Why use virtual worlds for collaboration?

Respected site Terra Nova has a simple summary of why virtual worlds are used by some for collaboration.

For longer term users of Second Life, the collaborative opportunities seem self-evident, paticularly for the education and business sectors. Although, like every form of collaboration it has its inherent challenges.

If you have a collaborative project underway, tell us about it!

The Watch – virtual worlds in the news

1. Gamasutra – GDC: Emotiv Knows What You’re Thinking. “On Thursday at the 2008 Game Developers Conference, Julian Wixson and a small panel of associates described and demonstrated the Emotiv headset and SDK, suggesting how a developer might incorporate the technology into a new or even quite finished production. The svelte Emotiv headset uses an array of sixteen EEG sensors to detect electrical impulses in the scalp. These signals are then interpreted by a suite of tools, each with its own range of applications”.

2. Tech.Blorge – The government begins plans to monitor World of Warcraft. “If you’re a die-hard World of Warcraft player, you probably aren’t too concerned about having your online identity known by others; how would you feel if you knew that big brother was monitoring your MMO action? The U.S. government is beginning a program that will monitor the most popular online MMOs so as to identify terrorists online”.

3. Courant.com – Virtually Divorced From Reality. “It started with World War II games on the computer. He would spend hours flying jets, fighting the Germans. And then his interests changed. “I’d wake up in the middle of the night, and he’d be at the computer looking at women’s pictures,” said Jennifer of her ex-husband. “It was lonely for both of us.” Her ex became far more interested in his fantasy online virtual world, with its endless supply of pornography, than in his real family”.

4. BBC News – Virtuality and reality ‘to merge’. “Computers the size of blood cells will create fully immersive virtual realities by 2033, leading inventor Ray Kurzweil has predicted. Exponential growth in processing power and the shrinking of technology would see the development of microscopic computers, he said”.

5. Information Week – Turning Work Into Play Is No Game. “It sounds like techno-utopian silliness to say that businesses need to learn from online games how to make tedious knowledge-work more enjoyable. But many knowledge-work jobs are so deadly dull that the typical worker lasts just nine months — in call centers, for example. Extend that by a few months, and businesses stand to save piles of money, said Byron Reeves, a professor in the department of communication at Stanford University”.

6. BBC News – Virtual and real blur in Eve Online. “Virtual worlds are becoming increasingly rich and diverse environments with complex social and economic eco-systems. Science fiction trading game Eve Online is one of the most dynamic worlds, with its own economists helping players get to grips with the intricacies”.

7. Gamesindustry.biz – Home is “best-looking multiplayer world”. “The creative director of Sony’s Home project has told GamesIndustry.biz in an exclusive interview to be published in full next week that he believes the PlayStation 3 virtual world platform is the “best-looking” and most “user-friendly” multiplayer experience he’s seen so far. Talking on a recent trip to Monaco for the Imagina conference, Ron Festejo explained his feeling that other virtual worlds, such as Second Life, were garish, while other online experiences were simply too hardcore for most people”.

8. ZDNet – Solving the Virtual World Interoperability Problem. “Despite the popularity of Second Life, there are in fact several such services on the market today. Enabling interoperabilty between There, Entropia Universe, Moove, Habbo Hotel, and Kaneva could go along way towards promoting the Virtual World industry. IBM researcher Ian Hughes’ excellent post poses the question of what that interoperability might look like”.

9. Mediaweek – Disney Goes Virtual Kids’ ‘Studios’. “Disney has announced the formation of Disney Online Studios, a new division within the Walt Disney Internet Group focused on virtual worlds, gaming and social networking initiatives aimed at kids. The announcement comes as the company’s latest virtual world, the young girl-aimed Disney Fairies Pixie Hollow, was previewed during Toy Fair in New York on Feb. 19”.

10. ZDNet – Is open source giving Second Life a second life?. “Linden Labs, whose Second Life is so cool yet so lacking in profits it’s been lampooned in an IBM ad, sent out an e-mail alert this week boasting that open source is giving the company, well, a second life”.

Proposals sought for content creation in Second Life

ffrc.jpg

I received an interesting notecard in-world that will interest Second Life content creators:

“FFRC Seeking Proposals for Rich Content Project Funding

Do you have an idea for a project that would enrich the lives of Second Life Residents? Some event, interactive environment, game, cultural or artistic production that would make the landscape of the virtual world more interesting? Or some completely new idea that will engage and interest residents?

The Foundation for Rich Content is a funding organization here in SL that awards grants, seasonally, to makers of rich content. Past fundees have produced SL sports and performance events, classes, interactive museum displays, building contests, events for new residents and more.

If you believe you have an idea for a project that would enrich the lives of SL residents, consider completing our application form and submitting it by March 15. Proposals should be titled FFRC Spring 08 application (name of project). Proposals should be sent to Persephone Phoenix at FFRCOfficerPerse@gmail.com by midnight, March 15, 2008. Three grants will be awarded for a maximum of L$25,000 (Twenty Five Thousand Linden Dollars) each. Someone interested in making a smaller project (say a weekend event) can ask for an appropriate level of funding, but the FFRC will not grant more than $25,000 for a single project in this round of funding.

For more information, contact Persephone Phoenix or Jamys Vuckovic, or check out the Google Groups page by Googling SL Foundation for Rich Content.

Weekend Whimsy

This week we’ve gone for a dance theme…

1. Cliquez pour ajouter un titre…

2. Kozo Imako – Ballroom Dance 1

3. Light Dancers of Aurora – Second Life

Using SLURLS to get around Second Life

Linden Lab’s Torley Linden has created another useful tutorial, this time on using SLURLS to get around Second Life.

It’s a great read for a new Second Life user but I’d also recommend it for more experienced users as I’m regularly confronted with veteran Second Life residents who don’t grasp the wider functionality of SLURLS.

Linden lab have also instigated a ‘Knowledge Base Article of the Week’ post – today’s is about groups and how they are disbanded.

Linden Lab give glimpse of Dazzle

There’s some welcome improvements on the way with the vanilla Second Life browser interface. They’re cosmetic improvements, but a much needed step toward making in-world navigation that little bit more pleasant.

A year ago on The Metaverse Journal

We got excited about Project Outback the much hyped and ill-fated attempt at taking in Second Life.

The media and marketing myths of virtual worlds

Gwyneth Llewelyn is a veteran Second Life blogger and has spent a lot of time digesting a very comprehensive market research report on virtual worlds and the myths that have been promoted by parts of the mainstream media. It’s a very detailed analysis of an even more detailed report but it’s well worth spending the time reading it.

The six myths expounded are:

1. Everybody is a freak or geek;

2. Users don’t know what’s real;

3. People think and act differently on a virtual world;

4. Virtual worlds are a lawless, anarchic jungle;

5. It’s all about pornography;

6. Virtual worlds alienate us and turns the society into something dangerous.

What do you think – are there other myths you’ve run across or do you believe some of those listed above are facts?

(Thanks to Massively for the heads-up)

The Watch – virtual worlds in the news

1. CNET – Mitch Kapor: 3D cameras will make virtual worlds easier to use. “Mitch Kapor, like many people, is well aware that virtual worlds are often very difficult to use. The founder of Lotus 1-2-3, who also happens to be the first investor in Second Life publisher Linden Lab and its chairman, spoke at the Metaverse Roadmap meeting here today on the topic of what can be done to make using virtual worlds a better experience”.

2. CNN money – IBM Launches PowerUp, a New Free 3D Multiplayer Virtual Science Game for the Classroom. “IBM (NYSE: IBM) is launching a free multiplayer online game, PowerUp (www.powerupthegame.org), challenging teenagers to help save the planet “Helios” from ecological disaster. The game is part of IBM’s TryScience initiative and will be launched at Engineer’s Week 2008 opening on February 16 in Washington, D.C. The game, which can be played alone or together, features a planet in near ecological ruin where three exciting missions for solar, wind and water power must be solved before sandstorms, floods or SmogGobs thwart the rescue”.

3. The Emory Wheel – Emory Conference Discusses New Reality of Virtual Worlds. “With graying hair, a grizzled face and a penchant for bow ties, Benn Konsynski, professor of business administration at Goizueta Business School, doesn’t fit the typical stereotype of an online gamer. But you should never judge a book by its cover: Konsynski takes his games very seriously — and he isn’t the only one. In fact, on Monday, Goizueta was filled with a variety of people from across the nation — academics, businessmen, tech enthusiasts and IT professionals — who all share the belief that gaming is much more than child’s play”.

4. Government Executive.com – Blogging the Virtual Government.”Not long from now, we will make laws, set policies, write regulations and create programs by first “playing” the likely consequences in synthetic worlds, says Anne Laurent, longtime observer of federal management and creator, just this year, of a new blog, “The Agile Mind.””.

5. Kotaku – Hello Kitty Online Detects No Sarcasm. “Hello Kitty Online hopes to transport its players into a world of sweetness and light. A world without hate. A world without fear. A world, apparently, without a sense of sarcasm. This morning I was pointed towards the main page for Hello Kitty Online, which features a quote I swear I’ve read before”.

6. Courant.com – The Pitfalls Of Online Role-Playing Games. “How would you change your life if you could simply flip a switch? If you could start it all over again, what would you do differently? Thousands of people are doing just that — in the virtual sense. Byork and Alyssa are young, attractive millionaires — married for less than a year. Byork made his fortune in the stock market and has retired at the ripe old age of 36. Alyssa, a former runway model, met Byork at a local dance club, and three week later, they were engaged”.

7. Terra Nova – Organising Virtual Events. “On the 18th December 2007 Twofour Learning and the Beyond Distance Research Alliance at the University of Leicester launched the Second Life Media Zoo project. The Island showcases a range of learning initiatives put forward by the Beyond Distance Research Alliance and is intended as a learning and research platform, aimed at gathering data on social interaction, behaviour and the importance of learning within a virtual 3D environment”.

8. Second Life Herald – Second Life Economy is in a Recession. “After the banking ban, there are commentators who state that the Second Life Economy is in a recession and then there are the opposing commentators that say that the Second Life Economy is not in a recession”.

Hello Kitty virtual world on the way

Hello Kitty Online is likely to be one of the larger virtual world launches in 2008. If you know any child under twelve you’ll likely have been exposed to this franchise and it also has a teen / young adult following in some countries. It’s development is currently in the closed beta phase with a launch expected second half of this year.

hellokitty1.jpg

The description of the environment:

“This game is not just about fighting monsters – there are many activities for players to choose from. Aside from the monster-filled adventure areas, players can dig for ore in a mine, or range the forests to pick fruit from trees. Farming allows you to plant, grow and harvest your own crops; be sure to take good care of your crops so you will have a good harvest, and if you have a healthy farm you can even show it off to your online friends! You can use many other skills like cooking, tailoring, making furniture, and building houses. Commerce with other players will allow you to make a living and – perhaps – even get rich!”

hellokitty2.jpg

It’s classic game-based virtual world fare that when combined with a large fan base, is likely to generate a lot of interest. There’ll be no subscription fees – revenue is will be generated from in-world commerce.

The full media release text:

“Sanrio Digital’s “Hello Kitty Online” accepting players for closed beta

Hong Kong – February 13, 2008: Sanrio Digital (www.sanriodigital.com) today announced the closed beta launch of “Hello Kitty Online”, a Massively Multiplayer Online Role-Playing Game (MMORPG) based on the famous Sanrio characters. Hello Kitty Online allows players to explore and adventure in Sanrio’s fantasy world, a magical land that has recently fallen under the influence of a mysterious and malevolent power.

Players for the closed beta version are invited to apply at the official game site (www.hellokittyonline.com) or community site (www.sanriotown.com) and experience Hello Kitty Online in advance of the game release expected in the second half of 2008. Targeting female players from their pre-teens to twenties, Hello Kitty Online is the first installable MMORPG to set its sights on this demographic profile.

Hello Kitty Online is fully integrated with official Sanrio portal Sanriotown.com, which utilizes blogs, email, video sharing, Sanrio merchandise sales and more to create a digital and social experience accessible at any time. Players of Hello Kitty Online can extend their game experience on Sanriotown.com by interacting with other players, purchasing upgrades for their in-game characters, etc.

In addition to the standard MMORPG features such as customizable avatars, guilds, skill systems, and player economy, some of the outstanding Hello Kitty Online features include:

Unique game world: a persistent, beautifully designed environment where thousands of players and NPCs live, explore and quest in a magical world with real and imaginary zones such as the Flower Kingdom, Tokyo, Paris, Moscow, and more. Real world locations offer players the ability to learn about those places.

Unique NPCs: players will encounter and interact with popular Sanrio characters such as Hello Kitty, Badtz-Maru, My Melody, Keroppi, and many others, all animated with a variety of contextual facial-expressions.

Free to play: Hello Kitty Online is downloaded and played free of charge. There are no subscription fees.

Character upgrades: the Item Mall allows players to use real money to purchase special items and upgrades for characters.

Player housing: players can build and customize their own houses after acquiring the necessary licenses and materials. Houses depreciate over time and need to be maintained properly or will fall in disuse. A homeowner can invite someone to visit by making an in-game telephone call, and the player called will automatically be transported to the house if she agrees.

Crafting system: Hello Kitty Online has an extensive crafting system with output such as tools & weapons, farming implements & furniture, a wide variety of cooked dishes, and clothing for decorative and stat-modifying items. Raw materials include wood, minerals and metals, and crops.

Farming: players can run their own farms, which offer extra storage room and have the potential to produce important raw materials. The farming system incorporates a number of variables such as fertility, pest infestations, and crop characteristics.

A different focus: although it has a sophisticated combat system, unlike other MMORPGs combat need not be a primary objective for players of Hello Kitty Online. There are many puzzles to be solved, mini-games to compete in, story lines to follow, and adventures to experience.”

Previous Posts