One click can make all the difference

Linden Lab is cutting the Second Life Community Gateways programme from August 19 (giving Community Gateway operators just 18 hours notice of the pending termination). If you haven’t been through the Second Life orientation lately, you might not even be clearly aware of what the programme is.

The idea was simple enough. Since the Lab didn’t care to have a full-time employee doing the necessary work on new user orientation, a variety of groups who thought they could outdo the Lab were presented as optional starting areas for new users.

Not everyone was right. Even compared to the standard orientation experience’s very low bar, some of the Community Gateway experiences apparently “stank on ice”.

Some did okay though. There used to be a Google spreadsheet circulating around with various specifics of the CG programme, though I lost the link some time ago. What struck me is how small a number of the total pool of new signups took the Community Gateway option.

Indeed, according to the Lab, many gave up on the Web-site when presented with the choice of going to a Community Gateway or taking the standard orientation experience.

Think about that for a moment.

Presented with the choice, many users chicken out and we may never see them again.

Weekly Second Life signups for week 32, 2010 It’s certainly popular wisdom that 30% of new users don’t actually ever log in. I don’t know if that’s still true now, five years later, or not. I’m not sure if that’s a figure that the Lab would really be all that keen to share lately. There’s between ten and twelve thousand new Second Life signups every day, but it doesn’t seem like more than a couple of hundred actually make it through the proverbial first-hour.

In what seems like a startling digression, there’s an interesting balancing act I can tell you about in writing for the Web. It isn’t really all that startling a digression, as you’ll notice in a moment.

Articles with more than one part are obviously preferable from a page-view perspective. More page-views means more advertising dollars, so if you want more advertising dollars then you want more page-views.

Simple, you think, I will break my article up into parts! Each time the user clicks through, that will be another page-view!

But it isn’t so easy. A lot depends on who you are, who your audience is and what your article is about, but a good rule of thumb is that 25-30% of your readers won’t click through to the second page. 25-30% of those that do won’t click through to the third page. And so on.

It’s easy to watch that process from the Web-traffic logs, and get solid numbers, and they’re numbers that remain surprisingly consistent. It isn’t even as if you’re asking the user to make much of a choice. It’s just “click the link for the next part.”

So, yes, the Lab – while criticized at the time for it – was definitely right to shorten the number of steps in registration. Every click (and every choice) between the start of registration and actually turning up in Second Life with a prefab avatar you’re losing attention, and thus bleeding out audience.

That’s why the whole Second Life viewer in a browser keeps coming up over and over again, hiding software downloads, updates and installs from the user and all of that. For now, the Lab is going to just use its own orientation system, presumably until they follow-through on announced plans to eliminate that as well.

Eliminating even one step could cause a massive jump in retention, if it is done right. Just reducing the number of clicks and choices willy-nilly and without planning isn’t necessarily going to improve matters. You might get more people actually logging in, but who are simply unprepared for the welter of possibilities that the virtual environment then presents to them.

Election 2010: virtual worlds make their debut

As Australia draws to the end of its five-week election campaign, I’d pretty much given up on the political parties doing anything beyond the odd YouTube or Facebook campaign strategy. As I wrote in 2007, Australia has lagged some other countries in the use of virtual environments for politics, and this campaign hasn’t changed that, with the debate over competing broadband policies about as substantive as it has gotten.

You know for certain that our politicians are truly lagging in this area when the mainstream media beat them to the punch. Channel 9 have announced that their election coverage on Saturday will be centred on a bunch of ‘virtual sets’. As the video below shows, it’s fairly standard green-screen technology, but its an evolution all the same.

Although the interactivity will be limited to manipulating election data, and the communication will be one-way (presenter to audience), it’s a step forward for a couple of reasons. First, it’s provides an in-your-face example of virtual environments as a collaborative and/or information-sharing tool. Second, its use will be a major eye-opener for the strategists in each of the parties, who still appear to be wedded to 2D technologies for campaigning at the expense of everything else. The reaction of the public to Channel 9’s coverage is likely to be mixed, with some pointed criticism likely at gimmickery over substance. That doesn’t matter to a large extent: the cat is out of the bag over at the Fourth Estate. Two of the other Estates (‘the Church’ and the public) already have a good sense of this technology. There’s only one left looking backwards – the one that should be leading the debate or at least actively contributing to it.

Watch the Channel 9 spiel for yourself:

The Watch – virtual worlds in the news

1. Computing (UK) – Can virtual worlds make a real impact? “The explosion of social media has been one of the striking trends in internet use over recent years. Sites such as Facebook, Twitter and Myspace are used by private business and government bodies as a way of reaching out to their audience, especially the sometimes hard-to-engage younger demographic. But there is a new trend, one with a greater potential for interactivity than conventional web sites, and one that offers a fusion between networking and, well, fun. The new kid on the block is 3D multiplayer gaming. Massively multiplayer online gaming (MMOG) has been around for decades. One of the earliest examples was 1974’s Mazewar, which involved moving around a wireframe maze and shooting other players. Technology and user expectation have moved on since then, and today’s best-known multiplayer online game is arguably Blizzard’s flagship product World of Warcraft, with more than 11 million subscribers globally. Last year, the European Parliament’s Directorate-General for Communication released a tender asking “for the development and launch of an innovative web site which uses creative methods to generate interest and raise awareness about the role of the European Parliament”.

2. Gamasutra (USA) – Report: Google Buying Jambool/Social Gold. “In a move likely related to its rumored games-friendly social network, Google has reportedly purchased Jambool and its virtual currency payments product Social Gold for as much as $75 million. Jambool is based in San Francisco and was founded in 2006 by Amazon.com veterans Vikas Gupta and Reza Hussein. Last October, it launched Social Gold as an online payments and virtual currency platform that players could integrate into their free-to-play MMOs, virtual worlds, casual online games, and social games/applications. Though neither Google or Jambool have commented on the acquisition, TechCrunch cites multiple sources that suggest a purchase price of around $55 million for Jambool, with another $15 million to $20 million promised if the company reaches certain goals.”

3. Virtual Worlds News (USA) – Crisp NetModerator To Use Scotland Yard Pedophile Data. “Crisp Thinking is going to use Scotland Yard pedophile data to enhance the performance of its Crisp NetModerator software. NetModerator will use real conversations between convicted pedophiles and undercover officers to help identify and shield children from predatory behavior in virtual worlds and child-oriented MMOs. Crisp Thinking says it is the first company in the space to use real Metropolitan Police data to test and enhance its product’s performance.”

4. Minneapolis Star Tribune (USA) – Mayo Clinic lands its own fantasy island. “Dr. Paul Friedman insists he wasn’t distracted by the woman in the second row wearing a pair of wings and a rainbow bodysuit. And he didn’t even seem to notice when a visitor teleported into the audience, scanned the crowd and vanished into thin air. Friedman, a Mayo Clinic cardiologist, has given medical lectures worldwide. But last week he entered a new dimension, when he gave a presentation on the online fantasy world known as Second Life. To most people, virtual reality and avatars are the stuff of games. But the Mayo Clinic is one of a growing number of real medical centers that have established outposts in this fictional universe to explore new ways to teach and practice medicine.”

5. Gamasutra (USA) – Virtual Goods Monetization Firm SupersonicAds Raises $2 Million. “London-based start-up SupersonicAds, which runs a virtual goods monetization platform, has raised $2 million in a new round of funding led by former Skype chief executive Michael van Swaaij. Founded in 2007, the company is headed by Gil Shoham and has 32 employees. SupersonicAds’ monetization tool allows developers and publishers to reward players with free virtual currency for online titles, social games, and virtual worlds after they participate in targeted offers, watch commercials, or engage with brands in other ways. The firm, which also has offices in the U.S. and Israel, provides coverage in more than 100 countries in Europe, Asia, and Latin America, and it plans to offer the platform in 20 languages. It currently works with more than 450 advertisers and counts a number of publishers as its clients, such as Live Gamer, PlaySpan, NHN Usa, Bigpoint, Playdom/Disney, IMVU, and more.”

6. Hypergrid Business (Hong Kong) – The business of virtual sex. “Would be sim-commerce millionaires gathered at the Hypergrid Entrepreneurs Group meeting Thursday night on the Trombly Grid to discuss recent innovations in OpenSim hosting, currency systems, and selling real homes and real furniture in virtual environments. Towards the end of the meeting, the conversation somehow turned to virtual sex (okay, I turned it) and why there didn’t seem to be any grids in OpenSim dedicated to this pursuit. For example, I hypothesized, someone could rent, say 16 regions for around $10 a region from one of the providers at the meeting, create a central business area with clubs, shops, and other commercial destinations — and give away all the surrounding land for free to virtual escorts. The area would need a currency, with the G$ an obvious choice. (OMC from Virwox might also work, but only if its owners were okay with using the currency for adult purposes.)”

7. Virtual Worlds News (USA) – Second Life Relationships More Satisfying Than Real Ones. “Participants in the 3D virtual world Second Life are more satisfied with the romantic relationships they form in the virtual world than the ones in their real life, according to two studies conducted by Loyola Marymount University researchers. Even more remarkably, Second Life users who participated in the study reported that their level of sexual satisfaction with virtual world relationships was roughly equal to what they experienced in their real world relationships. Users surveyed as part of the studies rated their virtual world relationships better in the five categories of marital satisfaction than their real-world relationships. Half of respondents felt they could communicate better with their Second Life partner than their real-life partner. One-third of respondents said they felt a “stronger connection” to their Second Life partner.”

8. Smart Company (Australia) – Is IT a high enough priority in the upcoming election? “Australia has abandoned all but the most high tech of manufacturing, meaning that manufacturing is now a minor component of our GDP. We’ve also seen agriculture take a back seat in the economy. Due to this, our services industries are emerging as major players in the future of our nation’s GDP figures. And this means that IT and telecommunications are a very important part of the business infrastructure of the future. America has just suffered a serious downturn in employment and the financial reports are showing that the nation has learned to be more productive and more efficient as a result. Australia has not yet had this brute force applied, and is still complacent about productivity tools and building scalability and efficiency.”

9. Open Media Boston (USA) – Second Life Community Convention Brings the Metaverse to Boston. “his weekend, over 300 people from all over the nation and world will be descending on the Park Plaza Hotel “to network, build friendships and to discuss Second Life in a common forum” according to the leaders of AvaCon, Inc. – the non-profit behind the Second Life Community Convention 2010. This year’s SLCC is the sixth since 2005 and like its predecessors is entirely organized by active residents of the Second Life virtual world. The event is open to the public, and day passes are available for those who’d like to dip their toe in the digital waters of a sometimes exotic online universe.”

10. Wall Street Journal (USA) – China Approves ‘Warcraft’ Add-on. “Chinese Web portal operator Netease.com Inc. said Monday it received regulatory approval to offer the latest expansion pack for the popular “World of Warcraft” online game in China and plans to start letting players download the software next week. Regulatory uncertainty delayed the China release of the expansion pack, which launched in the U.S. in late 2008. The new version of the game could boost the company’s revenue by attracting more people to try the game and luring players into spending more time online. Netease, which operates the game under a license from Activision Blizzard Inc., said in a statement posted on the “World of Warcraft” website in China that it received approval to offer the “World of Warcraft: Wrath of the Lich King” expansion pack from China’s culture ministry on Monday and from the country’s publishing regulator last month.”

Weekend Whimsy

1. Second Life Machinima: Contemplation

2. SecondLife – Porn & Gambling?

3. Second Life goes to the movies: “My Name Is Holger!”

Linden Lab CEO starts to turn the ship

For Second Life residents, this time of year usually generates a lot of interest due to the Second Life Community Convention. There’s no shortage of that interest this year given the tumultuous year to date and the return of Philip Rosedale to the CEO role. In a fairly relaxed presentation, Rosedale laid out Linden Lab’s plans for the remainder of this year and into 2011. Some of it he’d covered previously in communications on the official Lab blog and in-world, but there was also plenty of new information. Highlights included:

  • A rebuttal of press and resident perceptions that Linden Lab are financially challenged, emphasising that the Lab have been profitable “for years” and that they remain on a “stable footing”
  • An outline of the strategy-setting process undertaken on Rosedale’s return to the CEO role (not surprisingly there was no substantive comment on the previous CEO or layoffs) – the aim is now to make Second Life “Fast, Easy and Fun”. There was an admission that currently the platform isn’t meeting those aims on a regular basis
  • The tactical plan for delivering the faster, easier and more fun Second Life involves:
    • a “back to basics”  approach to identify fundamental flaws in user experience and to fix them – lag being the biggest target.
    • a focus on “winning back the lead” that involves further innovation in-world around content creation, with the promise of software updates as often as weekly, to deliver a much-improved Viewer in addition to background improvements
    • working on “the economy” in a way that ensures growth and makes digital content delivery easier – removing the ‘box on the head’ syndrome that new residents can experience
  • Specific improvements promised by end of 2010:
    • Fixing latency of group chat and problems with region crossings / teleports
    • The time from logging in to being able to effectively use Second Life will be improved by a factor of two
    • Reducing crash rates further
    • “Markedly change” the number of avatars per region – the actual increase isn’t being committed to at this stage, but the intention for 2011 is to deliver “big, big jumps”
    • Controls on avatar complexity in order to help deliver the previous four points
  • A second list of longer-term commitments:
    • Second Life mesh-based content now that bandwidth and highly complex prim constructions make it an option performance-wise (a beta-version will be available for testing by year’s end)
    • A more sophisticated naming system including elimination of the surname restriction and further name customisation options
    • Background downloading of Viewer update
    • Teen Second Life is officially on schedule for termination, with 16 and 17 year-olds allowed to access the main grid given the clearer boundaries around adult content
    • A nod to the iPad as a potential Second Life delivery platform

You can watch the full 45-minute presentation plus all the follow-up questions below – it’s worth listening to the Q&A session as it covers key areas like Search problems, interoperability :

The take-home message from the presentation? Philip Rosedale is certainly back in the company with a vengeance, and the announcement of the roadmap and proposed changes is encouraging. That said, the Teen Grid closure and avatar complexity controls are likely to generate significant debate.

Rosedale said himself in the presentation that delivering the promises is what counts – there’s been no shortage of promise previously, with some of it delivered. The ratio between the two needs to get to 1:1 for Second Life to have a fighting chance of long-term survival. The most encouraging aspect is that Linden Lab’s CEO seems to understand that this is likely the last big strategic route change they can make before concerns on Second Life’s viability become an urgent issue for the company.

Over to you: what stands out for you as the positive and negative aspects of the Lab’s proposed direction?

Interview – Estelle Parnall, Blue Mars Fashionista

Blue Mars is a virtual world that continues to evolve, somewhat under the radar for a lot of people. Over the past week it has announced pricing changes that reflect a change in approach from one of establishment to one of consolidation.

Australian designer Estelle Parnall is based in northern Victoria and she obviously sees some opportunities in Blue Mars, shifting most of her focus from Second Life to there in recent months. I used that as an excuse to delve into Blue Mars a little more whilst profiling an interesting Australian who creates some notable content.

Interview

The interview below was done over a month ago, so Estelle has now successfully opened her full presence in Blue Mars, in addition to an art gallery (pictured left).

Lowell: What made you decide to leave SL?

Estelle: I havent actually left SL, I still have my shops on half a sim and a small number of satellites, but I suppose I have halted development since about October last year. In the months previous to this I think the market fell considerably (if my sales were anything to go by, but I am sure I wasnt alone). The clothing market in SL is saturated and the freebie culture certainly wasnt assisting the market to be viable.

Lowell: What attracted you to Blue Mars?

Estelle: I was attracted to the superior graphics, and the concept of quality control. The idea of getting in as an early adopter also appealed to me. Since being there a while I can say as a clothing designer that the clothes I can make in Blue Mars are far superior to that I could make in Second Life. No horrible templates or prim skirts, or ill-fitting sculpts……you have greater freedom with your virtual pallette.

Lowell: How has your experience been in Blue Mars so far?

Estelle: On the whole I can say I have really enjoyed it. Learning new 3D skills has been challenging but enjoyable.

Lowell: What limitations have you run into that you’d like to see resolved, and on the other side of the coin, what’s working better for you?

Estelle: There are a number of bugs that need resolution,, and of course the ones that rate most highly for me concern the fit of clothes. But I feel confident that Avatar Reality is working with us to resolve these issues.

Lowell: What are your plans for the coming 6-12 months?

Estelle: I am developing my own city which I hope to release in the next week or so which will showcase my designs and will include an Art Gallery. After that I hope to just improve my skills, create more content and become a major merchant.

More than fashion

From email discussions I’ve had with Estelle over the past month, it’s obvious Blue Mars are very focused on maintaining a happy foundation community. There’s certainly momentum there as well, no doubt helped by both the real and perceived challenges Second Life has at present. In Estelle’s case, her work in Blue Mars has delivered a content creation role for the Martian Boneyards project by TERC, a scientific collaboration game funded by the National Science Project (US). It’s these sort of projects that provide the real indications that the diversification of education in virtual worlds is on the increase. OpenSim growth is a key part of the equation, but environments like Blue Mars are gaining a footing too.

Now if only some real interoperability standards were on the near horizon…

The Watch – virtual worlds in the news

1. New York Times (USA) – The Best Virtual Worlds Have a Touch of Reality. “What do the American frontier in 1911, a distant sector of the galaxy in 2504 and the gritty, industrial outskirts of modern Philadelphia have in common? They are the settings of the best interactive entertainment products so far of 2010: Red Dead Redemption, from Rockstar Games (for the Xbox 360 and PlayStation 3); StarCraft II, from Blizzard Entertainment (for PCs and Macs); and Heavy Rain, from Quantic Dream (for the PS3). As Labor Day and the traditional fall and holiday buying seasons approach, these titles have set the bar in what has already been one of the most bountiful years ever for great games. When I think about what makes each of these games so captivating and the circumstances and organizations that produced them, I see a few common threads beyond the obvious technical polish.”

2. Santa Rosa Press Democrat (USA) – Facebook game’s closure a cautionary tale. “When game publishers turn out the lights on virtual worlds, everything in them ceases to exist. But anyone who spends money on virtual goods, be they Xbox Live Arcade titles, credits in Facebook games or accoutrements for online avatars, should view the recent closure of Facebook game “Street Racing” as a cautionary tale. On Monday, social gaming juggernaut Zynga shut down “Street Racing,” one of its less popular titles. According to social games blog Games.com, the Facebook application had about 400,000 active players. To those of us more familiar with console or traditional PC games, that sounds like a heck of a lot of people, but it pales in comparison next to the nearly 60 million who played Zynga’s “FarmVille” on Facebook last month.”

3. Charisma News Online (USA) – The Wave of the Future. “Victoria Walker isn’t a hard-core video gamer, but she knows a thing or two about avatars and virtual worlds. For her doctoral dissertation, the mother of two created a counselor training facility where mental health students could hone their diagnostic skills on a licensed counselor and higher-level graduate student pretending to be patients with self-inflicted injuries and eating disorders. In the virtual world known as Second Life, where online users inhabit digital representations of themselves called avatars, Walker created a facility that users can walk into, ride an elevator up to the counseling rooms on the second floor and look inside. “They could look through one-way mirrors and see a counseling session in progress,” says Walker, 39, now director of continuing education and instructional and Web technologies at Regent University in Virginia Beach, Va. “Students were able to come in and interview [the patients], practice skills they had only been able to read about in their textbooks and see in videos, and practice with friends.”

4. Los Angeles Times (USA) – Video games are serious business for Blizzard CEO Michael Morhaime. “The gig: Chief executive and co-founder of Blizzard Entertainment Inc., maker of mega video game franchises including World of Warcraft, one of the most popular online video games in history with more than 11 million monthly subscribers. Morhaime and two fellow UCLA students started Blizzard in Irvine in 1991. The company just released an intergalactic war game called StarCraft II, which took five years to complete. Morhaime, 42, captains the long voyages from the games’ inception to their release. In his nearly 20 years at Blizzard, the Northridge native has gone from a full-time code monkey to the big gorilla at a company whose Warcraft game alone brings in close to $1 billion for its parent company, Activision Blizzard.”

5. On Point Radio (USA) – Cheating in Social Games? – MIT’s Mia Consalvo on “Virtual” Ethics. “When I first wrote about cheating in videogames, I found that players cheated for four main reasons: they got stuck, they wanted to play God, they wanted to be a jerk, and they wanted to fast forward through content they thought was too tedious, too boring, too difficult, too whatever, for their personal tastes and abilities. (You can read in more detail about those reasons here). At that time there were a few casual games around (like Bejeweled) but no one had heard much about social games, or Facebook games, and certainly no one was tending virtual crops, or trading their real money for virtual horseshoes. What we did have were massively multiplayer online games such as Final Fantasy XI and World of Warcraft, where players were encouraged to engage in a long process of leveling up their characters, to become more powerful and to earn game currency. And although it was deemed against most games’ Terms of Service (and thus illegal), there were (and still are) companies that would sell you in-game currency (or in-game items) for a convenient charge to your credit card. Eliminate the tedium—get to the good stuff. Fast forward through content you consider boring, whether the game company likes it or not.”

6. Gamespy (Australia) – Digital Town, Inn Labeled WoW’s Red Light District, Blizzard Attempting Clean-up. “In what amounts to a virtual police blotter report, World of WarCraft customer service reps say, after receiving numerous complaints, they’re going to break up the digital orgy going on over at the Lion’s Pride Inn. Wow.com tracked down a forum listing from a concerned parent who said he canceled his son’s account after discovering the 15-year-old boy was getting his erotic role-play on at the Lion’s Pride Inn in the town of Goldshire on the U.S.-based Moon Guard server — a place that’s become a hot-spot for level 1 alt characters and WoW tourists looking to experience erotic role-playing. Call it the WoW Red Light District. “As a paying customer for 6 years now, I just wanted to voice my extreme displeasure regarding this disgusting server. IMO, it should be shut down,” the parent posted on the WoW forum. “T for Teen is one thing. What goes on in Goldshire on Moon Guard is appalling and beyond offensive.”

7. IT Pro (UK) – Businesses told to prepare for chaotic 10 years. “Companies will need to get ready for some chaotic times through to 2020, as much will lie out of their control, an analyst firm has warned. In the coming 10 years, there will be less cohesiveness between staff, as links become weaker and the working environment becomes increasingly virtual, Gartner has suggested. One of the firm’s predictions is there will be more work “swarms,” where employees will come together in a “flurry of collective activity” to add value to the group’s aim. These swarms, which will increase in number as a response to the need for ad hoc action needs, will form quickly to achieve a goal before disbanding, the firm explained.”

8. New York Times (USA) – The Award for Virtual Reality Goes to …“The coming “Teen Choice 2010” awards show on Fox Broadcasting will have an online complement in the form of a virtual beach party. (If only Gidget were around to get some virtual sand between her toes.) Fox is joining forces with Planet Cazmo, which creates virtual concerts, and the Mottola Company, led by the music impresario Tommy Mottola, for the promotion. It is tied to the annual presentation of the Teen Choice honors, scheduled to be broadcast by Fox on Monday from 8 to 10 p.m. (ET).”

9. Ars Technica (USA) – An edu-game that entertains? Inside The Curfew’s dystopia. “Labeling something as an “educational game” is usually the kiss of death. The recently released The Curfew is instead described as an “adventure webgame with a political thriller theme.” Commissioned by Channel 4, designed by LittleLoud, and written by Kieron Gillen, the game plays out like a point-and-click adventure crossed with a Sega CD FMV game. It’s not the most appealing description, but thanks to some excellent writing and a fully realized dystopic future, it’s an experience that’s well worth your time. The year is 2027. Once the sun goes down, all of Britain is placed under an involuntary curfew. After a second Great Depression and a near nuclear explosion in the heart of London, the country chose to elect the Shepherd Party. Now the country is run like a police state. The freedom and civil liberties that many of us take for granted are nowhere to be found. Citizens are divided into classes, and depending who you are, your movement is restricted.”

10. SIGNAL Magazine (USA) – Government Prepares For Work Force Changes. “The U.S. federal information technology work force is sandwiched between two major trends it must address to continue successful operations—the retirement eligibility of the Baby Boomer generation and the emergence of Web 2.0. The former threatens to empty hundreds of thousands of positions across the government, while the latter is shifting how the work force thinks about and uses technology. Solutions for both these issues converge in the Net Generation (sometimes referred to as Generation Y or the Millennial Generation), the demographic of youth currently preparing to enter institutions of higher learning and the job market. However, this population group is not a panacea for the government’s problems, because the ideas held by these young adults will challenge the status quo.”

Weekend Whimsy

1. The Worst of Second Life – Fashion Blogs

2. Gary Moore – Still Got The Blues (Live) at Omega Point Second Life

3. Sky Chain – Second Life

Howard Rheingold in Second Life

The irrepressible Pooky Amsterdam has created an engaging machinima of an interview she completed with the cited inventor of the term ‘virtual communities’, Howard Rheingold. The interview covers a wide expanse of topics and is will worth the watch:

Howard Rheingold Interviewed by Pooky Amsterdam from Pooky Media on Vimeo.

The Watch – virtual worlds in the news

1. LiveScience (USA) – Motion Sickness in Virtual Worlds. “If the idea of spinning carnival rides, reading in a car, or sitting through a 3-D movie makes you sick to your stomach, then Frederick Bonato is your new best friend. Bonato, an experimental psychologist at Saint Peter’s College in Jersey City, N.J., studies all forms of motion sickness including cybersickness – a phenomenon that occurs in virtual reality environments such as those displayed by 3-D movies. Bonato knows first-hand the pain you suffer and is dedicated to solving this problem so you can travel, read, and enjoy Avatar more comfortably.”

2. Armed With Science (USA) – Three Ways Virtual Reality Can Improve Military Training. “Efficiency of flight simulators has improved since they first appeared in the 1930s. My first flight as a commercial airline pilot was with a full passenger load because the fidelity of the flight simulator made the training so realistic that it didn’t require aircraft flight hours. We now have a similar capability available for a far broader training and education spectrum. We can now use virtual environments to train more efficiently or in environments that are too dangerous to recreate. The key to this training is a realistic immersion. You need to feel like you are present in the environment. The virtual environment provides the immersion and the scalability is drastically improved. An example of the scalability is a base exercise which is generally limited to a portion of the base. The reason for the limit is due to some portion of the mission needing to continue. However, if a weapon of mass destruction were to be used in a large city it would likely effect large portions of multiple bases (like Joint Base San Antonio). We can use a virtual environment to train such a cataclysmic event. AETC is testing large-scale exercise scenarios in a virtual environment by building the Joint Base San Antonio command post.”

3. Virtual Worlds News (USA) – Realtime Worlds Announces Project: MyWorld. “Developer Realtime Worlds is entering the virtual worlds business with its latest project, a 3D world with social features called Project: MyWorld. This world uses map information from GIS services to create 3D renders of entire countries. Users can then edit the procedurally generated data using special in-game tools. The suggested use is to make buildings more closely mimic real world counterparts and Realtime Worlds is actually going to attempt to enforce a sense of realism.”

4. Philadelphia Inquirer (USA) – Second Life avatars give disabled at Inglis House new experiences. “In the blockbuster movie Avatar, lead character Jake Sully, a paralyzed military veteran, wakes up in a virtual body to find that he can stand and run and dig his toes into the earth, which he does with animated abandon. “This is great,” Sully says as he disconnects himself from medical equipment and stumbles out of a laboratory. It is great – and not just for Jake. The ability to create a cyber version of yourself has been embraced by people with disabilities stemming from arthritis, cerebral palsy, multiple sclerosis, mental illness, and other debilitating conditions. They log on to virtual worlds, Second Life chief among them, to do things they cannot, or are afraid to, do in real life. Can’t go places without a wheelchair? In Second Life, you not only can walk, you can fly. Is your speech slurred? In Second Life, text chats can let out your inner Shakespeare.”

5. Hypergrid Business (Hong Kong) – ReactionGrid discontinues $25 region hosting. “ReactionGrid no longer offers $25 regions, offering only entire servers starting at $150 a month, with a $500 setup fee. Each server can handle four regions, and there is a discount for educators — to $75 a region with a $220 setup fee. “The price for a $75 four-sim dedicated server actually works out to less than $25 per sim should users decide to go that route,” ReactionGrid CEO Kyle Gomboy told Hypergrid Business. According to Gomboy, the company has decided to focus on dedicated server deployments and the Jibe platform, which is accessible via the Web. Those looking to rent individual regions can go through a reseller, Gomboy said, but declined to provide any names. “If you hang out on the ReactionGrid community you will find many educators and others there who have the lower priced single sim options,” he said. “[But] I do not know the specifics of what each partner offers so from our perspective we’d rather not say you can get any particular level of hosting from a partner.”

6. The Jakarta Globe (Indonesia) – Gamers at Risk of Virtual Addiction. “Back in 2002, then-seventh-grader Surya Santoso was spending six to seven hours at a time playing “Nexia,” his favorite online game. The game, the first massive multiplayer online role playing game to hit Indonesia, was enormously popular when it debuted that year. “During those years, it was almost like my life revolved around the virtual world of my avatar, the mage Nonamushi,” he recalls. “I was obsessed with increasing my character’s power to heal and to attack, to the point where I often forgot to eat and sleep. I wanted to stop, but my mind always persuaded me: ‘Just one more level, just one more step.’ ” Now a university student, Surya has vowed never to touch another online game because he knows how casual curiosity can lead to a destructive cycle of addiction. ”

7. Thanh Nienh Daily (Vietnam) – Game over! . “Vietnamese authorities are poised to issue a stringent crackdown on the online gaming industry. Authorities claim that the move is aimed at protecting the nation’s youth from perceived social ills. Critics of the measures have decried them as unfeasible and unwise. On July 16, the Ho Chi Minh City People’s Committee, the municipal administration, submitted a proposal to Prime Minister Nguyen Tan Dung asking that he tighten the screws on online gaming. In the request, the city government noted that the number of licensed online games has increased from only two in 2006 to more than 65 today. The city hall claimed that 43 of the currently licensed games are violent in nature. The city government proposed a halt on the importation of new online games and an end to their advertisement “in any form.” It further proposed that all new games be screened for violent, gambling or pornographic content. All existing licenses should be re-evaluated; those that fail to meet the new content standards should be revoked, the city officials recommended.”

8. PhysOrg (USA) – Living in the Past and Looking Toward the Future. “Advanced computer models are changing the field by projecting the interactions between people and the landscape. They track agricultural activity, soil erosion, game animal populations, and more. Models enable archaeologists to explore life in past societies, helping them connect field observations to a sequence of events that explains them. The results may even help predict the future. Traditional archaeology limits the types of data that can be collected, said Michael Barton, a geoarchaeologist at Arizona State University in Tempe. “At best we get snapshots, usually with very tiny windows on what’s going on in the past.” Barton said that, conventionally, archaeologists compile these snapshots, which represent different times and locations, into narratives in an attempt to explain the large-scale changes within groups of people and the landscapes they inhabit.”

9. Veterans Today (USA) – Virtual Iraq/Afghanistan and how it is helping some Troops and Vets with PTSD. “Back in May 2010, we ran an article Virtual Reality Combat Simulations as a Treatment for PTSD that resulted in heated debate [60 comments] about both the negative and positive aspects of the Pentagon, and Department of Veteran’s Affairs experimentation with Virtual Reality War Simulations as a treatment for PTSD. Among those contributing to that discussion in a dignified manner was Professor Skip Rizzo, Ph.D. Associate Director – Institute for Creative Technologies and Research Professor – Psychiatry and Gerontology University of Southern California, Los Angeles, California. In sum readers can conclude that Skip is the Father (or Founder) of Virtual Reality (VR) as a treatment to help heal active duty troops and Vets of PTSD. For the record, Dr. Rizzo and other proponents of VR, to treat PTSD, claim only that it is a TREATMENT not a cure for PTSD, and is to be used in conjunction with other treatments and therapies.”

10. Ars Technica (USA) – A decade to separate us: Ars reviews StarCraft 2. “Gamers have expectations for StarCraft 2 that will be impossible to meet. Players have waited a decade for a sequel to what is widely considered to be one of the best real-time strategy games of all time, and one of the world’s most-played PC games, period. Blizzard certainly isn’t afraid to make bold choices: LAN gaming is out, the title is being split into three releases, and the game is launching alongside a reboot of the popular Battle.net service that stretches across all of Blizzard’s properties.”

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