The Watch – virtual worlds in the news

1. ReadWriteWeb (USA) – Kids on The Web: Are They Satisfied With Virtual Worlds and Games? “For kids under 12 years of age, entertainment websites and virtual worlds are all the rage. My 8-year old daughter plays ToonTown a lot. Club Penguin and Moshi Monsters are also popular in this demographic. But are these types of sites fulfilling the potential and talent our kids have with technology? In order to help us answer that question, we’re asking those of you who are parents of a child aged 12 or under to do a short survey accompanied by your child. With this survey, co-hosted by Boston research firm Latitude, we’re hoping to discover what kind of web apps kids want but don’t necessarily have right now.”

2. VentureBeat (USA) – New Zealand’s MiniMonos raises $550,000 for kids virtual world. “Virtual worlds aren’t exactly fashionable these days. They went through a hype cycle when everyone predicted that we’d all be living virtual lives in online worlds like Second Life. Now our expectations of them are more down to earth — but new virtual worlds continue to pop up. MiniMonos is the latest. The Christchurch, New Zealand-based company has raised $800,000 in New Zealand dollars ($550,000 U.S.) for a virtual world for children.”

3. Inside Higher Ed (USA) – ‘The Warcraft Civilization’. “Virtual worlds have been making headlines in higher ed for a number of years now. From The Sims to Second Life, all-encompassing video games have caught the attention (favorable or otherwise) of faculty and administrators as well as students. But it’s safe to say that few have explored virtual realities with the fervor of sociologist William Sims Bainbridge. Bainbridge — who is currently co-director of Human-Centered Computing at the National Science Foundation and adjunct professor of sociology at George Mason University — spent over 2,300 hours (that’s more than a year of 40-hour work weeks, if you’re counting) playing World of Warcraft as part of the research for his latest book, The Warcraft Civilization: Social Science in a Virtual World (MIT Press). Bainbridge spoke to Inside Higher Ed via e-mail, discussing what he’s learned from and about virtual worlds — and the vast potential they offer for future research.”

4. Wall Street Journal (USA) – Zynga To Buy Social Gaming Developer Serious Business. “In just two-plus years, social gaming is proving to be a lucrative business for Internet start-ups, particularly for the largest maker of these games, Zynga Inc. The San Francisco company, founded in 2007, has put some of the $180 million it raised in December to work, acquiring smaller and younger rival Serious Business Inc., also backed by venture capital. Terms of the deal weren’t disclosed. Zynga, whose popular games include “FarmVille” and “Mafia Wars,” is the oldest in the nascent social-gaming industry and also the largest with more than 235 million monthly users. The company is reportedly generating upwards of $250 million in revenue per year. It also develops games for Apple Inc.’s (AAPL) iPhone. Its two biggest rivals are Playfish Inc., which was acquired by Electronic Arts Inc. (ERTS) for $300 million in November, and Playdom Inc., which a day later raised an unusually large $43 million first-round of venture funding. Playfish was founded in 2007 like Zynga and has more than 49 million monthly active users, while Playdom, which has said it’s profitable, was formed in 2008 and boasts 25 million monthly active users, according to Appdata.”

5. Psychology Today (USA) – Cool Intervention #2: Virtual Reality. “Get ready for Avatar-meets-Xbox-meets-Freud’s-couch as techies like USC’s Skip Rizzo usher psychotherapy out of the 1980s and into the information age. Just in time to become one of the Ten Coolest Therapy Interventions. When it comes to technology, psychotherapy has woefully trailed the other sciences. Biology, physics, chemistry, engineering and other “hard sciences” pounced on each technological advance to squeeze every last kilobyte of data from the research. For years their supercomputers thundered away while psychology gingerly tapped at a Commodore 64. Geophysicists studied paleomagnetism using an arsenal of techno-gagetry and we hand-scored Rorschachs with our trusty slide rule and abacus. In a field that takes pride in its progressive thinking, psychology was largely comprised of Luddites. Until now.”

6. Mashable (USA) – Glitch: Flickr’s Stewart Butterfield Explains His Ambitious Online Game. “Flickr co-founder Stewart Butterfield and five other former Flickr employees are joined by one Digg alum, one games expert and several freelancers in Tiny Speck, a company that’s working on an online game that has a shot at rebooting the stagnating massively multiplayer online game genre. The 2D game — called Glitch — incorporates beautiful illustrations and cutting edge game mechanics, but its most interesting features are its social aspirations and the lessons it learns from the web that its founders mastered at their previous gigs.”

7. Gizmodo (Australia) – Apple Patent Shows A 3D Virtual World For Buying Their Goods In. “There was a time, before Avatar, when 3D meant crummy virtual gaming. A recent patent granted to Apple shows they are (or were) considering a 3D virtual Apple Store – a more welcoming way to shop for Apple products.”

8. The Sunday Leader (Sri Lanka) – Avatar As America’s Political Unconscious. “When one watches James Cameron’s Avatar one is tempted to dismiss it as a special effects film with a very traditional plot. After all, what is new about a story that tells you about a hero, Jake, a paraplegic war veteran, who leads a resistance against bad Americans? The film uses some hyper-romantic version of primitivism to talk of a better world. The simple, nature-connected natives are good; the technologically-advanced, materialistic Americans are bad. The bad Americans want to conquer the resources of the planet Pandora, and when the natives get in the way of this they must be pushed out or exterminated.”

9. TechCrunch (USA) – In English-Crazy China, 8D World Teaches Kids To Speak In Virtual Worlds; Lands A Deal With CCTV. “In China, learning spoken English is giving rise to a huge and growing market. For instance, in addition to English classes in public schools, parents send their children to about 50,000 for-profit training schools around the country, where English is the most popular subject. Instead of American Idol, on CCTV, the national government-owned TV network, they have the Star of Outlook English Talent Competition. This is possibly the largest nationwide competition in China. Last year, 400,000 students between the ages of 6 and 14 took part in it.”

10. Virtual Worlds News (USA) – Weopia Launches Dating Virtual World. “Virtucom announced the launch of its entrance to the virtual worlds space today: Weopia, a virtual world aimed at bridging the gap between meeting someone through an online dating service and then meeting in the real world. Unlike Utherverse, which looked to partner with sites like Flirt.com, Weopia stands alone–something that may be an extra hurdle in the way of users downloading the software. It sounds, though, like Weopia envisions itself as related to other sites: users pick the person they want to chat with in the virtual world and share a link to their private space rather than mingling with strange avatars. Matches occur elsewhere, and meetings occur in Weopia.”

Introducing: Second Lie

Second Lie is arguably one of Second Life’s most interesting people. I’ve run across him a few times over the past three years and every time found him to be mightily amusing, as well as having some great insights on everything Second Life. I can’t tell you a lot more except that he’s based in the United States and makes some pretty impressive content in Second Life.

In recent weeks I asked him if he’d be interested in writing for The Metaverse Journal and he’s kindly agreed.

On a regular basis, Second Lie will answer any question you may have on Second Life. Whether it’s negotiating the etiquette of personal relationships in-world or the potential pitfalls of becoming a Second Life entrepreneur, Second Lie will do his best to simultaneously enlighten and entertain.

Here’s how to get started: just use our contact form, which contains an option to select ‘Submit a question for the Second Lie column’. We’ll forward every question on and we’ll publish responses in groups each week or fortnight depending on volume.

Even better, you’ll be helping to fund Relay for Life. Each time a group of responses is published, Second Lie has requested his payment go to that rather than his pocket. A funny, intelligent columnist with a philanthropic streak: does it get any better?

If you want a taste of Second Lie’s approach,check him out on Twitter. Start submitting those questions so the fun can begin!

Weekend Whimsy

1. If I Were an Auditor – A Second Life Accounting Music Video

2. Google Parody Advert (Search Stories): Second Life

3. “Dream Island” Second Life Short by Tak Naglo

UWA’s Machinima competition: beauty and success

On Monday the University of Western Australia in Second Life had a bash to announce the winners of its MachinimUWA Challenge. What started out as a L$10,000 prize ended up as L$215,000 thanks to the entries being viewed by the University’s Vice-Chancellor, Professor Alan Robson.

You can view each of the entries below, with the descriptions all provided by the UWA’s resident dynamo, Jayjay Zifanwe. If you take the time to view each, you’re likely to agree that the overall quality of entries has been very strong. I don’t envy the 12-member international judging panel for the decisions they had to make on the shortlist of thirteen. The final results were:

Winner
CISKO VANDEVERRE, Berlin, Germany
SEEK

“The judges thought that this was an absolute firecracker of a Machinima with a brilliant and very different approach. This had wonderful humour, amazing visual effects, great quality of editing and remarkable camera control.”

Second Prize
BRADLEY CURNOW, Perth, Australia
MachinimUWA: Art Architecture, Research, Teaching

“With Bradley’s work, the judges felt this had wonderful velocity with fantastic cutting to music transients, an epic soundtrack and showed off the “4 main elements” to great effect.”

Third Prize
COLEMARIE SOLEIL, Florida USA
UWA Machinima Challenge Submission

“ColeMarie’s brilliant modern and edgy piece was another favourite. Responding to the announcement, she said, ‘I would like to thank all the artists involved in the creation of the UWA sims,and to UWA in particular, for this terrific opportunity to creatively express myself. To all my friends who gave me my space and understood how much working on this project meant to me, to JayJay for asking me to make this video, and Surrealia Anatine for getting me into machinima to start with. To energy drinks for keep me working late into the night, and Bryn Oh for ‘subtle’ yet threatening encouragements to finish this video.’ ”

Honourable Mention
MASTERDARK FOOTMAN, Dallas, Texas, USA
The Heart of UWA

(video unavailable)

Honourable Mention
CHANTAL HARVEY, Maastricht, Netherlands
University of Western Australia in Second Life

Honourable Mention
LASLOPANTOMIK YAO, Barcelona, Spain
MachinimUWA

Finalist
PYEWACKET BELLMAN, New York City, USA
University of Western Australia in Second Life

Finalist
SOPHIA YATES, Lancaster, Massachusetts, USA
The Challenge – Architecture, Teaching, Research Arts on the UWA sims

Finalist
IONO ALLEN, Paris, France
Seek Wisdom

http://www.youtube.com/watch?v=2knumdykcAE&feature=channel

Finalist
GLASZ DECUIR, San Sebastian, Spain
MachinimUWA: UWA in Second Life, Achieving International Excellence

http://www.youtube.com/watch?v=mK0GQ_kENNI

Finalist
NOVA DYSZEL, Toronto, Canada
UWA in SL Challange

http://www.youtube.com/watch?v=wFkr7wIwZAs

Finalist
MASTERDARK FOOTMAN, Dallas, Texas, USA
UWA Jan 2010

(video unavailable)

Finalist
SOPHIA YATES, Lancaster, Massachusetts, USA
Second Life Virtual University of Western Australia

Details of Judging Panel

1. Professor Alan Robson (RL) – Vice-Chancellor, The University of Western Australia
2. Professor Ted Snell (RL) – Director, Cultural Precinct, The University of Western Australia
3. A/Professor Wade Halvorson (RL) – Lecturing in Marketing, Business and Electronic Commerce, The University of Western Australia
4. Colin Campbell Fraser (RL) – Principal Adviser (External Relations and Advocacy),
Vice-Chancellery, The University of Western Australia
5. Kelly Smith (RL) – Director, International Centre, The University of Western Australia
6. Jon Stubbs (RL) – Director, Student Services, The University of Western Australia
7. Susana Willis-Johnson (RL) – Marketing Manager, The University of Western Australia
8. Dr Carmen Fies (RL) – Assistant Professor, The University of Texas at San Antonio
9. Torley Linden (SL) – Linden Labs
10. White Lebed (SL) – Lead of Burning Life Art Department, Curator
11. Raphaella Nightfire (SL) – CEO SW&MB Fashion Productions, CEO Evane Model Agency, Snr Writer Best of SL Magazine
12. Jayjay Zifanwe (SL) – Owner of The University of Western Australia (SL), Creator & co-host of the UWA 3D Art& Design Challenge

The final word from Jayjay Zifanwe:

“In the words of Torley Linden as he was being TP’ed out at the end of the ceremony to attend to Viewer 2.0 matters, ‘This has been awesometastic!’. Yes Torley. It has indeed.”

Medical education in Second Life: it works

(This story originally appeared over at Metaverse Health)

The Journal of Medical Internet Research has published a study on the outcomes of a a pilot postgraduate medical education program at the Boston University School of Medicine presence in Second Life.

You can read the full paper here, but the synopsis of the study is:

1. Fourteen physicians participated in the pilot, with twelve providing feedback.

2. The learning exercise was related to Type 2 diabetes, with participants surveyed on any change in confidence and performance, as well as attitudes toward the virtual learning environment itself.

3. Confidence increased after the Second Life event, in respect to selecting insulin for patients with type 2 diabetes, initiating insulin and adjusting insulin dosing.

4. There was an increase to 90% (from 60%) of participants initiating correct insulin dosages.

5. The percentage of participants who provided correct initiation of mealtime insulin increased from 40% to 80%.

6. All twelve participants surveyed agreed that their experience in Second Life was an effective method of medical education.

7. All twelve also agreed that “the virtual world approach to CME was superior to other methods of online CME, that they would enroll in another such event in SL, and that they would recommend that their colleagues participate in an SL CME course.”

8. Two of the twelve disagreed with the statement that Second Life provided a superior to face-to-face option for continuing medical education.

The take-home message? Nothing new really: virtual environments can be very useful for education. The small sample size is obviously worth noting. Additionally, I remain amazed at the positive feedback garnered for education sessions held in Second Life given the rudimentary aspects of the platform itself i.e. the need to type responses in chat and viewing what’s essentially a Powerpoint presentation (as shown in the picture above). That’s not to take away from the work the University of Boston have done, it’s just one key aspect for future studies: how much of the positive feedback on virtual environments is the ‘wow’ factor experienced by newer users versus the well-established data on immersion and its benefits?

Another key point for me was this:

Our search of English language peer-reviewed publication databases did not identify any formal evaluation of the educational effectiveness of health professional training in SL or other virtual worlds.

Studies like this one are helping to address that gap, but there’s plenty more to be done. What’s fairly certain is that work is underway and within 12-18 months there’s likely to be a significant body of work pointing out the opportunities and challenges virtual worlds present for health-related training and education.

The Watch – virtual worlds in the news

1. The Register (UK) – Oracle: destroyer of virtual worlds. “Another of Sun Microsystem’s almost-practical projects for Java has been shuttered now that Oracle holds the purse strings. Project Darkstar, an open-source application server catered specifically for massively multiplayer online games, will no longer receive Snoracle funding. The news was announced yesterday with a post to the Project Darkstar community forum. Loosely, Project Darkstar is open-source middleware written in Java aimed at helping developers create massively scalable persistent virtual worlds. The project later expanded its aim to include social networking applications as online ventures are wont to do these days.”

2. CBC News (Canada) – New online payment system takes cash for virtual goods. “New startup company Kwedit Inc. is making it easier for users of free online games like Farmville who don’t have credit or debit cards to pay for the virtual goods sold in such games using cash or third-party payments. The California-based company on Thursday launched a payment system called Kwedit Direct that allows users in the U.S. to pay for their digital purchases after the fact by mailing in cash, paying the bill at a 7-Eleven store or getting a friend or family member to pay on their behalf through a social payment network called Pass the Duck.”

3. Gamasutra (USA) – Sci-Tech Firm Buys Forterra’s OLIVE Platform For Virtual Training. “Several weeks after Forterra Systems reportedly laid off almost half its staff and rumors of a possible acquisition began to spread, Science Applications International Corporation (SAIC) has revealed that it has purchased Forterra’s On-Line Interactive Virtual Environment (OLIVE) product line, including all names, trademarks, and licenses. Neither Forterra — formerly a spinoff of still-in-operation virtual world There.com — or SAIC disclosed financial terms for the purchase. OLIVE enables clients to deploy persistent and secure 3D virtual environments where users can collaborate, train, learn, and interact in real-time with avatars. The software platform supports virtual world implementations in healthcare, financial services, energy, transportation, retail, government, and higher education markets.”

4. VentureBeat (USA) – Vivox raises $6.8M for voice chat for online games. “Video game voice-chat provider Vivox is announcing today that it has raised $6.8 million for its business of providing voice services for online games, virtual worlds and social networks. Vivox ustomers include CCP Games, Electronic Arts, Gaia Online, Hi-Rez Studios, Linden Lab, NCsoft, Nexon, Realtime Worlds, Sony Online Entertainment and Wizards of the Coast. While others provide voice-over-Internet-protocol voice services in games, Vivox focuses on providing a managed service.”

5. NPR (USA) – The Technology Paradox: It Separates But Unites. “In filming at the IBM offices in Westchester N.Y., we were astonished to find the huge, slick office park almost deserted. We learned it was a byproduct of the fact that so many IBM employees telecommute from home or hotels. In fact, now, IBM is shifting a significant portion of their internal meetings into virtual worlds like Second Life, giving their employees another excuse not to come into the office. A couple of those employees told us they find virtual worlds like Second Life to be much more human and intimate than video conferencing or phone calls. A group of avatars sitting around a virtual conference table can share a joke, grab a virtual cup of coffee or divulge a virtual secret.”

6. Security Director News (USA) – Virtual worlds on the horizon for security. “Virtual worlds and augmented reality are not just the stuff of the gaming world anymore. “A lot of this technology isn’t as futuristic as we think, it’s upon us now,” said Frank Yeh, senior security and privacy architect at IBM, who delivered the keynote address at TechSec Solutions Feb. 1. Further, there’s tremendous potential for this technology to harness data in new ways and really change and improve the way physical security systems work, he said. Want to do facial recognition using your iPhone?, Yeh asked. You can download an app, called TAT, which does just that. It not only recognizes faces, information about the person appears in dialog boxes floating around that person’s image. How about attending a “virtual meeting” with colleagues who are located in cities around the world? Yeh showed a demonstration of Cisco’s Telepresence, which he called “a phenomenal technology” that will save businesses money be allowing them to “tranport bits not bodies, in the future.” One of the coolest things about telepresence technology, he said is that “it offers you things that you can’t do in a face-to-face meeting.”

7. The Escapist (USA) – Virtual Egg Sells for $70,000. “The hidden virtual worlds out there never cease to amaze, with virtual items and property in MMOG Planet Calypso selling for enormous amounts of money. First Planet Company, a subsidiary of MindArk that runs MMOG Planet Calypso, has announced that an in-game item called the Atrox Queen Egg recently sold for $69,696. That’s in real dollars, not virtual currency. I say again, and this is not a joke, somebody bought a virtual egg for $70,000.”

8. Virtual Worlds News (USA) – Arbopals, Infinite Spaces Developing Tree Virtual World. “Arbopals and Infinite Spaces, the Virtual World Design Centre at Loyalist College, have partnered to create a tree-themed virtual world for kids aged 5-10. The site is now in beta, and the company has promised to plant a tree for every avatar created in the virtual world’s beta, up to 1,000 avatars. “Every kid these days is an environmentalist,” explained Peter O’Brien, President and CEO of Arbopals. “I have a daughter who is 13, and she, like all her friends and everyone from the age of about 5 to 20 is a real environmentalist. They understand global warming, they get that the world needs help, they understand the importance of trees and how trees clean our air and water. If anything, the kids are even more enthusiastic about the environmental hook of Arbopals than their parents.”

9. Information World Review (UK) – The wonders of a virtual world. “Want to look round the Egyptian pyramids or view Stonehenge from any angle? Well, there’s an app to do just that. No, it is not an iPhone application but a freely accessible interactive website called Heritage Key. Historians, archaeologists, academics, researchers and anyone interested in exploring ancient civilisations and monuments from the comfort of their homes now have a web-based resource to let them do so. Heritage Key, from Rezzable, offers visitors a 3D reconstruction of historical sites, excavations and monuments. Users can join live online lectures, ask questions, post on discussion boards and conduct their research.”

10. The Daily Star (UK) – Doctor Who Enters Computer Game World. “THE BBC is turning Doctor Who into a computer game. Bosses want to cash in on the show’s huge popularity by taking the Time Lord into the new market. Until now they had held off from making a game based on the show, only allowing the release of the Eidos game Top Trumps: Doctor Who in 2008. But Dave Anderson, head of multi-media development at BBC Worldwide, said: “We are having discussions about a variety of ideas around Doctor Who that are complementary to each other rather than in competition, including boxed product console games, virtual worlds and other experiences.”

Weekend Whimsy

1. Leipzig Space Station – Second Life

2. The Beach – Atmosphere in Second Life

3. University of Western Australia in Second Life

Merged realities – events and issues for virtual worlds

1. One of Second Life’s most innovative content creators, Ordinal Malaprop, has shuttered his business. Find out why.

2. Forterra have had some business challenges over recent months including laying off staff at the end of 2009. Their OLIVE virtual environment has been bought out by the Science Applications International Corporation. All the details here – this will hopefully be a positive outcome for a virtual environment under somewhat of a cloud.

3. Twinity continues its expansion with a growth in Virtual London: “These areas will include famous buildings and monuments, from the Houses of Parliament, Buckingham Palace to the Millennium Bridge, and the Trocadero. With this, Virtual London, will have grown to the east and south of its present spread, while also marking a foray across the virtual Thames.

4. Virtual World Best Practices in Education 2010: the call for presentations has gone out. Their website contains all the information you need.

5. The University of WA have announced the finalists of their Machinima Challenge. You can read all the details on the excellent UWA in SL blog, but here’s the list of finalists:

MASTERDARK FOOTMAN, Dallas, Texas, USA
The Heart of UWA

COLEMARIE SOLEIL, Florida, USA
UWA Machinima Challenge

PYEWACKET BELLMAN, New York City, USA
University of Western Australia in Second Life

CHANTAL HARVEY, Maastricht, Netherlands
University of Western Australia in Second Life

CISKO VANDEVERRE, Berlin, Germany
SEEK

SOPHIA YATES, Lancaster, Massachusetts, USA
The Challenge – Architecture, Teaching, Research Arts on the UWA sims

IONO ALLEN, Paris, France
Seek Wisdom

GLASZ DECUIR, San Sebastian, Spain
MachinimUWA: UWA in Second Life, Achieving International Excellence

LASLOPANTOMIK YAO, Barcelona, Spain
MachinimUWA

BRADLEY DORCHESTER, Perth, Australia
MachinimUWA: Art Architecture, Research, Teaching

NOVA DYSZEL, Toronto, Canada
UWA in SL Challenge

MASTERDARK FOOTMAN, Dallas, Texas, USA
UWA Jan 2010

SOPHIA YATES, Lancaster, Massachusetts, USA
Second Life Virtual University of Western Australia

The winner announcement is coming up on the 8th February at 1pm SL time, with Torley Linden making an appearance.

Wrong side of the bed

Mother Superior was on her way to late morning prayers when she passed two novices just leaving early morning prayers, on their way to classes. As she passed the young ladies, Mother Superior said, “Good morning ladies.”

The novices replied, “Good morning, Mother Superior, may God be with you.”

But after they had passed, Mother Superior heard one say to the other, “I think she got up on the wrong side of the bed this morning.” This startled Mother Superior, but she chose not to pursue the issue.

A little further down the hall, Mother Superior passed two of the Sisters who had been teaching at the convent for several years. She greeted them with, “Good morning, Sister Martha, Sister Jessica, may God give you wisdom for our students today.”

“Good morning, Mother Superior. Thank you, and may God be with you.”
But again, after passing, Mother Superior overheard, “She got up on the wrong side of the bed today.”
Baffled, she started to wonder if she had spoken harshly, or with an irritated look on her face. She vowed to be more pleasant.

Looking down the hall, Mother Superior saw retired Sister Mary approaching, step by step, with her walker. As Sister Mary was rather deaf, Mother Superior had plenty of time to arrange a pleasant smile on her face before greeting Sister Mary.
“Good morning, Sister Mary. I’m so happy to see you up and about. I pray God watches over you today, and grants you a wonderful day.”

“Ah, Good morning, Mother Superior, and thank you. I see you got up on the wrong side of the bed this morning.”

Mother Superior was floored! “Sister Mary, what have I done wrong? I have tried to be pleasant, but three times already today people have said that about me.”

Sister Mary stopped her walker, and looked Mother Superior in the face.
“Oh, don’t take it personally, Mother Superior. It’s just that you’re wearing Father Murphy’s slippers.”

Avatars United: desire or forced marriage?

Linden Lab, whether by design or by accident, appears to have pulled their usual stunt: Wallace Linden’s post caused panic and disarray, focussed in a misleading direction, and barely hinted at the truth of the matter. Once again, decisions had been finalised even before the post went live. This sort of behaviour does nothing to inspire confidence in the user population, but I suppose it is at least consistent. These days, many of us know to be very critical of any blog post offering, even from new folk on the team. This consistency means that we can predict with some confidence that changes have been made. What changes? That is a much trickier question.

Putting that aside for the moment, let’s look at the acquisition of Avatars United by Linden Lab.

Acquiring a team of people who have already demonstrated their abilities in a certain field makes a whole heap of sense – especially when you want your existing development team to continue on with what they are doing. It’s also great to bring in new people for a fresh look at old problems.

[…] we’re committed to keeping this ideal of a place where avatars from multiple worlds and games can come together.” ~ M Linden

The Avatars United (AU) idea is all about collating your online identities, and connecting to other people engaged in the same virtual environments (VEs) or games as yourself. I am forced to wonder, how many people have the time to be heavily engaged enough in several VEs to want to be connected this way? Perhaps AU will encourage cross-pollination of VEs, perhaps each person will remain firmly in their own VE’s social circle. Since you cannot easily share the details for each avatar name between VEs, the latter seems most likely.

“The first design principle in this social strategy is respect of your privacy.  We aren’t going to take away any privacy or anonymity for those that want it. We are not going to “out” people.  We are not going to force anyone to reveal any private or personal information. […] But for those who don’t want to opt in to an arrangement like that, nothing at all will change.” ~ M Linden

Thank you, M, that’s a fantastic idea – make all linkages opt-in! But wait, what’s this – linking all your avatar names together in AU is opt-out, not opt-in? I sincerely hope that this is changed in the near future, and that the place that this is accomplished is made more obvious, instead of having it tucked away under the Account Privacy settings. I’m also keen to know why there’s a section under the Account tab that allows you to fill in your personal information. It too is opt-in, except for birth-date, but I don’t see how having that section is useful, or who might require or desire access to that information.

“In coming months, we’ll be looking at the best way to create new services for Second Life around some of the sharing and networking tools that Avatars United has to offer.” ~ M Linden

AU is set to be changed in the next few months. Applications for SL users seem imminent, and it will be interesting to see how much work is funnelled into SL-related ideas, and how much is devoted to other VEs. Fortunately, “the AU team already has an active and growing developer program”, so we should start seeing useful, relevant, apps quite soon, regardless of what is happening internally at Linden Lab.

I would like to see AU become a way to be lightly engaged in VEs, whereas actually entering those environments would be a heavy engagement. In the future, AU could become a way to check in, in a central location, and see who is online, what they are doing currently, keep in touch with groups via forums. You could use it to form an “acquaintance list”, or perhaps use the group features to belong to extra groups, or to have a forum for existing group. AU is a good place, and hopefully in time will become an even better place, to keep your finger lightly on the pulse of what’s happening in your social circle online, while still being able to get in-world and experience all the wonders of high social engagement and creative past-times.

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