The Watch – virtual worlds in the news

1. Sydney Morning Herald – Watch and learn. “Buoyed by the popularity of Second Life and the site’s incentives for the not-for-profit sector, conventional educational institutions are building in-world campuses to enhance their on-campus teaching”.

2. Turkish Daily News – Turkish companies will rise on Second Life in 2008. “Turkish companies begin to show interest in the Internet portal Second Life, where international giants like IBM, Microsoft, Adidas, Sony and Intel are prevalent. Vestel took the first step into the world of Second Life and was followed by Remax, Rixos, Garanti Emeklilik and Tefken”.

3. Wired.com – NASA Dreams of an Interplanetary ‘Second Life’ for Mars Crew. “When NASA begins launching astronaut teams on 800-day missions to Mars, one of the greatest survival tests these explorers will face is the inevitable alienation they’ll experience with their remoteness from Earth and the harshness of the frozen Red Planet”.

4. The Daily Mail – A world strip of humanity – inside the virtual reality websites where you can live out your wildest (and darkest) fantasies. “The great joy of childhood is unfettered imagination – it is the best toy in the world. And then we grow up. The real world intrudes with all its limitations and barriers. We get on with life, accept our mostly humdrum, routine existence and make the best of it. But what’s this? Tens of millions of people in this country and around the world appear to have reverted to childhood. They spend extraordinary amounts of their time inhabiting an imaginary world.”

5. The Guardian – How Tim Schafer aims to rock the virtual world. “It’s been almost a year and a half since Technology Guardian spoke to Tim Schafer about his then-untitled upcoming game at DoubleFine Productions. Only recently has he revealed it to gamers, after a lengthy (and silent) development cycle. The result is typically Schaferesque – eccentric, hilarious, and deeply rooted in nostalgia”.

6. Slashdot – Scientist Suggests We Explore ‘Universe is a VR Simulation’ Theory. “A New Zealand physicist has written a paper saying that physicists should seriously explore the possibility the universe is a giant virtual reality simulation”.

A personal comparison of Second Life and World of Warcraft

I’ve been a Second Life resident for well over a year now. In November I finally took the plunge and signed up for World of Warcraft and have been grinding through the early levels. I’ve reached Level 15 as both a Dwarf Warrior and Human Mage and have reached a little below that as a Night Elf. I feel I’ve spent enough time to grasp the basics of the game and to at least partially understand its appeal. I thought it might be worth doing a short critique of both platforms as they sit in a wider virtual world context.

A disclaimer – this is probably only going to interest someone who hasn’t used both platforms. Veteran users of both will find most of the points below fairly obvious. For brevity I’ll use WoW for World or Warcraft and SL for Second Life.

Onto the critique:

1. Second Life is by far the most ‘free’. WoW by its very nature requires rigidity as far as areas you can explore at particular stages of the game. If you’re a Level 1 human mage in WoW then you won’t be exploring the Westfall area as it’s inhabitated by critters of well over Level 10. You can go there but you’ll spend your time being killed time after time or constantly running to avoid each critter. This isn’t a criticism of WoW, just a gameplay reality. Second Life in comparison only has limitations set by users – if someone owns land in Second Life and doesn’t want you to be able to access it, then you won’t. Because there are no overarching game objectives in Second Life, you’re free to explore at will.

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You’ll get used to being dead in the early stages of WoW – unless you have more experienced friends willing to help while you level up

2. Both are extremely social experiences. It’s a very obvious statement but when I signed up for WoW I was actually expecting that the gameplay would interfere with the great social interaction achieved in SL. What I didn’t realise was the social fun to be had in the main cities like Stormwind and Iron Forge. Plus, groups of avatars tend to congregate pretty much anywhere for a chat, some dueling or even some dancing.

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Aussies socialising in SL

3. Graphically, it’s no contest. WoW has stupendous graphics that make SL look pretty poor in comparison, even with Windlight on its way. Of course, it’s very easy for WoW to provide great graphics when the main grunt work is being done by your own computer. SL’s centralised server model makes that much more difficult – it remains one of SL’s biggest challenges but it’s also one of it’s strengths – see point 1.

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Even the barren areas are damn pretty

4. ‘Safety’ is an issue for both. The media attention on Second Life in regard to ageplay, gambling and addiction. WoW has similar challanges but they’re less overt than SL. Addiction is an issue that spans across all virtual worlds and it’s one that isn’t well understood, though that is changing. SL does have its Teen Grid but it’s under-utilised and arguably under-supported by Linden Lab.

5. Fun is provided differently. I’m going to make some broad statements here. Both WoW and SL are immense fun but in very different ways. For pure gaming / questing fun, WoW wins hands down. For more whimsical, sophisticated and free-ranging amusement, SL has the upper hand. No, that doesn’t mean WoW users are unsophisticated, nor that SL users are not interested in games / quests – the fact is they are very disparate beasts. There’s also no doubt there’s a significant cohort of people who participate in both worlds and my hunch is they do so because of the different experiences they offer.

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It’s all about education in Second Life

So which is ‘best’? The answer of course is neither. I need to spend more time in WoW to fully grasp its possibiities but my gut feel at this stage is I prefer the less constrained environment of SL – it’s educational opportunities alone keep me coming back day after day. But if I want some fast paced gaming, then WoW is the place to be.

I’d be really interested to hear your thoughts. Have I got it totally wrong or does your experiences match those I’ve outlined above?

Second Life tips now available for in-world streaming

If you’re an avid creator of content in Second Life you may find this latest announcement of great use. Torley Linden describes how you can stream the video tutorials in-world, which actually makes the tutorials that much more useful.

Plus, Second Life newer residents need all the help they can get in-world and this is a welcome addition.

Linden Lab issues further warning on virtual currency trading

In a Linden blog post today, a further warning has been given on use of third-party Linden dollar trading sites. It’s all pretty much common sense – if it looks to good to be true it probably is and if you’re asked for your password by a provider then let the alarm bells start ringing.

The introduction of a system of registration to provide alternate currency exchange services in Second Life would be a nice evolution. I’m pretty safe in saying that won’t be something that occurs in 2008.

Is Second Life’s new search functionality being gamed?

The Grid Live has some fascinating screen grabs taken from another blog showing masses of avatars gathered in a small area – allegedly to boost that location significantly in the search rankings.

Traffic / popularity is contentious at the best of times and stunts like this, if proven to be true, make the search function as useful as age verification. Neither are much chop at objectively measuring much at all.

How would you make search in Second Life fairer?

Kiva – real outcomes for the real world

I’m a bit slow off the mark with this one. Kiva is a brilliant non-profit organisation that funds disadvantaged individuals via microfinance. Essentially, you donate a minimum of $25 US to fund a person’s business and within 6-12 months the amount is paid back and you can choose to re-invest that amount in another venture or withdraw it from the scheme. The default rates are well below the developed world and Kiva has received a lot of attention from Bill Clinton and Oprah Winfrey which has grown Kiva substantially so it now has 16 staff administering the loans throughout the world.

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I’ve invested some money in Kiva in recent months but was unaware that Kiva has been in Second Life for quite awhile. They’re launching some new in-world offices on the 5th January at 10.30am SL Time (6th January at 5.30am AEDT). If you can’t make the launch, do take the time to walk through their offices to find out more about the work they do.

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Thanks to Business Communicators of Second Life for the heads-up.

Check it out in-world

The Watch – virtual worlds in the news

We’re starting a new weekly feature on TMJ – The Watch. It’s a roundup of 5-10 stories on virtual worlds appearing in the news over the past week. This will occur each Monday and any feedback welcome. Here’s the first week’s roundup:

1. New York Times – Web Playgrounds of the Very Young. “Forget Second Life. The real virtual world gold rush centers on the grammar-school set.”

2. FindLaw – Are Virtual-World Bank Robbery, Pickpocketing, and Runs on Banks Covered by Real-World Laws? “In answering the question whether virtual bank robbery is a real-world crime, the first important point is that it should be.”

3. The Times of India – Sex in a virtual world. “Let’s talk about sex. Oh, that’s taboo? Then, let’s talk about cybersex”.

4. Seeking Alpha – Giant Interactive: A Primer in Virtual Currency. “While Economics can be a very complex discipline, the fundamentals often boil down to one very basic truth: “Price is the natural equilibrium between supply and demand.” Price is usually denominated in a particular currency – such as the US Dollar, Japanese Yen, or even precious metals such as gold. But what happens when the currency is virtual, such as in a role playing game with “virtual” goods and services and no physical “real world” transactions taking place. Do the laws of supply and demand still apply?”

5. The Age – Networking in the virtual world. “Online social networking websites saw their ranks swell and values soar this year as everyone from moody teenagers and mellow music lovers to mate-seeking seniors joined online communities.”

6. ClickZ – Virtual World Marketing Gets Reality Check in 2007. “It was a year of ups and downs for virtual worlds, as well as the companies that jumped on the bandwagon of creating virtual advertising and branded worlds. As 2007 began, the virtual world environment Second Life was riding high on a wave of interest from users and advertisers, but as time went on, many marketers and agencies began to question the return on investment of their virtual projects.”

7. ZD Net – IBM cooks up internal virtual world for confidentiality, security. “IBM has created its own internal virtual world called Metaverse for corporate meetings and collaboration. Why not use Second Life? “If you really want to make most of these (virtual world) meetings it has to be confidential,” said IBM CIO Mark Hennessey.”

Study shows virtual sport no substitute – yet

A recently released study shows that physically active (read: Nintendo Wii) computer-based gaming did burn more energy than more passive gaming options. However, the level of increased activity wasn’t enough to meet the physical activity guidelines.

That result is no great surprise but the researchers were encouraging of the move toward more physically active gaming as a way of promoting broader physical activity measures. Personally, I’d love to see a way of linking physical activity to virtual worlds. Imagine the kilometres covered if you had to actually walk around World of Warcraft or Second Life? This has been done once but there’s no official development of such options that I’m aware of.

As far as further research, I’d be interested in analysis of the musculoskeletal benefits of more active gaming – that is, how much better is more active gaming for posture, bone strength and muscle flexibility? I’d wager the results would show that pretty much anything is better than slouching on the sofa playing passive console games. The health impact of virtual worlds is a keystone issue. The bulk of work to date has been on the mental health aspects but expect greater scrutiny of the physical as virtual worlds grow in popularity.

Thanks to Tony Walsh for the heads-up

Second Life down on 3rd January

If you’re planning a major Second Life event this coming Thursday 3rd January around 5am AEDT, then be aware that Linden Lab have announced a grid-wide rolling restart to fix some crashing issues and to further implement their age verification requirements.

At least it’s occurring at an Australia-friendly time.

Virtual Africa starts delivering for real Africa

I don’t usually post in full a press release from an entity within a virtual world like Second Life, but the information below is worth replicating in full. It’s good news on a small scale but if the growth in use of virtual worlds continues at a pace predicted in some quarters, then larger results for the real world may be seen.

“Virtual Africa’s Second Life initiative brings bicycles to South Africans in need

CAPE TOWN, December 14, 2007. The developers of Virtual Africa in Second Life began selling virtual African bicycles a month ago and have sold nearly 150 bikes to date – less than 20 bikes shy of financing the purchase of a real world bicycle. The project is now being ramped up to include the ability for residents to purchase a bicycle in the real world through inworld kiosks to directly benefit a South African in need.

The developers of Virtual Africa in Second Life began selling virtual African bicycles a month ago and have sold nearly 150 bikes to date – less than 20 bikes shy of financing the purchase of a real world bicycle. The project is now being ramped up to include the ability for residents to purchase a bicycle in the real world through inworld kiosks to directly benefit a South African in need.

“Buying a real bike can vastly improve the life of a South African needing transportation to a job, and it only costs $130 US to make this happen,” explained Dorette Steenkamp (Alanagh Recreant in Second Life), co-executive director of Uthango Social Investments, a South African charity working directly in various urban and rural communities with people live in poverty. “For just L$41,700, Second Life residents can purchase a real world bicycle for a real world family.”

All Uthango bike kiosks give residents the option to purchase a real world bicycle. The new initiative is the second phase of the [e]bizikile fundraising drive to explore RL/SL integration. Inworld, residents can still purchase virtual African bicycles through the kiosks for L$250. The bicycles are designed by Shukran Fahid of !BooPeRFunK! and can be used to participate in a grid-wide virtual bike-a-thon in 2008.

“It takes the sale of 167 virtual bicycles to just buy one real world bike,” said co-executive director Erna Sittig who is Enakai Ultsch in Second Life. “We hope residents will help us meet the greater needs by purchasing the real world bike in addition to – or instead of – a virtual one”.

The [e]bizikile fundraising event brings attention to how bicycles fit into the economy in African cities and rural towns. It is combined with a dynamic FLICKR website, with more than 100 photos of African bicycles.

The [e]bizikile fundraising event is supported by Charitable Hearts, one of the largest charity groups in Second Life advocating for the work of a few selected charities. The e]bizikile African bicycles will be available from Uthango’s office in Second Life or from dedicated affiliated businesses. Web-enabled vendors donated by Hippo Technologies will dispense the bicycles. Free vendors are still available to interested companies, organizations or individual landowners in Second Life.

For more information about the virtual and real world African bicycles, contact Enakai Ultsch. Second Life residents can also join the [e]bizikile group or IM Alanagh Recreant for further details. To visit the Uthango offices in Second Life, go to http://slurl.com/secondlife/Sunset%20Commerce/60/82/22/.

ABOUT UTHANGOâ„¢

Uthango Social Investments is a registered charity located in Cape Town, South Africa. It is the first African-based company and NGO officially in Second Life, where it will launch VIRTUAL AFRICA in 2008. Read more about the developers of Virtual Africa on http://slafrica.wordpress.com.

Uthango Social Investments is an investment and development company specialising in sustainable poverty eradication through innovation. It focuses on the digital divide, micro-enterprise development, intercultural dialogue, crime prevention, community mental health, and infrastructure development.

http://www.uthango.org/

(see our previous coverage of Virtual Africa)

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