Linden Lab zones out.

Mainland sim

Jack Linden has made a heads-up post about new policies to be implemented concerning zoning and advertising on the Mainland sims in Second Life. There is no word yet on when these policies will be enforced, just a brief message intended to reduce panic and confusion when further announcements are made in the future. Unfortunately, the post itself brings with it much confusion, as there is very little in the way of detail concerning what the policies will actually entail, or how enforcement is to be brought about.

In the Zone – or out of it?

Jack’s post implies that zoning will be applied only to new Mainland sims. Considering that the goal of zoning is to improve conditions for Residents using this land, what does this imply for existing Mainland sims, which will presumably remain unzoned?  It would seem that if there is no retrofitting of zoning, existing sims will become marginalized – poor cousins to the more attractive zoned regions. However, picture the uproar that would be caused by retrofitting covenants into previously unzoned sims – imagine the governance required to go through with such a scheme.

Advertising – stronger measures required?

We only have vague hints as to what measures might be taken regarding advertising at this point. The new ad farming policies, having little to do with actual advertising and more to do with littering and extortion, are the only general policies previously instituted with regards to advertising, and give little idea as to what might be coming. Jack states that “we need to professionalize all aspects of advertising inworld”. In fact, Linden Lab has had almost no contact with advertisers beyond that created by Abuse Reports. There is no relationship to foster or improve. I wonder though, why “it has to” change, and why now?  Must advertising policy change now, when it is already too late? Or must it change now, as a herald to something we are as yet unaware of?

Resources, resources! You must obtain more resources!

All these necessary and wonderful changes – not only must there be policy put in place, but governance too. Where will the resources come from to enforce these policies? To date, Linden Lab has been either unwilling or unable to provide adequate resources to police existing policies – a poor performance considering their “hands-off” approach. The Abuse Reporting system has an average of 30 seconds allocated to each case – obviously the people in this team are horribly overworked. Despite the gambling ban being put into place almost a year ago, gambling dens continue to pop up here and there – this system is also failing. I can only hope that Linden Lab has some plan for greatly increasing their manpower, and that they are not under the mistaken impression that their current teams can take on the new load, or that another mere eight or nine people will significantly beef up their governance load.

Second Life on your iPhone

…well sort of. Dynamo teen developer Katharine Berry has created an iPhone (or iPod Touch) version of her AjaxLife application.

Using it is as simple as pointing your iPhone’s web browser to http://ajaxlife.net/?iphone. Once logged in you can send and receive IM’s as well as see which of your friends are in-world.

Amazing work from a solo operator.

The seven-minute tour: fifty virtual worlds

Gary Hayes has completed a fascinating walk-through of fifty virtual worlds. It’s well worth spending the time having a look:

Montages like this emphasise the growth and potential of the virtual worlds sphere. It also emphasises the challenges around interoperability, determining appropriate levels of governance and the role of business in the mix. The only sure thing is that a significant number of the fifty featured won’t gain the critical mass or niche for longer term survival.

Over to you: how many of the fifty worlds have you participated in? I can count a dozen I’ve spent more than 10-12 hours in, and another dozen I attempted to sign up for but didn’t progress because of restrictive computer requirements. More on that later this week.

Getting help in virtual worlds.

Caledon NCI.

Dear askers of questions,

We’d love to help you out! For the most part, we enjoy answering your questions, and we don’t ask for much for ourselves, just the typical rewards you get from helping out and teaching other people: fun, learning, and a sense of responsibility and satisfaction. However, we do also require that you show a certain amount of consideration towards us, both as teachers/helpers and as fellow human beings: respect and patience are at the top of the list here.

That’s right: amazing as this may seem to you, and whether or not you view this virtual world as a game or not, the people answering your questions are just that – real people. That means that they have feelings that can be hurt, or even boosted in a pleasant way. That means that they are fallible, and not only sometimes don’t have the answers, but *gasp* may even get answers wrong on occasion. Though this is obviously somewhat disappointing, if you want this person, or any of the people they know, to help you out on another occasion, do not bag them in public, or heinously reprimand them in private. This is a great time to show that you are understanding of other people’s inabilities. Feed back the answer once you have it, in recognition of the fact that the person did take the time to talk to you and make the attempt.

Time is precious. Once time is spent, you can’t get it back, and time spent doing one thing cannot be spent on something else. Thus, the time we spend answering your question is time that we can’t spend elsewhere. This is not to say that we begrudge you the time, rather that it is important to us that you show in some way that you appreciate what we have given to you – “thank you” is a great start, but not monopolising our time in the future and giving tips should also be considered.

One more thing: patience. We need you to have patience for several things: the time it takes us to answer questions, the time it takes you to understand the answer, and the time it takes to find someone with the answer. None of these things has a fixed time-limit, and sometimes make take a considerable amount of time to complete, depending primarily on the complexity of the question.

Regards, hoping to answer many more questions in the future,

Answerers of questions in your local virtual world.

Dear answerers of questions,

Help! Help! We’re panicking here! We need help and we need it yesterday!

By the time we get to asking you folks how to do something, we’re already at our wit’s end, and are not sure where to turn next. We’ve already run out of patience and determination, we’re frustrated and want an answer now.

Often we don’t know what the question ought to be, and we’re a bit confused about how to phrase our questions – did I mention that we were frustrated and panicking? Face it, you’re not seeing us at our best right now. On top of that, we don’t have enough background information to understand quite what is going on, or we’d be able to understand both question and answer more readily, and probably be able to answer the question ourselves.

Honestly, we don’t even like to ask questions. It’s embarrassing, tantamount to admitting that we have no idea what we’re talking about, opening ourselves up to possible ridicule. One of the reasons we want that answer so fast is that we want to duck our heads back down and stop feeling vulnerable as fast as possible.

Cheers, though we hope not to have to ask anything again,

Question-askers of the virtual worlds.

Sex and Google’s Lively – the darker side

I wince sometimes at some of the stuff the Second Life Herald publishes – it’s an individual taste thing – but their expose on the darker side of Google’s Lively is well worth the read. The Herald’s Pixeleen Mistral posed as a 13-year old avatar and was subjected to some unwanted attention.

Any 3D chat experience is going to attract deviants – the challenge for Google is how they manage this.

The Watch – virtual worlds in the news

1. News.com.au – Virtual spend making real money. “Spending $26,500 on an imaginary island might sound outlandish, but it’s paid off for computer gamer David Storey who now makes $300 a day from online game Entropia. The 26-year-old Sydney student is promoting the “virtual world” game at the GO3 Electronic and Entertainment Expo at the Perth Convention Centre. His family and friends were initially sceptical when Mr Storey told them he had bought a virtual island with houses, hunting lands and a shopping centre which all existed only in cyberspace.”

2. Abilene Reporter-News (USA) – Texas State Technical College to offer certificate via Second Life. “Texas State Technical College has announced that it will become the first institute of higher education to develop a complete online certificate or degree in the virtual world, as in the fall of 2008. TSTC will offer a digital media certificate utilizing virtual world technology, using Second Life as the primary delivery method, according to a news release. Students earning the digital media certificate will have the opportunity to earn an associate degree in digital media in spring 2009.”

3. HD-Report (USA) – Sony finally starts testing ‘Home’. ““Home,” the much talked about and long delayed virtual world from Sony, began accepting applications for beta testing in Japan. 10,000 Playstation 3 users will be allowed on the beta run, but only gamers with Japanese online accounts are allowed so far.”

4. VentureBeat (USA) – Google testing “AdSense for Games” in bid to shake up in-game advertising. “Google is the sleeping giant when it comes to advertising in video games. While the company dominates search advertising, it has yet to make a big splash in video games. That could change soon, as the company has been quietly testing its “AdSense for Games” product for months.”

5. What PC? (UK) – Virtual answers to real-life ills. “Online virtual worlds are just for teenagers and twenty-somethings, right? To some extent, yes, but not entirely. Organisations are starting to explore the benefits of using virtual worlds not just to share information, hold meetings and allow employees to learn new skills, but to provide an interactive multimedia online environment to reach out to customers.”

6. Washington Post via TechCrunch (USA) – Philip Rosedale Doesn’t See Browser-Based Virtual Worlds As A Threat to Second Life. Is He In Denial? “ecently, there’s been a growing wave of startups and products appearing that are bringing 3-D virtual worlds to the browser. These include Vivaty, Google’s Lively project, and the Electric Sheep Co.’s WebFlock. And I’ve seen a few stealth companies working the same vein. None of these are as fully featured or immersive as Second Life, which requires a separate desktop client download. But it may not matter because a good-enough experience available via standard browsers may eventually qwn Second Life. Linden Lab, which operates Second Life, is working with IBM and others to make virtual worlds interoperable with each other. Still, for the most part, they don’t play nicely with the Web.”

7. Business Standard (India) – Real life Indians yet to get a Second Life. “A year ago, S Sundararaj, founder-member of the Chennai-based IT start-up Anantara Solutions, had just completed his online MBA course from U21 Global. He was under the impression that he would have to attend the convocation ceremony in Singapore where U21 Global is headquartered. However, even as he waited anxiously for the schedule, he was officially informed that he had to collect the certificate of the online university at a virtual convocation on Second Life.”

8. MarketWatch / Wall Street Journal – Manpower Inc. Celebrates First Anniversary in Second Life. “Manpower Inc. announces the worldwide celebration of the company’s one-year anniversary in Second Life. The celebration kicked-off with a multi-media convening of virtual world gurus on Manpower Island to reflect on the ways leading brands can attract a creative and diverse pool of talent and leverage virtual worlds to further real-world social responsibility programs.”

Weekend Whimsy

1. Lia & Shaun on Cinemax

2. Erin68 Frog – Boogie Beach

3. Spore Gallery created in Google Lively

Google Lively’s creator scores keynote at VW London

As mentioned previously, we’re a media partner for the Virtual Worlds London conference. They’ve just announced that the creator of Google’s Lively, Niniane Wang, will be a keynote speaker.

A new session called FastPitch has been introduced, which allows companies to showcase their virtual worlds-related service or product. You will need to provide a submission beforehand and the best will get the stage for their pitch.

Clever Zebra release two virtual worlds white papers

To coincide with their latest vBusiness Expo, Clever Zebra have released two white papers – available at no cost.

The first is The Essential 7 Point Quick Start for Meetings Professionals, the other is Going Virtual: A Three Point Success Plan for Business.

To get copies, click on the incorrectly titled ‘Download your copy now’ links at this page – you’ll then need to enter your name and email address and then wait a day or so to be emailed the documents. That said, I did get my copies within an hour or so.

The documents themselves are aimed squarely at businesses not yet fully engaged with virtual worlds, and in that context these are quite useful and simple to read. For the more informed there are some contentious statements made. An example:

A Virtual World does not have rules, quests, or any kind of narrative associated with it.
World of Warcraft is not a Virtual World.

That’s one narrow view of virtual worlds – albeit one that will appeal to larger businesses who will have a natural aversion to gaming-based scenarios. Credit where credit’s due though, Clever Zebra don’t beat about the bush about Second Life’s stability issues:

Second Life is notoriously unstable, and regularly crashes, or limps along with limited
inworld services as the system experiences peak loads.

Overall, these two documents are worthy additions to the growing free body of knowledge for business in virtual worlds.

Second Life immaturity – bell curve bungling.

Second Life is going through a troubling phase. It has entered young adulthood, but is still acting like a teenager – occasionally like a teething two-year-old in a tantrum. Unfortunately, Linden Lab has a very different view about where the Second Life product stands with regards to its consumers: they believe that they are providing a frontier product to the disorganized nomads of the virtual worlds. I believe this is far from the case, and that in fact the frontiersfolk have long since passed into obscurity and myth, and that this rustic product is now being peddled to a bunch of sophisticated townsfolk.

Second Life‘s frontiersfolk, the early adopters of the adoption bell curve of Kapor’s speech, have been leaving Second Life to become the early adopters of other technologies since mid-2005. The townsfolk or pragmatists have long since taken over; and though there are still hopefully many more of them to come, the townsfolk now represent a majority. It’s possible that Kapor managed to alienate both the frontiersfolk and the townfolk when he said, in essence, from the town square, “See here, all you woodsy hicks, y’all have to move over and make way for the townsfolk who’ll be moving in.”

So here we all are, a bunch of townies, doing our best with hides and stone knives to build a comfortable living for ourselves. It’s not easy, but despite the tools we’ve been given, we’re making our way nicely, thank you. We’ve workarounds galore to overcome limitations in the product (insufficient personal profile and group tools, etc), although there are still many problems that we must simply endure – an ongoing lack of stability, a poor permissions system for functional collaboration, a set of tools that are feature-rich for individuals and feature-poor for groups, and many, many others that simply make life less easy (feet sinking through terrain, poor Search functionality, the list goes on).

Microsoft, for all their other failings, did a good job of matching their product maturity to the adoption curve. Linden Lab is failing to do this. Windows versions up to 3.0 were for the innovators and early adopters. Increased stability and an increased feature-set were designed to encourage the pragmatists to buy and use their 3.1 version, and so on down the line. Linden Lab is still throwing version 1.0 grade features at customers who are expecting 3.1 quality. They are ramping up to pave the way for their 3.1-quality product targeted to attract new customers, however many of these people are already using it or have already tried and failed.

The townies are crying out for quality and beauty in their town. We like our solid buildings and manicured gardens, and a sign saying “Welcome To Our Town”. How does this translate? Aside from addressing the problems from above, two things come to mind: more social networking tools and superior orientation. If Second Life is to be truly hailed as a social networking haven, it needs the tools to support that boast, instead of people finding that they can work around the restrictions of the system. For Second Life to be welcoming, the whole orientation system needs to be addressed. Right now, no orientation at all would be better than what is currently available.

If Kapor, Kingdon and the rest of the team up at Linden Lab still think that we’re just passing out of the early adoption phase, we need to be prepared for a continuing disconnect between the Linden Lab view of the product and the consumer’s view – that is, how the product is actually being used.

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