Introducing: Feldspar Epstein

Over the past eighteen months or so The Metaverse Journal has grown slowly but surely – our readership has grown every single month since our launch in late 2006. We have two intermittent contributors in addition to myself but the time’s come to expand the number of writers. Therefore, I’m extremely pleased to introduce Anastasia Vesperman (SL: Feldspar Epstein).

Anastasia is based in Melbourne and has been involved with virtual worlds for more than ten years. Her brief is wide: to bring one story weekly on anything inspiring or interesting happening in Second Life or other virtual world.

I’ll let Anastasia introduce herself further but suffice it to say I’m thrilled to have her on board. Please make her feel welcome 😉

What has Second Life achieved in five years?

With the upcoming five year anniversary of Second Life’s public existence, there’ll be plenty of editorialising and we’re not about to miss out. Below are the key achievements and challenges arising from Second Life’s first five years.

The achievements:

1. Changing the landscape

There’s no doubt that Second Life broke some serious new ground over the past five years. It was the first virtual world that gave residents enormous freedom and ownership over their creations. This alone makes the past five years a worthwhile exercise. Until then, there were gaming worlds and more restrictive social worlds like The Sims Online. Most importantly, it’s started to change the mindset of the broader population – virtual worlds are no longer just some freaky hobby experienced by a few.

2. Growth

In June 2003 there were 623 registered users of Second Life. Now there’s around 14 million registered users. Using the traditional method of a 10% active user base, that’s 1.4 million active users worldwide. That’s certainly growth, albeit not growth that matches gaming world success stories like World of Warcraft. Given some of the challenges listed below, this growth is arguably surprising and a testament to the user-driven community in Second Life.

3. Marketing

There’s no doubt that Linden Lab have had some real marketing successes, although the biggest story wasn’t created by them – Anshe Chung’s first miilion dollars . There was a deluge of new residents in late 2006 came and Linden Lab ensured the momentum continued well into 2007. The gambling, banking and ageplay bans weren’t perhaps handled as well, but overall Second Life is still perceived as a viable and attractive option in spite of its shortcomings.

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4. Transparency

Linden Lab do try at times to maintain some transparency around their decisions and operations although I believe this has declined in some areas over the past year. They’re far from perfect in this regard but still a step ahead of a lot of tech companies.

The challenges:

1. Usability

This is by far and away the biggest issue facing Second Life, particularly if you live outside the USA. Linden Lab have actively touted 2008 as the year of improving the Second Life experience and there’s still a long way to go. It’s now well over a year since the word ‘soon’ was uttered in regard to SL servers based in Australia. Until this occurs there’s little likelihood of significant growth locally as the experience for most people is frustrating to say the least.

2. Relevance

With so many competitors on the horizon, SL will have a battle to maintain its market share, let alone increase it significantly. That said, the open source corse Linden Lab have taken ensures it remains the preeminent virtual worlds platform for now.

3. Interoperability

The works well underway in ensuring different worlds can directly interact but there’s an enormous amount of work still to be done. Projects like OpenSim are leading the way and the list of new grids continues to grow but OpenSim will continue to have an uphill battle against the large number of proprietary worlds underway.

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4. Governance

I don’t envy Linden Lab at all as far as its role in deciding what’s acceptable or not. The numerous legal jurisdictions are enough to turn any risk manager’s hair white overnight. Things aren’t going to get any easier either as real world governments finally start to grasp the impact of virtual worlds in a range of areas – intellectual property, taxation, and health and welfare are the three more obvious ones. Linden Lab’s banking ban, ageplay intervention and gambling crackdown have had varying degrees of success – expect more intervention in coming months and years.

The overall report card

It’s hard to imagine that any company could pull off a faultless virtual world creation and expansion, so at the very least some credit needs to be given to Linden Lab, faults and all. The continued expansion of the organisation in a coherent way will make the difference between a relevant and ever-improving virtual world platform and a declining pioneer that lost its way.

Here’s to another five years of innovation and inspiration – and maybe even a more usable virtual worlds for those of us down here.

Over to you – what do you consider have been the highlights and lowlights of Second Life’s first five years?

Virtual worlds prominent in BRW’s Top 100 Australian Web 2.0 Applications

BRW have run a feature listing the ‘Top 100’ Australian Web 2.0 applications.

The list is a co-production with Ross Dawson’s Future Explanation Network and you can see the full list here.

The Australia-based virtual worlds that made the list were:

1. VastPark at number 22.

2. MojiKan at number 32.

3. My CyberTwin at number 65.

4. Mycosm at number 69.

That there are four projects in the list shows the strength of the Australian virtual worlds sphere. We’ve covered VastPark extensively and will be profiling the other list entrants in coming weeks. If you’ve used any of these products, what has your experience been?

Episode 6 of TMJ Podcast – Religion and Second Life

Episode 6 features a news roundup, a short review of Tom Boellstorff’s ‘Coming of Age in Second Life’ and an interview with Dr Helen Farley from the University of Queensland on religion and Second Life.

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For details on how to automatically receive these podcasts, check our podcast page.

A year ago on The Metaverse Journal

1. We profiled the Second Life Cable Network team, who are based in Australia.

2. We interviewed the creator of a very short-live ANZAC build in Second Life.

Gamers not social rejects: Australian study

I missed the announcement of this research a couple of weeks back but thought it was worth passing on the full announcement from Victoria University:

The video gamer stereotype, which says gamers are lonely nerds with low self-esteem, who are addicted to gaming because they are unable to socialise, has been contradicted by research by Victoria University Honours graduate Dan Loton.

In his Psychology Honours thesis, Loton explored the notion of video game addiction, and whether excessive gaming is related to social skills and self-esteem.

He said: “There is a great deal of anecdotal evidence about gaming addiction. Online forums abound with tales of people who can’t get off the computer. But from a clinical point of view, an addiction is a mental illness with very serious consequences. In this context, we need to ask whether gaming is responsible for causing people’s lives to fall apart in the same way we see with gambling, alcohol or drug addiction.”

For the study, Loton developed an online questionnaire that included scales to measure social skills and self-esteem. There was also the Problem Video Game Playing Scale (PVP) used to determine ‘problematic and dependence forming electronic game play’.

He said: “The characteristics that might define a ‘problem gamer’ would be things like an intrusive preoccupation with gaming, where the amount of time they spend playing is affecting their work, sleep, and close relationships; and they want to stop playing games but can’t.”

The gaming community responded well to Loton’s questionnaire and he was able to analyse 621 completed surveys. Around 15 percent of respondents were identified as ‘problem gamers’ who spent more than 50 hours a week playing games.

He said: “We found that those who played Massively Multiplayer Online Role Playing Games (MMORPGs), such as ‘World of Warcraft’, which currently has over 10 million fee-paying monthly subscribers, were more likely to exhibit problematic game play. But, what is important to note is that even ‘problem gamers’ did not exhibit significant signs of poor social skills or low self-esteem. Only one percent of those identified as ‘problem gamers’, appeared to have poor social skills, specifically shyness.”

“We also looked at whether problematic play is impelled by social difficulties, by using a multiple regression analysis to see if high scores on the social skills and self esteem scales could predict problematic playing scores. Our findings strongly suggest that gaming doesn’t cause social problems, and social problems are not driving people to gaming.”

The findings contradict the widely reported statements made last year by the American Medical Association (AMA), which labelled MMORPG gamers as “somewhat marginalized socially, perhaps experiencing high levels of emotional loneliness and/or difficulty with real life social interactions”.

Citing concerns “about the behavioural, health and societal effects of video game overuse” the AMA is likely to consider adding ‘video game addiction’ to the Diagnostic and Statistical Manual of Mental Disorders at its next review in 2012.

Loton said such views may have been prejudiced by outdated stereotypes.

He said: “I think it’s an evolution of social and cultural stereotypes that suggest only nerds and geeks play computer games. The reality is that nowadays everyone is playing video games. A 2007 report by Bond University found that in Australia online gaming is more popular than downloading music and internet shopping.”

Dan Loton is an Ethics Officer with VU’s Office of Research, at Footscray Park Campus.

What are your thoughts? My perception has been that there’s been a steady ‘mainstreaming’ of game play, including virtual worlds – but given my 20+ years of geekiness I’m not best placed to comment 😉

Club Penguin intensifies its Australian presence

As reported in news.com.au late this week, the Australian Disney website will soon have a direct link to the incredibly popular Club Penguin virtual world for kids.

More Australian staff are expected to be employed, particularly given the future plans for virtual world products based on the Cars and Pixie Hollow franchises.

There’s certainly a momentum building in Australia with an increasing number of people being employed locally – so start polishing those CVs!

Interzone’s MMO: Interzone Futebol

Sporting virtual worlds are few and far between, so the announcement of a soccer MMO is likely to cause some interest. Interzone Futebol (futebol = soccer = football) will initially be released in Portuguese only but international versions are planned not long after.

The feature set touted is:

team-based multiplayer matches, with every character on the pitch (playing field) controlled by a different player, including goalkeepers who, until now, have always been AI-controlled. During the match, players will improve their skills and unlock new skills and moves. Players will also improve their personal rankings and their team’s rankings, earn money through salary or sponsorship, and customize their character at creation, during game play, and by buying virtual items from Interzone’s online store.

There will also be social spaces and a game invitation system. If soccer is your passion and you can speak Portuguese, then you’ll be excited by this. If this MMO delivers an immersive sporting experience, then once the international release occurs you’re likely to hear a lot more about Interzone Futebol. You’ll be able to lay your hands on a virtual black and white ball in the fourth quarter of this year.

So what’s the Australian angle on this? A team of 50 developers worked on Interzone Futebol from Perth WA where it has a design studio located. They say soccer is one of the truly international games and this virtual version is truly an example of that.

Jobs board redux

Last month we introduced our jobs board. Since then we’ve had feedback that it was too USA-centric so we’ve switched to another provider.

The best news about this is that posting jobs is free at this stage. We may introduce a small fee in the future but at this stage the most important thing is getting a central place where virtual worlds jobs can be advertised.

To post a job:

1. Click on the ‘Job Board’ link at the top right of this site.
2. Click on ‘Post a Job’
3. Enter all the required details – you can even add your organisation’s logo if you want.
4. Click on ‘Checkout’ – because I’ve set it up as a free service at this stage, your ad will automatically appear for nothing after being cleared.

Any job related to virtual worlds is welcome – whether it be an in-world bartender or consulting project to government, feel free to advertise it.

Seventeen Unsung Songs wrap-up

Back in May we mentioned a mixed reality event in Melbourne called Seventeen Unsung Songs.

Tateru Nino has done a nice wrap of the event on Massively. Here’s to more engaging mixed reality events in the future!

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