Virtual Worlds and Australia 2008 Part 1

It’s that retrospective time of the year again – last year’s look back was a popular feature so here we go again:

January 2008

– Linden Lab issued a warning on currency trading scams
– community-driven politics related to the US presidential election was observed in World of Warcraft
– we made a personal comparison between Second Life and World of Warcraft

– Linden Lab made a significant intervention in regard to virtual banking
– Ten months out from the US presidential election, the satire was heating up in Second Life
– Second Life’s World Stock Exchange, run by Australian Luke Connell, was impacted by the banking ban
– The Australian Open made a return to Second Life
– The momentum towards beta built for Metaplace
– new Second Life resident and sometimes writer, Bix Ashbourne, wrote about the loss of his virtual world skepticism
– Australia Day was celebrated in style in Second Life
– A guest post from Wolfie Rankin on Furries, griefing and sexuality led to some of the years biggest traffic for a story.

February 2008

We interviewed Australian singer and TV host in Second Life, Paisley Beebe
– The Linden Department of Public Works launched
– We hoped (in vain) for virtual worlds to feature in Kevin Rudd’s 2020 Summit
We profiled the founder of Openlife, Steve Sima (Sakai Openlife)

We discussed text-to-speech with Cepstral CEO Craig Campbell
– Hello Kitty Online started to take shape
The Enterprise 2.0 forum held at Luna Park, Sydney, showed that business was starting to get the virtual worlds picture
– Cisco opened a virtual hospital in Second Life

March 2008

– VastPark drew close to its open beta phase
– The Telstra Experience Centre launched in Second Life
– Linden Lab CEO Philip Rosedale stood aside
We looked at ABC Island one year on in Second Life

– A look at Telstra after a year in Second Life
– Episode 1 of The Metaverse Journal Podcast went live
– Linden Lab’s CEO testified before the US Congress

April 2008

Linden Lab started their trademark clampdown
– Linden Lab struggled to deal with periods of high user concurrency
– An Australia Council funded art project, Babelswarm, launched in Second Life

We profiled Twinity’s co-founder, Dr Mirko Caspar
– Linden Lab gained a new CEO, Mark Kingdon
– A new Australian documentary on Second Life continued production for a 2009 release

May 2008

– The Sims Online ended its existence
– Personality conflicts caused some issues with the community driven ABC Island in Second Life
– We profiled Australian machinima producer, Skribe Forti

Melbourne was the venue for a seminar on law and regulation of virtual worlds
Some wondered whether a virtual recession would follow the real-world one in the United States.

June 2008

– More than 300 million people had registered to use virtual worlds
– David Rolston, CEO of virtual world provider Forterra, talks virtual worlds as training tool
Barbie Girls virtual world adds a premium subscription option

– An Australian study finds that the stereotype of gamers as social rejects is false
– Second Life had its five-year anniversary and we summarised its achievements in that time
– New writer for The Metaverse Journal, Feldspar Epstein, had a further look at Australian educational institutions in Second Life
– Twinity went under the microscope to look at its usefulness in a growing virtual world market

Part 2 of our retrospective can be found here

An Australian Christmas in Second Life

In more than two years of daily involvement in Second Life, one of the highlights has been the community approach of ABC Island since its launch in 2007. This year has posed some challenges for the island but things appear to be back on track if the latest addition to the island is any indication.

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Arguably the key meeting spot on ABC Island is its sandbox, and that’s where the latest build has appeared. It’s an interactive Aussie Xmas display, all created by the small group of ABC island regulars. Quite rightly, the BBQ is the centrepiece:

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Stalwart ABC Island admin, Wolfie Rankin, suggested the original concept but the end product is a result of some great group input. I’ve repeatedly lauded both the ABC and Telstra presences in Second Life, in both cases primarily for their communities and the passion with which they maintain them. Within the broader Winterfaire festivities currently underway in Second Life, the Aussie Christmas rightly stands out.

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Do take the time to spend an Aussie Christmas on ABC Island if you can – it certainly beats the shopping queues in RL.

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Check out the real thing in-world

2008 predictions review

A year ago we made some predictions on virtual worlds from an Australian perspective, and it’s time to review them:

2008 – how did we go?

Prediction 1: Australia will see its first legal action in regards to a virtual world – Second Life is likely to be the battlefield and it’s likely to involve an intellectual property dispute or financial regulation issues.

Fail – there was no shortage of legal action internationally but Australia wasn’t front and centre in any of it.

Prediction 2: Second Life viability will remain under question – there’s not likely to be a sudden improvement in the technical issues confronting the platform. The reality for Australian users of Second Life is at least another 6 months of laggy virtual world experience. There’s been rumours of a deal between Linden Lab and Telstra to locate Second Life servers locally – we can only hope. Expect lots of negative mainstream and Second Life blogosphere press if the status quo remains.

Pass – things have remained pretty much unchanged in this regard, with no local servers likely.

Prediction 3: VastPark will flourish – we’ve covered the VastPark virtual world platform a few times and its evolution has been promising. If the platform delivers what it promises during 2008, much interest should be garnered. I wouldn’t be surprised to see VastPark acquired by one of the bigger players. Vastpark’s Australian operations make this one we’ll be watching closely.

Pass – VastPark is still in beta but has continued to flourish development-wise. It remains one of the stronger prospects in the market.

Prediction 4: Google will not launch a virtual world – they may have launched OpenSocial and continued to develop Google Earth but 2008 will not be the year of Google truly entering the virtual world domain.

Fail – Google Lively well and truly killed this prediction but didn’t survive long.

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Prediction 5: There’ll be failures aplenty – World of Warcraft will remain the dominant gaming MMO and of the swathe of launches touted, some will obviously fail. Claims are being made about the Conan and Warhammer franchises making some serious inroads. I’m not convinced that either will be enormously successful although neither lack significant backing and associated marketing power. And it’s not as if Blizzard will be sitting on their hands – the Wrath of the Lich King expansion for World of Warcraft is on its way.

Pass – World of Warcraft maintained its dominance in gaming worlds. Age of Conan and Warhammer Online performed under expectations and the Wrath of the Lich King expansion sold very well.

Prediction 6: Australian business will remain conservative – 2007 saw the entrance of corporations like Telstra, the ABC and the REA Group into Second Life. I doubt there’ll be as many large presences launched in 2008. There’s still major skepticism out there about virtual worlds as a business tool – it remains only a research and development option in the eyes of business and 2008 is unlikely to change that. One disclaimer – if Google do launch a virtual world product, then all bets are off. On a related note – I predict Telstra’s SydSim development in Second Life will not cut the mustard for larger businesses and for those that do set up in that location, there’ll be consternation of how little traffic is generated.

Pass – no large business launches amongst ongoing conservatism. Telstra’s momentum continued, with fresh content and activities, although SydSim still struggles compared to other aspects of Telstra’s presence. The REA Group’s presence didn’t manage to gain significant traction and ABC Island has had some challenges but a dedicated, community-driven group continues to look at keeping things fresh.

Prediction 7: Mainstream media will continue to get it wrong – aside from some of the more savvy technology journalists, mainstream media reporting on virtual world developments will remain hit and miss. 2007 had some real clangers and you can expect that to continue.

Pass – this was always an easy prediction. Thankfully there weren’t stories as bad as the 2007 clanger from News Limited but there was still no shortage of misinformed reporting.

Five out of seven isn’t too bad. As always we’re keen to hear if you disagree on any of the points. Our 2009 predictions are on the way in the coming days.

Habbo Hotel – Australia’s growth story

Habbo Hotel is arguably the largest virtual world in existence, with well over 100 million registered avatars (as of June 2008) and ongoing growth. There’s an Australian Habbo portal and in the past fortnight Habbo developer Sulake announced the launch of their in-world currency, the ‘pixel’. Habbo already has a credit system where real-world money can be exchanged for a range of virtual items. The ‘pixel’ addition is more of an achievement-driven option – logging in regularly, paying to join the Habbo Club and staying online longer all give the user ‘pixels’, which can be used to ‘rent’ special effects for virtual rooms or avatars:

New effects include hover-boards that let Habbos glide around the virtual world, a ‘frozen’ avatar that turns a Habbo into a moving block of ice, or bubble machines that blow bubbles into virtual rooms. The pixel economy will be constantly developed based on user feedback.

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I took the opportunity to quiz Sulake’s Regional Director Asia Pacific, Jeff Brookes, on the currency announcement and Habbo Australia’s popularity to date:

Lowell: Can you summarise the Australian demographics for Habbo to date? Of the 3.6 million characters, how many unique users are there?

Jeff Brookes: Habbo Australia receives 25,690,252 page impressions per month and, as you know, has 3.6 million registered Habbo-characters. It has 278,509 unique browsers per month and users spend on average 1.00.02 hours per user session on Habbo, which is over twice as much as any other teen website, according to November 2008 figures from Hitwise.

Lowell: What are your primary objectives with the new currency? Are there any plans to allow users to cash out their credits for real world currencies?

Jeff Brookes: The primary objective with the new Pixels currency is to reward Habbo users for their loyalty. We feel that it is important to reward our devoted users, encourage them to spend more time within the Habbo world and provide them with innovative ways for them to enjoy their experiences within Habbo. Pixels are earned by Habbo users in various ways, such as: signing into Habbo once a day, earning more pixels the longer users stay online in Habbo, completing certain achievements, working as a Guide, and giving respect to other users. With Pixels, users can rent certain items for a specific amount of time, have cool effects for their Habbo character, and have discounts on a wide variety of ‘furni’ or virtual furniture that can be purchased with credits.

Habbo has no plans to allow users to convert Pixels to Habbo credits or any real world currencies.

Lowell:. Habbo arguably has one of the largest virtual world userbases – how does one ensure continued growth in an environment of escalating competition?

Jeff Brookes: We maintain and increase our growth by listening to what the users want . We ask Habbo’s to provide us with feedback on new campaigns, games, rooms, furni etc. We feel that it is important to be innovative and always put our users first.

What’s unique about Habbo is that it is specifically designed for teenagers – the layout, content and activities on offer are continually changed and updated. Habbo is updated every month to enhance the user’s experience. We do this so that our users can be constantly entertained and as with all teenagers, this is an important feature.

Keeping users excited and coming back depends upon the fundamentals, which for Habbo are allowing them to choose and personalize a character, browse the virtual world, walk around and chat and express themselves. The new Pixel currency encourages Habbo users to personalise their avatars and their virtual space further.

Habbo Hotel has certainly made in-roads into the Australian market. Achievement systems are common in gaming worlds in particular although rewarding people for spending more time has its downsides. Having spent a number of hours in the past year in Habbo, I can see its appeal. It also reinforces the potential success of Metaplace with its content creation features.

Interview – Lee Hopkins, Business Communicator and PhD Student (Part 2)

Continuing on with our discussion (Part 1 can be found here), we discuss brand identity in virtual worlds, get deep into a discussion of virtual world PhD research and talk about governmental cluelessness.

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Lowell: One of the more controversial aspects of business in virtual worlds is brand identity. For regular virtual world users, the overt imposition of brand awareness initiatives can cause some backlash. For business there’s a nearly automatic skepticism of the potential for gains combined with a concern for loss of brand control. How do you see this impasse being solved and which companies to date have done the better job in that regard?

Lee: Fabulous question. Next (laughs). Actually, the whole ‘control’ thing is being played out across social media in general, not just SL, as we all know. What was interesting about the corporate entrance into SL and subsequent backlash was that the corporates just believed that ‘if you build it they will come’, which of course we know just doesn’t work in this new era. When you are the only player in town – the only newspaper, the only tv station, the only record company – there is little choice but for people to come to you, but these days YouTube has usurped TV, iTunes has usurped the record company and many bloggers have audiences far bigger than even the ‘big’ newspaper empires. So these days it is a question of, as Janet Jackson famously sang a couple of decades ago, “What have you done for me lately?”

We are all tuned into radio WIIFM (What’s In It For Me) and unless I can add value to your life you are highly unlikely to pay me any attention. Having said that, I am aware that we are culturally empowered to take that view. I’ve just finished reading Gladwell’s ‘Outliers’, where he points out that many cultures have less ‘open’ relationships to authority. Some cultures are very hierarchical and reverent, and so the mindset that we enjoy in the West, where freedom to challenge authority and demand ‘a fair suck of the savaloy’ is not a globally-shared mindset.

The challenge that corporations face when considering any sort of social media initiative is the thorny question of ‘ROI’. For years, any investment of time or resources by a company has needed to be measured against financial yardsticks to see if the reward is worth it. But social media itself is about relationships, not immediate sales or column inches in the business press, and so measuring the true influence of social media can be tricky, with lots of arguments from both sides of the fence.

We can measure largely inconsequential things, like visitor numbers, repeat traffic, keyword analysis, and so on, but the longer-term relationship nature of social media defies such simplistic pigeon-holes. A more nuanced approach needs to be taken, looking at not only how many people have visited but *what they thought*; not only who is talking about us but *what they are saying* and if what they are saying is positive or negative. We need to consider how influential those who talk about us are in their own communities.

All of this content analysis requires time and resource, for which the pure ‘numbers-focused’ senior management teams and boards have scant regard. But slowly that is changing, in the same way that the climate is changing: inch by inch but getting ever-so-slowly faster and faster.

Companies that are ‘doing it right’ are those who are wise enough to not treat their virtual world markets as comprising a bunch of socially-inept idiots but, as decades of academic research has proven, socially-skilled, highly-networked early adopters. In Second Life’s case we could argue some psychographics as a result of the published demographics Linden Lab releases. Start here for a great place to begin your journey into the adoption of innovation

Here’s my take on the average Second Lifer:

One – they are intelligent, because you have to be to be able to learn how to navigate your avatar around the world. I would hazard a guess and say that they are more likely to have finished high school and perhaps also have completed, be undertaking or are contemplating tertiary studies.

Two – they have strong characteristics of patience and perseverance, because if you had a short attention span or limited patience you’d never get past the bloody Orientation Island!

Three – they are time-rich, because they spend an average of 50 hours a month in-world.

Four – they are cash-rich, because to get the best experience from SL you need a fast broadband connection, a fast computer and a powerful graphics card, none of which are cheap.

All of these would suggest that the average Aussie battler, with two kids and a mortgage and a poorly-paid job, is unlikely to be a dedicated Second Lifer. That is *not* a blanket generalisation, but it is less likely that such an individual would have the time and money freedom to engage in Second Life for so long without detriment to their immediate social relations.

Now, as for the companies that *are* doing it right, you could number them in several ways. Obviously there are the IBMs and Sun Microsystems and their like, who use Second Life as test beds for their own customer service initiatives, for meeting places and so on. I know of one IBMer who mentioned that each year around nine man years of productivity were saved by holding meetings in Second Life or other virtual worlds, rather than hang around waiting for teleconferences and webinars to start and finish and being unproductive in those five-minute periods.

Microsoft also announced that it was making significant savings by holding product launches in-world; once the initial design and build costs of the virtual space were paid for, all subsequent launches were practically free. When it comes to smaller, lesser known enterprises, then I guess I must point to my ‘other’ industry – academia – as it is the one with which I have most recently engaged.

I recently attended the second Australian Virtual Worlds Workshop in Melbourne and was stunned by the number of academics who were keenly interested in virtual world developments. It was slightly disconcerting and incongruous to see those who – when I was at high school I would have labelled ancient, decrepit and clothed from op-shop rejects – being passionate about a technology that by rights only ‘young-uns’ should be into ☺. The fact that I am now one of those ancient and decrepit people has nothing to do with it! (laughs)

The take-up of virtual world technology in order to find new ways of reaching out to children is surprising and to me really encouraging about the state of innovation in the day-care system we call ‘primary and secondary education’. But it is not just primary and secondary educational establishments who are engaging with the 3D virtual world, of course – major tertiary institutions are also using the space for traditional and non-traditional work, for research and for skills-based training. As you would know, the training of nursing staff in important life-risking procedures and practices is something that usually cannot be undertaken (sorry for the pun) on ‘live’ patients. Having a virtual patient to practice on is invaluable.

I am looking forward to working with some organisations on helping less-able bodied individuals develop entrepreneurial skills, principally through designing and launching their own businesses in Second Life (or another platform if a better one comes along).

I’m also going to begin researching the whole social media environment to see if academia can make better day-to-day use of it. Both projects begin early in 2009.

Lowell: Which leads nicely to the fact you’re currently doing a PhD – can you describe the overall topic of your research?

Lee: My research started a couple of years ago and has progressed much, much slower than I either anticipated or would have preferred.

I began with the idea of taking two SMEs (Small to Medium sized Enterprises) into Second Life, working with them through the marketing and philosophical issues about whether they should be there or not before, if acceptable to them, helping them ‘go into’ the space. I wanted to see if there *was* any value for SMEs in the virtual space. Although I believed there was, I wanted to put ‘real business numbers’ around my intuitions.

Alas, my innovative and principal contact at one SME left the company and the company itself had no interest in pursuing the research; the other company found its real world business ‘take off’ so that it had no time or space to consider a virtual environment – all hands were needed ‘on deck’ to cope with the sudden surge of interest globally for their product.

So for a long while I have twiddled my thumbs, read lots, written far too little, and annoyed my supervisors by not handing up potential drafts of academic papers for publication.

But with the new projects coming along early next year all should move along at a far more cracking pace…

Lowell: What methodological approach are you taking for your doctorate?

Lee: This is where I get to talk all ‘academic’-like ☺.

I am using an auto-ethnographical approach based on Kozinet’s idea of ‘Netnography’ and which I have taken one stage further and labelled ‘Autoethnetnography’ (see this and this for more background). The idea is that I not only spend my time in-world, but that I document my time, my feelings and thoughts (the ‘autoethnographic’ component) online (the ‘net’ component).

However, I have yet to completely decide on my methodological approach for the two projects next year – ‘The Exciting Adventures of Penny and Isabella’ will figure into it somehow! ☺

Lowell: How easy have you found it to review the literature on the area given its relative infancy as a research topic?

Lee: Second Life itself is a growing area of research, but its antecedents have a long history in the man-machine interaction landscape. Remember that Sherry Turkle was talking about the psychology and sociology of life in a virtual world a couple of decades ago, so too was Howard Rheingold. Add in the ‘traditional’ virtual reality literature on haptic interfaces (‘sex gloves’ as we probably most think of those early experimenters) and you have a literature that starts to become quite ‘weighty’.

If you then add in any of the business literature, such as marketing, marketing psychology, public relations, branding, inter alia and you start to become overwhelmed with choice.

Whereas two years ago ‘Second Life’ as a search term returned little result in the academic search engines, nowadays that body of literature is growing at a cracking pace.

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Lowell: Moving beyond Second Life, what virtual worlds have caught your interest recently?

Lee:Twinity looks interesting, as does VastPark. Sun’s Wonderland platform is, of course, worth watching and I have no doubt that Roo Reynolds and his fellow metaversian rascals at IBM have something up their sleeve ☺ I was recently taken with how simple ExitReality is but how visually powerful it could be. Of course, ExitReality and VastPark are good ol’ Aussie innovations, so it’s nice to be able to talk about something great that *hasn’t* come out of the sun-drenched plains and hills of San Francisco.

I have a *very* strong suspicion, a belief if you like, that Second Life will not be the ‘killer app’ it would like to be. I remember the early days of the web when the company I worked for, Digital, owned and ran ‘AltaVista’. It was the number one search engine around and nothing was ever going to replace it.

Of course, along came Yahoo! and ‘AltaVista’ joined the ranks of ‘Whatever happened to…’. Naturally, we all knew that *nothing* would ever knock Yahoo! off the top perch of the search world, you could guarantee it. So along came two Stanford programmers and a couple of their mates and the rest is history, as they say.

So I strongly believe that something will come out of ‘left field’ and knock Second Life for six, while at the same time bringing scalability and simplicity of use to the masses. And if anyone has a time machine that could put me forward five years to see who ‘won the race’, then allow me to return so I could invest in them, I’ll be your best friend! ☺

Equally, if anyone has a time machine that can transport me back to the early 1980s so I can pick up some cheap Microsoft and Apple stock, then bring me back to the here and now, I’ll reward you with a few thousand shares in them.

Lowell: In the Australian context there’s still a fairly low adoption rate by business of virtual worlds – what do you see emerging as the game-changers that will provide some more momentum?

Lee: Nothing at the moment, I’m afraid. I spend a lot of time talking with businesses about social media, which is still a long way from their thinking but they are slowly beginning to understand that they need to pay attention to it. Second Life and 3D virtual worlds are so far off their radar as to not even be blips.

Even though Australians as individuals are recognised worldwide as important early adopters — and Forrester’s latest report, ‘Australian Adult Social Technographics Revealed’ asserts that Australia is the perfect launch pad for global brands launching social media initiatives, to which I agree. We can see this when we look at Second Life’s demographics (we are 52nd in the real world population ranks, yet 11th in Second Life, showing that we are ‘punching well above our weight’), the business community in Australia is highly conservative. Add into the mix the reality that most CEOs are ex CFOs (Chief Financial Officers, aka ‘bean counters’) and we see a business environment where fiscal economics are the determinants of business strategy, not environmental nor human economics.

I don’t forsee any takeup by corporate Australia of virtual worlds any time soon, not until the marketplace is demanding it and their competitors are doing it and showing some success. It never ceases to frustrate yet at the same time greatly amuse me that Australian businesses love to talk about ‘competitive advantage’ yet never actually want to do anything to give them it ‘until others are showing that it works’.

Lowell: Educators have led the way with virtual worlds. What’s inspired you in the education sphere?

Lee: The work of Jokay Wollongong and Lindy McKeown in particular stand out here. They are pushing the envelope of what academically can be done with 3D virtual worlds. Being around them, even virtually, is intimidating – what they have achieved, what they are doing, where they are going… all is phenomenally impressive and make me feel like a complete slacker! ☺

Lowell Cremorne: Can you name the presences in Second Life you keep coming back to?

Lee: Sure, but bear in mind that often I don’t visit these places for a month and they’ve moved location, which is really frustrating. It would be nice of SL automatically updated one’s SLURL picks, but that may be a database too far.

I most often frequent my own two properties, the beach hut retreat of the Better Communication Results empire or the Better Communication Results office. Otherwise:

ABC Island
Dedric Mauriac’s shop – great tools
Hydro Homes – great offices and houses
Market Truths – great research on SL
Just for Him – men’s clothing and accessories
Crucial Creations – great Italian design work for female shoes in particular, but clothing in general
Influence Hair – the best hair for women in SL, IMHO
ALady Island – absolutely gorgeous female skins
Lindy McKeown (aka Decka Mah)’s teaching and action research island in SL

Lowell: Prediction time – what do you believe will happen in virtual worlds over the coming year?

Lee: The revolt against Second Life will continue, in that landowners will increasingly be less likely to pay for increases in land rental, especially since other, cheaper alternatives will become more plentiful. Additionally, the lack of scalability of Second Life will start to bite harder. Again, I hold to my prediction that someone will bring something out of left field, so we will all have our breath taken away by its simplicity.

But the learning we have all undergone in Second Life will not be wasted, not in the slightest. Part of my reasoning to companies for becoming involved with virtual worlds like Second Life is based on history: we thought we could take the ‘language’ of print and put it on the web yet technology (dial up, online reading styles, for example) showed that we had to adapt our communication styles to fit this new media. So too with 3D virtual worlds; we cannot just take the existing communication paradigms of the 2D online world and expect them to work equally well in the 3D environment – we need to take into account the spatial environment and visual and non-verbal characteristics of the other ‘players’ in the conversation and of those who are adjacent to us.

We have barely begun to figure out how to communicate effectively in this new communication landscape that allows everyone to own their own tv station, their own radio station, their own newspaper and magazine… we are some considerable way off from learning how to communicate effectively when you add in individual- and machine-controlled movement, three dimensionality and non-verbal, non-textual clues into the mix!

Lowell: Back to Australia again, what’s your take on our Federal Government’s grasp of social media more broadly, and virtual worlds more specifically.

Lee: There is a great movie that encapsulates it all in just one word: “Clueless”.

Bless ‘em, they are trying, but Governments are driven by politicians who look for short-term gains to keep themselves in positions of power, not technocrats and innovators who look to the longer-term for societal gain.

Change will, as always, be driven by the zealots, the ranters, the ravers, the ungentlemanly shouters from rooftops, the inconsiderate individuals who refuse to take a relentless and increasingly strident and often-times dismissive ‘No!’ for an answer.

Interview – Lee Hopkins, Business Communicator and PhD Student (Part 1)

Lee Hopkins is one of Australia’s more high profile Second Life residents who makes a living talking and consulting on social media and business communication strategy. On top of that, Lee’s immersed in completing a PhD with a virtual world focus, so I took the opportunity to nail Lee down for an interview.

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Lowell: Lee, you’re best known for your consultancy work in regard to social media – is that what led you to explore Second Life initially?

Lee: It all started with Shel Holtz (a business communication expert from North America) mentioning it on ‘For Immediate Release’, the industry podcast for business communicators. He and several others became excited about the arrival of yet another channel of communication that the corporate world had to get its collective head around. This was all about two years after blogging just started to get going, so I am guessing around 2006 was when Second Life came across my radar.

Shel and his podcasting colleague Neville Hobson had been right about the growing importance of blogging and then podcasting, so I figured I’d grant them a ‘three out of three’ about Second Life as well. I joined up and started developing my own experiences and understanding of it as a direct result of them.

Lowell: Can you recall that first experience with SL? Did it click for you right away or did the infamous orientation experience put you off?

Lee: That first experience was a nightmare. Let’s not forget that this is Australia, so our broadband is a lot worse than our North American, European and even Asian friends enjoy. It was slow, my computer’s graphics card was struggling, I didn’t understand why no matter how far I flew, land kept being built and populated in front of me faster than I could stop and buy it.

And Orientation Island! Argghh! I reckon it’s actually gotten worse, not better. I had no other virtual world to compare it to, not being a gamer or anything like that, but I don’t recall being frustrated by it. Well, not *overly* frustrated, anyway. It was such a new experience, and the interface so slow and clunky, that I must have found *something* worthwhile enough to make me stay. Probably its novelty for me.

Lowell: What in SL led you to become a long-term user?

Lee: Goodness, that makes me sound like a heroin addict! (laughs) – “Second Life becomes my home”, confesses 50-year old cracker. I guess that I became convinced of the power of 3D virtual worlds to bypass some of the normal ‘static’ and reach out in new ways to people. That sounds confusing, so let me give you an example:

My wife is a nurse and, let it be understood, considers the computer the spawn of the Devil. She hates them with a passion only reserved for me when I do something wrong (you know, like when I breath or something – every husband reading this will understand). She resents the amount of time I spend ‘playing’ (as she calls it) on my computer rather than doing something useful – and this is before we even start talking about Second Life, and remembering that I don’t play computer games. For me, the PC is about work and networking with colleagues around the globe.

Yet, when I showed her Second Life (albeit a movie on YouTube about it) she instantly understood and said, “I can see how this would be perfect for business and the health system”. After I picked up my jaw from the floor and reinserted it, I passed out. On coming to, I asked if I had heard her correctly – the woman who believes the PC is the work of the AntiChrist *instantly* and intuitively saw the value of 3D worlds like Second Life. To this day I still haven’t quite recovered…

As for what keeps me in Second Life, it is a combination of things. One, the belief that the 3D virtual world will grow to be the force that the pundits proclaim it will be, that it will become a part of our everyday web experience within a few short years. Two, and following on from point one, that I need to keep abreast of developments. Not necessarily so that I need to live and breathe it (I have, after all, other work that I need to get done in order to pay the bills), but enough to be able to speak knowledgeably and confidently about Second Life from a business perspective.
Three, that I have discovered parts of myself I never knew I had, or rather have uncovered parts that had lain dormant and only hinted at their presence.

For example, when I was in the RAAF many years ago I was based for a while in Penang, Malaysia. Whilst there I found a great tailor who made clothes to my design for next to nothing. I loved designing clothes, taking what in academia we call a ‘bricolage’ approach – that is, like a magpie, just stealing bits from here and there to make something different than just the sum of the parts. But I had forgotten about all that shortly after returning to Australia, where cheap tailors and fabrics were not so easily accessible as they were on the streets of Penang in the mid Eighties. So when I found the vast array of clothes to be had in Second Life, my love of clothing re-emerged and I said to myself, in the words of a great quiz show, “Let’s go shopping!”

Let me whisk back to my childhood. One of my favourite toys was ‘Action Man’; not today’s ‘only does one thing and so you need to buy loads of them’ rubber toy, but a UK version of ‘GI Joe’ where you only needed the one figure but could buy loads of different outfits and accessories – guns, tanks, planes, helicopters, knives, grenades, mortars, etc. – to help you live out your boyish killing and war fantasies. Fast forward to today and in Second Life you can have the one ‘toy’ that you can kit out with all manner of accoutrements – my personal favourite hobby at the moment is looking like the robot from that seminal 1970s show ‘Lost In Space’, complete with “Danger, Danger, Will Robinson!” voice. I also found a ready and easy way to create my own adult Barbie and, like many males in Second Life I’m sure, created female alts and dressed them in skins and clothing that our ideal lovers would look like and wear.

lee_hopkins1

Now, I also combined my female alts into my business operations. (Steady, boys!). We all know that ‘sex sells’: there is tons of academic research to show that men AND women prefer to look at attractive women than attractive men; the gaze lasts longer, and so on. We also know that beautiful people in general are more likely to be attributed as honest, trustworthy, smarter, faster, harder working, and so on. The reasons why are for another day, but the shocking truth is that the beautiful people are given luxuries and access that we ‘common folk’ can only dream of. So I created my two female alts to be my in-world business representatives. By hooking them up with MyCyberTwin.com’s fabulous and comprehensively pre-scripted artificial intelligence engine, and attaching an ‘anti-idle’ script to the alts, and then making a cup of *really* hot tea, I can be fast asleep and my two alts can be in-world, talking with other avatars and generally being my Customer Service Representatives, even while admitting in their profiles that they are mere robots.

They will also soon appear in a comic series, ‘The Exciting Adventures of Penny and Isabella’, the first issue of which will hopefully be published in three days’ time. I don’t want to give the plot away, but in essence the girls and I are a business communications consultancy that solves real business issues through the power of social media.

The final, and arguably most important reason, why I stay in Second Life is that my PhD is focusing on it, but you’ll no doubt ask me about that in a minute…

Lowell: To some the social media link to virtual worlds is intrinsic. To the broader public though, how would you explain the power of virtual worlds from a social media viewpoint?

Lee: If one accepts that social media is all about the new-found technologically-empowered individual able to engage globally in conversation and dialogue with others of similar interests and passions, then the 3D virtual world is a mere extension of that.

Instead of an often non-linear and time-interrupted conversation that occurs, say, over an email exchange, the technology of social media allows us the choice to engage either in real-time conversations or time-interrupted ones. It also allows us to choose between text, vision, audio or any combination of them. In addition, it allows us to enjoy that conversation either in a one-to-one, one-to-many, many-to-many or many-to-one mode. 3D virtual worlds like Second Life allow us to take that freedom one step further and inject aspects of our personality into the stream, through our sense of dress, or the environment we prefer to be seen in, our real or imagined gender, and so on.

We also have the freedom (and with it the responsibility to safeguard that freedom) to say what we think – which means calling someone a ‘tosser’ for having adult-lingerie Barbies if you want.

Click here for Part 2 of the interview (this will be available from 9am AEST on the 18th December 2008)

Minding My Own Business

Today, a guest post from an Australian business owner in Second Life, Seshat Czeret. One of her major goals is to run a sustainable business in SL – one which she can continue to run, and which sustains itself financially. Anyone looking to run a small business in SL for pleasure, rather than for mega bucks, should check out what Seshat has to say about building and running a business.

seshat

I’m Seshat Czeret, and I run a business in Second Life. It’s a small business, just me handling it, but it’s bringing in the Lindenbucks.

It started almost by accident. I was in SL to help my friend Tateru Nino with her columns, doing some of the groundwork. I ran into a role-playing environment that I thought I’d enjoy, and made myself a couple of things to help myself with that. Some clothing, and a curtsey animation. Friends suggested I put them up for sale, and Tateru offered me a bit of space at her shop. So I did. And they sold.

Another friend asked if I’d make her an outfit, which I did, which also sold. More friends asked for variations on that outfit, and before I knew it, I had a small – very small – business I was running.

I rented a storefront, and that’s the point where I decided I’d better treat this as a real business. I’m running Ubuntu Linux on a laptop on my computer desk, so I started entering my transactions into GnuCash.

At first, I wasn’t earning enough from sales to pay the rent on the store. I entered NCI’s Show and Tell and Newbie Blitz Builds, and the winnings I made from those covered the shortfall.

As I expanded my range of products, sales improved. Eventually, I covered my rent with sales alone. I expanded into other sims, as recommended to me by my customers. Each such recommendation brought me business – when I’ve let my customers lead me to other customers, it’s always succeeded. Places I tried to find on my own have usually failed.

Another friend gave me space in her store in exchange for a copy of everything I made, which enabled me to have a major storefront. That brought another increase in sales. We recently moved to a larger plot of land: I own the parcel my store is on, though the building extends across four parcels & contains multiple stores. And I pay my own tier, now, as well.

So I now have a major store, and several smaller stores across several different parts of Second Life. The smaller stores are usually in places associated with a roleplay sim, and hold products appropriate for that role-play. It’s convenient for the customers, to have the most appropriate products for them right there.

Despite that, two core products still pay most of my tier – the curtseys, and the courtly bows I created to complement them. Whenever they’re appropriate to a store, I make sure they’re there, and prominently placed.

I started very small, and I’ve grown conservatively. I’m still a very small Second Life business – I haven’t yet earned enough money to be worth changing into atomic-world currency. But by growing the business conservatively, I haven’t acquired obligations I can’t fulfil. I can still run the business by myself, and I can afford my tier.

I’ve learned not to be shy of upload fees. I often see advice for SL businesses saying not to put the price on a product sign, because if you change it you need to upload again. I disagree. Making the price visible lets my customers browse with confidence, knowing they won’t be suffering ‘sticker shock’ when they find the things they actually want to buy. One extra sale covers the upload fees!

I’ve learned to keep close track of the business. Keeping track lets me know when a product line is selling well, and when it might need to be changed in some way. It lets me know which of the smaller stores is doing a good trade in landmarks to the main store, which in sales, and which in both. And it tells me which products my customers like, so I know which ones I should probably do more of.

But for all of that business-y stuff, I do bear in mind that even my most expensive product wouldn’t pay for a cappucino. So most of all, I make products that are fun to make. It’s nice to dream about the possibility of making a living doing this, but the realistic point of view is that it might never do more than pay for itself. So I may as well have fun.

Australians in Second Life Update – small gains locally, declines overall

The Linden Lab metrics up until end of November 2008 have been released, showing a jump in total number of Australian user hours to 747,158.40 (2.04% of total), up from 686,872.48 in September although a small drop to 2.04% of worldwide user hours. Not that number of hours means a whole lot without knowing the number of users creating those hours.

Tateru Nino as always summarises the stats nicely, and the news is far from good. The Second Life economy isn’t declining anywhere near as much as the real-world ones are, but it’s declining all the same.

Will Internet censorship soon include Virtual World censorship?

Contrary to popular belief, there is no direct relationship between Australian and American laws. Australians are not afforded all the protections that the American people have access to by law, although in some circumstances Australian society works as though those protections existed. Americans are protected from governmental censorship by the First Amendment to their Constitution. Even though Australian law does not guarantee that governmental censorship will not occur, many Australians assume that we have that protection, and for the most part, this has been borne out in practice, if not in law. Here is a list of rights that are protected by law in Australia.

Stephen Conroy would like to see both law and enforcement of law be enacted with regards to “Internet” censorship.

Senator Conroy is a Catholic, and socially conservative. It is likely  that his wishes will coincide with a minority of users of the Internet, both because the way in which the law is to be enacted is unadvisable, and due to a generalised belief in the right of all Australians to free speech, misplaced or not, especially as regards material available across the Internet.

It is not yet clear from the Senator’s statements who will be in charge of deciding the parameters surrounding the law: what material will and will not be allowed to be transmitted across the Internet, and whether “the Internet” in its entirety will be censored, or whether they are referring only to web pages available over the Internet.

According the the Wikipedia entry concerning Internet censorship, Australia is in the OpenNet Initiative (ONI)’s nominal category as of 2008; content classified “RC” or “X18+” may not be hosted within Australia, and content from outside Australia may be blacklisted.

The filtering aspect is of great concern.

  • The blacklist will not be made available for public consumption.
  • Filtering technology is of very little practical use at this point. A blacklist of every site containing banned or age-limited content would need to be kept.
  • Current filtering boxes slow all Internet traffic, on average, by 30%.
  • The government has declared it will not let internet users opt out of the proposed national internet filter. Source.
  • Finally, this one’s a real doozy – a private company will have access to a record of all traffic passing through the filtering boxes that they provide: essentially, all the Internet traffic in Australia. Interestingly, the government will not necessarily have access to that information.

There does not yet appear to be any information regarding restrictions on content provided by services other than the Web. One wonders how services such as some of the virtual environments might be restricted – except for cutting off access entirely. Banned content from virtual worlds such as Second Life cannot be separated from allowable content by a third party. Perhaps, as with the legislation in Germany and Britain, it will become the responsibility of the individual to keep child pornography and other banned content off their screens; this is the case for all online and print media in these countries. More likely, the Australian legislation will expand to encompass virtual worlds in some way, probably circumventing the whole issue by cutting off access to such worlds altogether. Much as it would be preferable to see better education of our youth regarding these topics, in preparation for becoming responsible, Internet-using adults, it seems more likely that the government will choose to to do the work for us, much as the Chinese government does for its people.

Censorship of the Web has already arrived; how far behind can the censorship of other services be? How disruptive could the censorship of virtual worlds be?

AVWW Doggie Bag

Anastasia

A big thanks to Feldpsar Epstein for attending the real-world AVWW event last weekend. What follows are some of the highlights from her perspective. We’d also love to hear your thoughts.

The Australian Virtual Worlds Workshop, Friday 28 November and Saturday 29 November 2008, held at Swinburne University, Hawthorn Campus, was a bit of a mixed bag. I present here some of my favourite take-away notions.

Presence in Virtual Worlds

The presence afforded by virtual worlds of many flavours can put conference and class participants on a more equal footing, where each individual has access to the event in the same way, i.e. through a common virtual world. Unlike video or phone events, where some people are present physically, and others are present through a technological medium, virtual worlds create a more compelling atmosphere, since each person has an equal presence.

Investing in understanding

It makes sense for educational institutions to make use of contractors and ‘experts’, especially where that knowledge or those skills are lacking amongst the faculty. However, it’s important also that the faculty invest some time and effort into expanding their own knowledge to the point that they understand what they are asking the contractors to do. There is little point in asking for the impossible and then feeling disappointed or cheated when it cannot be done.

Students are not just consumers of education

Students at all levels need to have input into their own education. It is important that students collaborate with and mentor not just each other, but also the faculty. This kind of education goes on in the real world all the time; failure to support it in virtual environments represents diminished opportunity for students.

VastPark – vast possibilities, simplicity in action

Vast Park is a virtual worlds platform being developed in Australia. The standards are open (as in Open Source), as is the code, to a large extent, except for pieces such as the renderer; these closed-source pieces have been introduced to cut down on the amount of work needed to be put into technologies that already exist and need not be duplicated. The Immersive Media Markup Language (IMML) was conceived with this notion in mind – “A deaf person must be able to communicate with a blind person.” This means, in essence, that rich, complex environments can be described simply, and that there is a vast range of accessibility options available.

“VastPark” is the name of the technology behind the virtual worlds that other people will create.

Hedonic Consumption Behaviours

Hedonic behaviours account for approximately 51% of intentions to use virtual worlds, making enjoyment the most significant predictor of usage.

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