The Watch – virtual worlds in the news

1. The Guardian (UK) – Why playing in the virtual world has an awful lot to teach children. “What does playing computer games do to us? A YouGov poll has stirred up familiar worries about the effects of new media on children’s communication skills, saying that one in six children under the age of seven in England has difficulty talking – a problem that will have many worried parents looking at games consoles and wondering how far their children’s onscreen delights are implicated in this decline. Anyone who has played video games, or watched their children playing, will know that they are an exceptionally compelling medium. As Jean Gross, the government’s new communication champion for children, noted, overbusy parents can spend dangerously little time talking to their children. Far easier to plonk them down in front of a mesmerising screen.”

2. Virtual Worlds News (USA) – Data Provides Insight into Virtual Worlds, Goods Business Models. “Three data points released this week — which on their face didn’t appear to offer a boatload of value for individuals or companies with a stake in the virtual worlds and virtual goods industries — can be parsed for insight into how the markets are responding to some existing virtual world/virtual goods products, as well as how markets might be anticipated to respond to future business initiatives.”

3. Gadget (South Africa) – CES 2010: How kids play today… in the real and virtual world. “The line between the way children play in the real world and connect in the virtual world is becoming more and more blurred; this is according to the Build-A-Bear Workshop which extends its social interaction from the physical store through to the virtual world. Build-A-Bear Workshop, the interactive entertainment retailer of customised stuffed animals, announced new data that supports an evolution in how kids play and connect in their real and virtual worlds.”

4. Metro (UK) – The augmented reality helicopter drone you pilot with your iPhone. “The Parrot AR.Drone – a four-bladed ‘quadricopter’ with a range of 50m (165ft) – features two tiny video cameras which send real-time pictures to the phone’s screen, so you see what it sees. Interactive ‘enemy’ fighter planes are then layered over your view of your neighbourhood, using technology known as Augmented Reality. It takes current applications, such as superimposing photos on to Google maps’ satellite images, to another level.”

5. The National Law Journal (USA) – Social media permeate the employment life cycle. “Social media are any type of Internet-based media created through social interaction in which individuals primarily produce, rather than consume, the content. In the workplace, the prevalent social media are video-sharing Web sites (YouTube), social networking Web sites (Facebook, MySpace, LinkedIn, Twitter), online multiuser virtual worlds (Second Life, World of War craft) and personal or corporate blogs. The increased use of social media in the workplace, by employees and employers alike, presents both opportunities and risks for employers because social media now permeate the entire life cycle of employment: during pre-employment inquiries, throughout the period of employment and after separation from employment. Employers must consider and address the use and misuse of social media at each stage.”

6. Kelowna (Canada) – Virtual meetings come cheap; Thought delivery. “Virtual reality is a growing technology in Canada that small businesses can use to cut travel costs and expand markets because its immersive nature allows training and networking to be done in ways teleconferencing can not match. Mingleverse, a Vancouverbased virtual reality provider, is seeing a burst of consulting businesses looking to offer their services to a larger market, said Daniel Ruscigno, marketing co-ordinator. “We really expect online teaching, training and coaching to take off.” Launched in September, the company offers an experience similar to Second Life but with less downloading, Mr. Ruscigno said. Rather than one big virtual world there are several small virtual worlds you can embed in a website, he said.”

7. New York Times (USA) – The Children of Cyberspace: Old Fogies by Their 20s. “My 2-year-old daughter surprised me recently with two words: “Daddy’s book.” She was holding my Kindle electronic reader. Here is a child only beginning to talk, revealing that the seeds of the next generation gap have already been planted. She has identified the Kindle as a substitute for words printed on physical pages. I own the device and am still not completely sold on the idea. My daughter’s worldview and life will be shaped in very deliberate ways by technologies like the Kindle and the new magical high-tech gadgets coming out this year — Google’s Nexus One phone and Apple’s impending tablet among them. She’ll know nothing other than a world with digital books, Skype video chats with faraway relatives, and toddler-friendly video games on the iPhone. She’ll see the world a lot differently from her parents.”

8. Internet Evolution (USA) – The Internet in 2020: A Look Ahead. “Now that we’ve closed the book on the first decade of the 21st century, the real question is, What radically new Internet technologies will we be celebrating at the beginning of the century’s second decade? Ironically, imagining 2020 is really the business of the historian rather than the futurist. As David Edgerton argues in his brilliant 2006 book, The Shock of the Old: Technology and Global History Since 1900, the most radical new technologies are recycled from the past. To look forward, therefore, Edgerton suggests that we look backwards.”

9. AFP (USA) – Lego expands its universe with online game. “Danish toy maker Lego is seeking to build a presence in the world of multiplayer online games with the release of a new videogame called Lego Universe. “Think World of Warcraft, Second Life and Club Penguin all wrapped into one,” said lead producer Chris Sherland of NetDevil, the Colorado-based game development company behind Lego Universe. The PC-based game will incorporate many of the features of the iconic interlocking, studded plastic bricks that have delighted children — and parents — the world over for years. Lego Universe, which is to be released in the second half of the year, was unveiled at the annual International Consumer Electronics Show (CES) in Las Vegas which closes on Sunday.”

10. PC Pro (UK) – Whatever happened to Second Life? “It’s desolate, dirty, and sex is outcast to a separate island. Barry Collins returns to Second Life to find out what went wrong, and why it’s raking in more cash than ever before. Three years ago, I underwent one of the most eye-opening experiences of my life – and I barely even left the office. I spent a week virtually living and breathing inside Second Life: the massively multiplayer online world that contains everything from lottery games to libraries, penthouses to pubs, skyscrapers to surrogacy clinics.”

Catholic Parrots

A lady goes to her priest one day and tells him, ‘Father, I have a problem.

I have two female parrots,

But they only know how to say one thing.’

‘What do they say?’ the priest inquired.

They say,

‘Hi, we’re hookers!

Do you want to have some fun?’

That’s obscene!’ the priest exclaimed,

Then he thought for a moment.
‘You know,’ he said,

‘I may have a solution to your problem.

I have two male talking parrots,

Which I have taught to pray and read the Bible.

Bring your two parrots over to my house,

And we’ll put them in the cage with Francis and Peter.

My parrots can teach your parrots to praise and worship,

And your parrots are sure to stop saying . .

That phrase . . In no time.’

Thank you,’ the woman responded,

‘this may very well be the solution.’

The next day,

She brought her female parrots to the priest’s house.

As he ushered her in,

She saw that his two male parrots
Were inside their cage holding rosary beads and praying.

Impressed,
She walked over and placed her parrots in with them.

After a few minutes,

The female parrots cried out in unison:

Hi, we’re hookers!

Do you want to have some fun?’

There was stunned silence.

Shocked,

One male parrot looked over at the other male parrot

And exclaimed,

‘Put the beads away, Frank.
Our prayers have been answered!’

Weekend Whimsy

1. The Legend of Titanic in Second Life 2010 (Con te partiro-Laura Magori&Alexander Zailer)

2. New Year welcome

3. Second Life – Ahern Retardedness Episode 6

New site design

It’s been quite a while since this website has had a facelift, so we’re pleased to unveil the new one. It hopefully makes finding key subject areas a little easier and provides a greater range of information within easy reach. This is the fourth significant change in the site since its inception and it probably won’t be the last 😉

As always, feedback on usability and navigation are very welcome.

Beautiful Kate – DVD and USA screening

Just a quick heads-up that Beautiful Kate as of today is available locally (PAL version) on DVD.

For those in the United States, the film is also showing this coming weekend at the Palm Spring International Film Festival. Hopefully that will lead to some wider screenings throughout the US.

Merged realities – events and issues for virtual worlds

1. Forterra have fallen upon hard times, laying off around half their workforce, according to an email we’ve received and as reported here. It’s a shame to see any company lose so many employees – her’s hoping Forterra are able to continue their work ongoing.

2. The dynamos at Kzero have updated a couple of their forecast charts. Active virtual worlds users is one of the most interesting ones:

3. A prim has been rezzed at the highest ever altitude in Second Life – here’s the proof.

4. The first machinima to be presented to the Rock and Roll Hall of Fame has been produced by Pooky Amsterdam. It was produced for Alissa Moreno, who performs her song ‘Every Day’. Have a look for yourself:

5. The University of Western Australia’s Second Life activities continue to expand, with a machinima competition announced:

WHAT: MachinimUWA : The UWA Machinima Challenge

WHEN: Submissions are open 18th December 2009 – 31st January 2010
All entries will be displayed on the University of Western Australia (UWA) Second Life Blog. http://uwainsl.blogspot.com

Winners will be announced during a ceremony in February

WHERE: In front of Winthrop Tower (Main SIM of the UWA presence) & starting point of all Machinima

THEME: Architecture, Teaching, Research & Arts on the UWA sims

THE CHALLENGE
Create a Machinima between 2 and 5 minutes in length that captures the 4 main elements thats make up the heart of the University of Western Australia SIMS. These elements are the RL architecture, the teaching, the research and the arts. The purpose would be to show that UWA’s presence in SL is comprehensive and covering all these areas, creating true bridges between SL & RL for prospective students, current students, staff, alumni & the community (this is the snapshot – more details below). Note that there are 3 SIMS making up the UWA presence, namely UWA, Uni of WA & WASP Land, and this challenge covers all 3.

Method of Entry:
* Load the Machinima anywhere, and provide the link to both Jayjay Zifanwe & White Lebed (co-hosts of MachinimUWA)

Closing Date:
* Midnight 31st January 2010 (winners annouced in Mid-Feb 2010)

The agenda-setting challenges for virtual worlds: a discussion paper

The past couple of years have seen virtual worlds start to get on government agendas worldwide. From a policy perspective, agenda-setting is a widely researched area and it’s very pertinent to virtual environments. To that extent, I’ve written a discussion paper that analyses the challenges to date in ensuring virtual worlds do end up as a policy priority for governments.

It’s an expanded version of a piece written in recent months as part of my MBA studies – it has not been published elsewhere and nor will it be.

Who’s the paper for?

If you’re someone interested in the policy aspects of virtual worlds, you may find this paper useful. If you’re an experienced policy analyst you’re going to find the paper very broad, but otherwise it’s a good overview of the challenges and progress to date.

Sample

The introduction to the paper is replicated immediately below to give you a taste of the language and approach:

Virtual worlds have grown in popularity to an extent that they pose a range of policy challenges at both an organisational and governmental level. This discussion will examine the inherent challenges in agenda-setting for those attempting to establish governance structures in virtual worlds, and the growing interrelationship between events in the virtual and real worlds and the related policy conundrums they pose. The work by Kingdon (1984) will be used as the framework for describing the interplay between political factors, policy formulation and any previous approaches to problem resolution. Examples of current policy debates in regards to virtual worlds will be explored within that framework, to illustrate the level of government involvement with this policy arena to date and why there has been a relative lack of response from government in the Australian context.

What does it cost?

The cost of this discussion paper is up to you. When you click on the ‘Add to Cart’ button below, it will show the suggested cost of $9.95 (Australian), all of which goes to our charity of choice, Kiva. If you cannot afford that price, you can manually adjust the cost to whatever amount you want, including zero – we’ll let your conscience determine that 😉

Feedback

Please don’t hesitate to provide any feedback on the paper. By their nature, policy debates are far from black and white affairs and this one is no different. I’d also like to thank Ren Reynolds for responding to a query on the analytical framework prior to writing the paper.

Click below to purchase the paper:

Add to Cart

Or – here’s the direct link for the download service we use.

The Watch – virtual worlds in the news

1. Mashable (USA) – Man Pays Record $330,000 for a Virtual Space Station. “We’re not even sure what category to file this story under. We’re utterly baffled by this one. Earlier this year, the Crystal Palace Space Station went onto virtual auction in the Entropia Universe massive multiplayer online roleplaying game (MMORPG). Entropia Universe is well known for its “real cash economy,” where $1 can buy you 10 PEDs (Project Entropia dollars) in the virtual world. The Crystal Palace is a huge virtual space station that orbits the Planet Calypso.”

2. The Escapist (USA) – Why We Need to Ditch the Word “Virtual”. “From “virtual reality” to “virtual worlds,” the “v-word” is something we gamers and techheads know well. But real things happen in virtual worlds, and virtual reality is a reality all its own – which is why we should consider ditching it.”

3. BBC (UK) – Mobiles offer new view of reality. “Virtual Reality has been a mainstay of sci-fi for decades but 2010 could see a pared-down version become mainstream. Augmented reality (AR) has had a quiet launch on mobile handsets but it is set to explode next year, experts say. AR is a technology that allows data from the web to be overlaid on a view of the physical world. Although a relatively small sector at the moment, analyst firm Juniper Research predicts that AR will generate incomes of $732m (£653m) by 2014.”

4. Mashable (USA) – WOW: Fugitive Caught via World of Warcraft. “Police have been known to use social media like Facebook and Twitter to track down thieves (the IRS, too), and careless Facebooking can quickly get you arrested. But if you’re on the run from the law, there’s another online territory you might want to consider avoiding: World of Warcraft. Howard County, Indiana Sheriff Department Deputy Matt Roberson tracked down fugitive Alfred Hightower via the hugely popular massively multiplayer online game. Hightower was wanted on several counts of drug dealing but had fled the country to Canada.”

5. Mumbrella (Australia) – Twitter and LinkedIn neck and neck, while Bebo and Second Life lag behind. “Twitter and LinkedIn are neck and neck behind Facebook in their respective number of users, according to a new survey. The Mumbrella Industry Snapshot found that around 94 per cent of respondents have a personal Facebook account, compared to 72 per cent on Twitter and 71 per cent on LinkedIn, the social networking site for business professionals. The once dominant MySpace came in much lower with over 21 per cent, while only 7.3 per cent use Second Life.”

6. The Guardian (UK) – Virtual reality is coming of age. “I’m standing outside a branch of Diesel and a colourfully dressed man is dancing the robot in front of me like Peter Crouch on steroids. Browsing through the items on offer in the window, I spot a pair of jeans that I like the look of. The price tag says £1.59. A licensed, authorised, branded pair of Diesel jeans for £1.59. The only catch is that they’re made of pixels, not denim, and they belong in a fictional universe that could be the future of advertising, social networking and gaming combined. Welcome to the weird and wonderful world of PlayStation Home.”

7. Gamasutra (USA) – Curse.com Gets $6 Million For MMO Add-On Manager, Portal. “San Francisco-based MMORPG community add-on manager and portal Curse.com revealed that it raised $6 million in a second round of funding in early 2009 from new backers Ventech Capital and SoftTech VC. AGF Private Equity, which previously led a Series A round in 2007 that invested $5 million into the company, also participated. Originally founded in 2005 as a repository for World of Warcraft add-ons, Curse.com has since transformed itself into a network of blogs, databases, forums, wikis, and more for a variety of titles such as Age of Conan, Aion, Final Fantasy XIV, Diablo 3, and several others. The site also offers a PC and Mac Curse client for managing plug-ins for World of Warcraft, Warhammer Online, and Runes of Magic.”

8. The Globe and Mail (Canada) – Teen found after meeting his 42-year-old online ‘soulmate’. “n Tuesday evening, 16-year-old Andrew Kane nonchalantly asked his mother and father if they would drive him from their Barrie, Ont., home to a hotel in nearby Midland, where he planned to meet a 42-year-old woman with whom he had been having a secret relationship over the Internet. His stunned parents refused and the teen calmly returned to the computer, telling them he would let the woman know he wasn’t coming. At 2 a.m., Marlene Kane heard her front door open, and found her son gone, leaving behind a troubling trail of web chats that led to Houston, Tex., and the World of Warcraft.”

9. The State Journal-Register (USA) – Virtual reality simulators to help Guard train for war. “Virtual reality simulators are helping the Illinois Army National Guard prepare soldiers for service in Iraq or Afghanistan. The Guard is in line for $8.8 million in federal funding to buy three simulators, which are designed to train soldiers how to work in convoys and respond to attacks or roadside bombs. About $2.4 million will be used to buy two systems that simulate a caravan of four Humvees. Another $6.4 million is going to another simulator that trains soldiers on a larger, armored vehicle called a Mine Resistant Ambush Protected vehicle.”

10. Chicago Tribune (USA) – What will life be like 10 years from today? Here’s a glimpse. “OK, seriously this time. Several weeks ago I offered an end-of-decade list of expert predictions of all the changes in store for us (“Ten years from now …”). The surprise ending was that the predictions were all actually from late 1999 and early 2000, and the point was that the future tends to make fools of those who presume to predict it. Nevertheless. My 2020 vision may not be 20/20, but I’m guessing that 10 years from now …”

Metaplace – final concert

As discussed last week, Metaplace is closing its doors. That closure comes into effect in the next few hours, and as a farewell founder Raph Koster is holding a farewell concert. It’s just started, with REM’s ‘End of the World’ the opening song. How many virtual world execs would get up in front of an audience of people who are losing their world and put it on the line musically? Not many, but I’m not surprised that Raph Koster has done so.

If you want to spend some time in Metaplace, now’s the time to do it. The concert location is here.

Update: I managed to hang out for the majority of the show and it’s an understatement to say Raph Koster out his heart into his show. As one audience member stated, he should consider performing as a musician in Second Life. I captured one song, Dire Straits’ Money for Nothing, which shows the passion of the performance:

Avatar: The film, the idea and the word

James Cameron’s new film, Avatar, teaches us nothing about avatars.

Why? Well, let’s take a step back and look at the basic idea that already exists.

Most people are members of one of the 20 or so major religions, pretty much all of which have the concept of the avatar in common. Throughout religious philosophy and doctrine, your body and brain are considered to be your avatar, a vehicle for the actual you that continues on. The body is the avatar of the spirit (and in a couple of religions, the spirit itself is in turn an avatar of something outside).

Throughout our religious education and observations, the point is hammered home again and again – your body is your avatar in this world. This idea has now persisted for millennia, even though it is not widely associated with the word used to describe it.

And after thousands of years, it still hasn’t actually sunk in, even among many of the most devout.

From that perspective, virtual environments and avatars are a natural extension of our beliefs about the universe and our place in it. We’re just not really ‘getting’ that whole avatar thing, even though it is one of the central tenets of our varied religious beliefs.

Do I really think that James Cameron is going to be more successful with a US$237 million film budget where our most deeply held and treasured faiths about life and the nature of the universe have failed?

Not so much, no.

If you are already comfortable with the notion of an avatar, Cameron’s film doesn’t really add anything to your understanding. For those who are not, I put it to you that the concepts those people end up attaching to the word, based on the film, will not be the same ideas that you already hold from experience.

Either way, we’ve gained nothing in our understanding of the concept of the ‘avatar’, and sometimes I wonder if we ever really will, as a culture.

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