Virtual worlds carve out new path. “If you are walking with orcs in the World of Warcraft or setting up a business on planet Calypso, the real world is probably very far from your mind. But for attendees at the Virtual Worlds Forum in London this week, the question of how to bridge the gap with the real world is a very pertinent one. As well as gaining an audience beyond the core teenage male gamer, virtual worlds with real world connections offer a whole new way to make money.”

Competition winners: ‘The Unofficial Second Life Building Guide’

Over the past fortnight we’ve run a competition, with five copies of The Unofficial Second Life Building Guide.

Twenty-one people entered, with some excellent suggestions of new builds in Second Life. Using a random number generator, I’m pleased to announce that the five winners are:

Cary
Alberik Rotaru
KerryJ
Kim Flintoff
Rayn Juran

Thanks to Killer Guides for the prize of five copies of the guide. Winners – we’ll be in touch via email very soon with your prize.

We have another competition coming up in the next month, so there’s plenty more opportunities to win!

Reminder: win a copy of the ‘Unofficial Second Life Building Guide’

A quick reminder that our competition closes at the end of this week.

Please post your comment on the competition thread to be in the running. A big thanks to all those that have already entered – there’s been some great building projects suggested so far.

A year ago on The Metaverse Journal

Early October 2007 was a busy month. We interviewed Australian Second Life resident Wolfie Rankin on furries – it remains one of our most viewed stories.

The Melbourne Laneways build launched on ABC Island in Second Life.

Finally, potential Aussie virtual world Project Outback folded before it got close to public viewing.

Second Life – game?

Second Life - not a game.

Using games in education is a thorny topic. Which games? Which goals? Which outcomes? Which games will warp and twist the minds of our youth, which will contribute to their ongoing development in a positive way?

Games created solely for educational purposes often have their content boiled dry as old bones, all the fun ripped from them in order to create “serious” games. “Fun” in education is often viewed as being suspicious – anything lighthearted or playful is seen as not “serious”. Unfortunately, “serious” has more shades of meaning, that do not involve the concept of fun: serious can mean worthwhile, useful, functional and important – while not excluding fun.

One of the reasons that Second Life gets knocked back as an educational tool is that it is viewed as a game. Second Life is not a game. Second Life contains games, but is not itself a game. Let us examine the reasoning behind these statements, commencing with this definition of “game” by Roger Caillois, via Wikipedia:

A game must be:

  • fun: the activity is chosen for its light-hearted character
  • separate: it is circumscribed in time and place
  • uncertain: the outcome of the activity is unforeseeable
  • non-productive: participation is not productive
  • governed by rules: the activity has rules that are different from everyday life
  • fictitious: it is accompanied by the awareness of a different reality

Fun

Second Life contains fun much as it contains games. In the atomic world, fun exists, as does seriousness (for all meanings of the word) – this is also true of digital environments. Digital environments are not fun all the time. However, playfulness and fun are well-supported by digital environments – they lend themselves to lighthearted interaction and creativity more easily than the atomic environment does.

Separate

A game of chess has a finite starting and ending point, It exists in a “game space”, whether that be the physical location, of the game board and pieces, or a mental space in which the player thinks about the game. Second Life does not have a definite beginning or ending, in which people can “play” it. Second Life is continuous – it exists regardless of whether any given user is in the space or not.

Uncertain

An activity that has a guaranteed outcome is not a game. However, an activity that has some degree of uncertainty is not automatically a game. For the most part, it’s about the degree of uncertainty – something that is more uncertain is more likely to be a game. For most non-game activities in Second Life, the degree of uncertainty is similar to that of non-game activities in the atomic world.

Non-productive

pro·duc·tive (pr-dktv, pr-)

adj.

4. Economics Of or involved in the creation of goods and services to produce wealth or value.

Caillois’ definition of productivity, or lack thereof, revolves around the economic definition of the word. Thus, non-productive carries connotations of not making goods or services, not being directly productive. Similarly, un-productive: adding nothing to exchangeable value. Games are more typically only indirectly productive, adding value through increased knowledge and learning. Second Life is productive, directly and indirectly, in the economic sense of the word.

Governed by rules

The rules in Second Life do not differ from the rules in the atomic world, though there are additional rules that cover circumstances that can occur in digital environments that cannot occur in the atomic world, just as any specialist venue in the atomic world might.

Fictitious

Feigned, rather than artificial. A contrivance, the rules of which only work within the system of the game being played. Second Life is an artificial space, or construct, in which real and meaningful interactions can and do occur. The consequences of actions within Second Life have an impact beyond the digital space.

“If you can tell me how real life isn’t a game, I’ll tell you how SL isn’t one.”

Is the game-like digital interface being used, or the use of avatars, or maybe even the hyperbole and misinformation generated by the press, that causes the confusion? Regardless of the cause, it’s long past time to set people’s minds at ease – Second Life is not a game.

Virtual Worlds London lineup finalised

As mentioned previously, we’re a media partner for Virtual Worlds London. It’s looking like a dynamic get-together, with quite a list of speakers finalised.

Linden Lab CEO Mark Kingdon is one of the many notables. If I were attending myself, I’d love to ask some questions of Niniane Wang, Google Lively’s Engineering Lead, on how Google perceive Lively’s performance to date. Australia’s own Bruce Joy, CEO of VastPark is on the speakers list as well.

So if you’ve got a spare few thousand dollars and a couple of weeks to go to London – why not register to attend?

The Watch – virtual worlds in the news

1. Fox News (USA) – ‘World of Warcraft’ Gets Kids Interested in School. “t’s not unusual for video game players to speak of a routine that involves ordering pizza, getting a sugar jolt, and then playing “World of Warcraft” for hours. But the person talking in this case is Constance Steinkuehler, an educational researcher who organized an afterschool group for boys to play, for educational purposes, the massively multiplayer online role-playing game.”

2. MarketWatch (USA) – Virtual World ‘Planet Cazmo’ Integrates AllPosters.com Content. “Today Planet Cazmo, http://www.planetcazmo.com, a virtual world that hosts a global audience of ‘tweens and teens, announced a major update which includes integration of ad content from AllPosters.com, the world’s largest online retailer of quality wall decor, with over one million items including posters, prints, and specialty items. Planet Cazmo is one of the first virtual worlds to partner with AllPosters.com — a relationship which gives Cazmo players access to thousands of poster images with which to decorate their virtual rooms.”

3. BBC News (UK) – Future football stars start here. “If you ever had the desire to live the life of a top football player both on and off the pitch but lack the real world ball skills, then Football Superstars might be able to help. The online game combines a football simulation with a virtual world and lets players work their way up towards superstar status, earning money as they go.”

4. ScienceDaily (USA) – Virtual World Offers New Locale For Problem Solving. “Second Life, a virtual world created in 2003, currently boasts more than 12 million users worldwide who go there for everything from college recruiting to shopping. Now, Penn State researchers are investigating how virtual teams can better solve real world problems by collaborating in Second Life. Nathan McNeese, undergraduate, psychology; Gerry Santoro, assistant professor, and Michael McNeese, professor, information sciences and technology and psychology, Penn State; and Mark Pfaff, assistant professor of media arts and sciences, Indiana University-Indianapolis, created an experiment in which students formed teams and were asked to solve a problem, posed by a video, using different meeting styles.”

5. Ottawa Business Journal (Canada) – Living in a virtual world. “It was when he mentioned we could teleport to our next meeting that I got a little skeptical. I’d been chatting with Eilif Trondsen, program director of the Virtual Worlds Consortium for Innovation and Learning at California’s SRI Consulting Business Intelligence. He was in town last week to deliver a series of presentations to Industry Canada, OCRI and the National Research Council on the growing importance of ‘virtual worlds’ (VW) – those quasi-geeky, online simulated realities such as Second Life – in the business world. “The key message is corporations are recognizing that these are technologies they need to understand better,” said Mr. Trondsen, with a distinguishable Scandinavian lilt, just before heading off to the NRC early last week.”

6. Online Media Daily (USA) – HipChicas.com Targets Tween Latinas with Eco-Friendly Virtual World. “Hip Venture Co. is the latest company to enter the crowded virtual worlds market for kids, tweens and teens (KT&T) with the imminent launch of HipChicas.com. But what separates this Flash-based virtual community from some of its competitors is its focus on socially conscious, young Latinas, and its “eco-friendly” stance, differentiators that analysts say may help it stand out from the pack. HipChicas.com members can create and customize avatars and living spaces, as well as purchase items with virtual currency called Hip Change. Girls can chat in English, Spanish, Portuguese or French, with an automatic translator that displays the appropriate language for each user.”

7. io9 (USA) – Real Economist Studies Virtual Economy in EVE Online. “Today’s virtual worlds have their own virtual economies, whether you’re coughing up enough gold to buy an epic mount in World of Warcraft or converting real money to Linden dollars so you can buy realistic genitalia for your Second Life avatar. EVE Online, a sci-fi online game of space warfare and commerce, may have the deepest, most complex virtual economy in the world. It’s so deep, in fact, that EVE Online has a chief economist, Eyjolfur Guomundsson. What do real economists think of fake economies?”

8. The Guardian (UK) – We’ll all be citizens of virtual worlds. “Most people still look askance if you admit to using virtual worlds where you move around with an avatar or 3D version of yourself. It recalls the technophobic reactions in the early days of the internet. But attitudes may now change for two reasons. First, children are piling into their own virtual worlds, so their parents can get a glimpse of what it is all about. And second, a huger user base is being created, one that is accustomed to virtual worlds and is ready to trade up to more sophisticated ones as they grow older.”

9. TMCnet (USA) – Vollee Enables Nokia N96 for Second Life Mobile. “Vollee, a 3G streaming services provider, announced support for Nokia (News – Alert) N96, and also its start of sales worldwide. With Nokia’s new model, N96, users can access Second Life, the 3D virtual world platform by Linden Lab. Other than new Nokia N96, other Nokia, Sony Ericsson, Motorola, Samsung, LG and other manufactures models are being supported for access to Second Life as well. In fact, with N96, there are now more than 70 3G handset models supported by the Vollee service.”

10. The Daily Telegraph (UK) – Space travel: The urban spaceman. “Richard Garriott grew up surrounded by astronauts, keeps two Sputniks in his home, and claims to own the Moon. And next week, the British-born video-game pioneer will become the sixth person to make a private flight to the International Space Station. Peter Lyle joins him in Russia as the countdown begins.”

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