Interview – Evelyn McElhinney, Glasgow Caledonian University

kali1 (This story appeared earlier today over at Metaverse Health).

Coming from a nursing background myself, I’m always fascinated by the work going on in virtual environments in regards to nurse education. To some extent it’s a natural fit in that clinical simulation is a pivotal part of the education process for nurses anyway – using virtual environments is simply an extension of recognised practice.

Evelyn McElhinney (SL: Kali Pizzaro) is a Nurse Lecturer in the post-registration department of Glasgow Caledonian’s School of Health. She teaches a number of advanced practice modules including modules within the Nurse Practitioner pathway. She joined the university full time 3 years ago, and was a lecturer/practitioner working in an advanced practice role within the National Health Service prior to that and has worked in a number of acute care areas including anaesthesia. Evelyn also happens to be active in the use of Second Life in Nurse Practitioner training, so I caught up with her to discuss her work to date and some broader issues around collaboration.

Lowell: From a nursing education viewpoint, what are your key areas of professional interest / research focus?

Kali: Advancing practice, physical examination, clinical simulation, and recently the use of virtual worlds for Nurse Practitioner Education.

Lowell: When you say nurse practitioner, can you define that a little? I’m assuming you mean someone undergoing their undergraduate nursing education?

Kali: Ah no in the UK Nurse Practitioners are Registered Nurses who are advancing their practice. A nurse who takes a history, physical examination, diagnoses, prescribes and treats.

Lowell: Ok, that’s similar to Australia then. So are there particular advantages for using virtual worlds with more experienced nurses like practitioners rather than nursing students?

Kali: The advantages are that they need flexibility as they have competing demands on their time. So any medium that allows for extra practice in a time conducive to them is attractive. However, virtual worlds can do more than the usual virtual learning environment.

Lowell: When did Second Life become a consideration in your work?

Kali: I considered Second Life after seeing a project by one of my colleagues. I had know about it’s existence as the University had a project exploring it’s use for marketing. That was in March this year.

Lowell: Can you describe the work you’re doing in Second Life and how it links to the University’s CU There initiative?

Kali: I am trying to develop a virtual patient which will be used by Nurse Practitioner students to practice history taking. I have also embedded heart sounds into the avatar’s chest to enable the student to link the history to the heart sounds they hear. They must click on the correct anatomical position to hear the sounds. This work links to the CU There project as it fulfills the criteria for use of virtual worlds in education. By creating an AIML bot/bots the students have the flexibilty to practice at any time either as an individual or as a group. I plan to have a number of patients and to build on the sceanrios to create longer problem-based learning scenarios. The bot we use were developed by myself and the School technician Andy Whiteford aka AndyW Blackburn.

Lowell: So what level of work has been required to get the lab to this stage and how much more is involved to get it to where you’d like it to be?

Kali: The clinical skills lab was designed by the CU There team with guidance from the head academic in charge of the simulation lab . The build was done mainly by a computer student who is seconded to the team. There are plans to build an ITU for a scenario for 3rd year students. For my scenario it is mainly me thinking of ways to expand each scenario in alignment with the needs of my students.

Lowell: The most common feedback I’ve gotten from nursing academics is a skepticism on what virtual worlds offer that a well integrated curriculum with comprehensive leraning management tools can’t, that is, aside from the advantage of not needing to get students to a real-world simulation lab, are there other benefits of working in environments like this?

Kali: The immersive environment enables authentic scenarios to be developed. There is also the ability to offer syncrounous text and voice communication, as well as the ability to show the whole class videos etc. We can also simulate things that would be difficult in real life.

Lowell: Is there an example of that you currently use?

Kali: Not at the moment. However, for undegraduates it could be useful for them to be inside a heart or lung to understand the anatomy and physiology. It is also much more interactive than other VLE’s.

Lowell: I suppose that’s the crux of the challenge for nursing educators using virtual environments: convincing others that things have moved beyond the gimmicky, would you agree?

Kali: Yes, you need to show them something that is pedagologically sound, something they can see is useful.

Lowell: On pedagogy, what do you see as the key foundations in your work and in virtual environments more broadly?

Kali and Colin_001Kali: Constructivism and social constructivism are the key learning theories in my work. By linking history and heart and lung sounds to other parts of a clinical scenario, I am building on the students previous knowledge to create new knowledge. People in simulations tend to act the same as they do in real life. The ability to capture the text allows for reflection on the decision-making of this particular group.

Lowell: What has the feedback been from students?

Kali: Positive- they can see they value. They feel they are in the sceanrio. However, it is early days. We have only had a few folk through as a pilot. We will be using it more in the next two semesters.

Lowell: Are there formalised evaluations planned on clinical skills training in Second Life ? Will there be comparative studies on those who used such tools versus those who didn’t and their subsequent outcomes?

Kali: Yes, a number of academics are evaluating their projects and one is plannning to compare in-world and out-of-world simulation. Some of these are through a University scheme, Caledonian Scholars.

Lowell: What’s your take on nursing research in virtual environments internationally? Is it fair to say it’s still very early days?

Kali: Yes, there are a number of good projects. However, it is still in it’s infancy. Simulation seems to be the most popular project.

Lowell: Is there any research completed or underway that has particularly interested you?

Kali: Many projects have impressed me. For example the work of John Miller at Tacoma, the Imperial College in London and the Ann Myers Medical Center. However, any project which is being used by students impresses me. With regards to research most are evaluations, however, my own university has just completed some research into student nurses’ clinical decision making (Dr. Jacqueline McCallum, Val Ness, Theresa Price, Andy Whiteford).

Lowell: Can you discuss what it’s found?

Kali: It’s still in publication, however a lot of what the students said was that they wanted to experience areas they had not been to, and that they also found the scenario exhausting. Interestingly, they did not do a single observation in an hours sceanrio in a busy surgical ward. They also did not know what to do with a patient who was demented and kept leaving the ward. I think they were too busy thinking what to do next, this was despite being prompted to do observations.

Lowell: You raise a very interesting point – perhaps virtual environments make a more natural stage for making errors as there isn’t the stress of the educator looking over their shoulder?

Kali: Maybe, although this sceanrio had educators involved. Although that is the beauty of simulation – make mistakes and no-one dies 😉

Lowell: For the nurse who has been working in either a hospital or community setting for five years or more, how do you make virtual environments like Second Life an appealing and logical extension of their professional development needs?

Kali: By making the scenarios authentic and as realistic as possible. Also they must be available at all times to ensure maximum flexibility. The student must see the value to be motivated to take part. If they are fun, then great.

Lowell: Do you think Second Life is at a stage of usability that it can achieve that now?

Kali: Not yet in the UK – it is still not widely know as a social tool. However, if it is introduced in education they may see more value, as it helps them to learn.

Lowell: On usability though – it’s still quite a learning curve to actually use, particularly for those not as net-savvy as others?

Kali: Well you could say that about any VLE, and it is really only arrows and clicking. Changing clothes is not mandatory for education. Well, not all education. I think most folks would get it in a short space of time with some guidance.

Lowell: Again specific to nursing, is there any great degree of collaboration going on internationally in regards to projects like these? How do you think nursing faculties could further improve collaboration?

Kali: We are exploring a couple of collaborations. I know Scott Deiner in New Zealand has collaborated with American colleges. However, there is the potential for major collaboration both nationally and internationally. Although you need to have a firm idea about what you want to collaborate on. Also there is still a little bit of folk finding their feet, so to share is still scary methinks.

Lowell: Do you think there’s the critical mass for organised collaborative structures such online journals or other formats for working together?

Kali: There could be, and the Virtual World Watch here has opened up avenues for collaboration by highlighting the people who are involved with virtual worlds, although there is a bit to go.

Lowell: So for a nursing academic looking to integrate virtual environments into their teaching or research, would you have any simple advice?

Kali: Make sure you think about what you want to use it for. Script the scenario and look around at other people’s work to find out what the virtual world is capable of. Also visit educational areas and talk to other academics or join a group. Make sure there is a strong pedagogical structure to your idea and show it to folks when you have something to show!! Seeing is believing.

——–

To view the publicly accessible clinical skills laboratory in Second Life, go here.

Copenhagen, climate change and Second Life

copenhagen1-smlUnless you’ve avoided all news over the past year or so, you’ll have heard about the upcoming United Nations Framework Convention on Climate Change in Copenhagen, which starts on the 7th December and runs through to the 18th December.

OneClimate, auspiced by Non-profit organisation OneCLimate, has created Virtual Copenhagen a large exhibition space in Second Life. Aside from the numerous exhibitions (some are listed below), the presence will be streaming content from Copenhagen plenary sessions, press conferences and “voices from the global south that might not otherwise be heard”. Aside from the streaming aspect, those attending in Second Life will have the opportunity to put questions to people being interviewed by the broadcasters in Copenhagen.

I spent half an hour walking around the exhibits and there’s certainly plenty of interesting information to be digested. There are some exhibition spaces remaining (contact Coughdrop Littlething in-world if you’re interested). For more details on the Second Life activities, teleport there yourself or check the OneClimate website.

copenhagen2

Exhibitor listing

All but the last two listed below will have staff representatives in-world:

Beta Business Park, HeatSaver Energy Systems Inc, SmarterEarth (working in with the University of Iowa), Commonwealth Islands, NOAA, Virtual Native Lands, V-Innovate, European Metaverse Association, Public Policy Virginia, L’Ultimatum Climatique, Better World – Center for Water Studies, Human Mosaic Systems, The Institute for Sustainable Communication, Four Bridges, Peace Train, Etopia, ViO, State of the World Forum and The Transition Network.

Once the real-workd discussions fire up in December, it’ll be interesting to see what impact the Second Life aspect will play. Virtual Copenhagen is certainly well resourced and organised: whether it can cut through the enormous level of activity that’ll be occurring remains to be seen, but OneClimate certainly won’t die wondering with their efforts.

Check it out in-world

The Watch – virtual worlds in the news

1. The Huffington Post (USA) – Real Man Traded for Cartoon Rabbit. “Getting people to change their opinion of you is tough – especially if you are a rodent who has generated billions of dollars and has become a global icon like Mickey Mouse. Mickey wasn’t Walt Disney’s first star creation, that was another big eared little mammal, Oswald the Rabbit. Oswald was taken from Walt by his employer, Universal Studios. Disney soon left Universal to start his own company. Since he didn’t have the rights to Oswald, Disney shortened and rounded Oswald’s ears and created Mickey Mouse, one of the world’s most enduring fantasy characters.”

2. Hypergrid Business (Hong Kong) – A Wayback Machine for virtual worlds? “One of the joys of exploring virtual worlds grids is finding new fantastic new regions and builds. Then comes the pain of virtual worlds — you bring your friends back to visit, and the builds are no longer there. Maybe it cost too much to keep the region up and running, or the owners decided to put up something else, instead. As Second Life and the various OpenSim grids evolve into a true 3D Web, these early builds will become items of historical interest. It would be a shame if they all disappeared forever.”

3. San Francisco Chronicle (USA) – 3D Web will save high-performance computing industry, Intel CTO says. “Three-dimensional Web technologies will save the high-performance computing industry from its current state of financial stagnation, Intel CTO Justin Rattner predicted at the SC09 supercomputing conference in Portland, Ore. Tuesday. Delivering the opening address, Rattner said the HPC market is struggling, with a compound annual growth rate of about 3.6%. Based on current trends, there is no sign of a future upswing. “This is not a healthy business,” he said. Demand for high-performance computing capability is limited to small markets, but Rattner believes that virtually the entire population can benefit from HPC if given the right platform.”

4. allmedia Scotland (Scotland) – Ready to Check Out the 3D Me? “For all the talk of Generation Y, you don’t really have to be young to ‘get’ social media. As an employer, I follow, with interest, reports about the imminent flood of hungry young workers about to transform the jobs market with all their net savvy ways. It’ll be great for business to welcome in a workforce who grew up with social networks and see the obvious benefits without the need for a seismic shift in thinking. However, there are already plenty 30 and 40-somethings who are changing mindsets and working practices to embrace new and social media. I include myself, since I am blogged-down, Tweeted-up and Facebooked-in; fluent in audio, video and other rich content, as well as the trusty, old written word. Still, though, there is one aspect of the newfangled communications I have real trouble with: virtual worlds.”

5. Gulf News (UAE) – Virtual policing: Training for Dubai Police. “Police detectives have sealed off a violent crime scene at a Dubai flat and are busy picking up clues leading to the suspect’s arrest – and they didn’t even have to open the front door. The officers are actually Dubai Police trainees playing “serious games” that digitally rebuild real crime and accident scenes from the city onto a computer screen. Be it a celebrity murder, jewellery shop robbery or a massive car crash, the police force’s virtual training and crime scene reconstruction sections put cadets in the middle of the action. The games use actual case file details like photographs, security camera footage, documents – plus three-dimensional scans of rooms or streets – to create life-like virtual worlds where cadets can “walk around” and uncover evidence.”

6. The Globe and Mail (Canada) – THE $350 MILLION PENGUIN. “The most surreal moment of Lane Merrifield’s career came on Oct. 24, 2008, when the young B.C. entrepreneur found himself standing on a stage in the middle of New York’s Times Square, surrounded by hundreds of adoring children and crowds of equally enthused parents. It was three years to the day that he and two partners-Lance Priebe and Dave Krysko-had launched Club Penguin, a virtual world where millions of preteens meet, chat and play games via 2-D penguin proxies. The three men had plenty to celebrate.”

7. news.com.au (Australia) – Virtual world opens doors for autistic. “A VIRTUAL “thinking head” generated by hi-tech computer software is teaching autistic children to recognise and respond to facial expressions. Flinders University research has found the computerised tutor helps the children improve their social skills and communicate more effectively with bullies. Children are shown facial expressions corresponding with specific emotions and are encouraged to respond.”

8. BBC (UK) – What happened to Second Life? “Not long ago Second Life was everywhere, with businesses opening branches and bands playing gigs in this virtual world. Today you’d be forgiven for asking if it’s still going. Once upon a time Second Life had a Twitter level of hype. Even those without a cartoon version of themselves couldn’t plead ignorance due to blanket coverage in newspapers and magazines. Second Life is a virtual world started by the US firm Linden Lab in 2003, in which users design an avatar to live their “second life” online.”
.
9. Sydney Morning Herald (Australia) – BigPond pulls plug on Second Life. “Telstra has decided to close its doors on Second Life, evicting the residents of its virtual BigPond Island and revoking their unmetered usage, in a move that has infuriated some subscribers. BigPond’s islands will cease to exist on December 16, signalling an end to its two-year “experiment” with Second Life, and residents of the swanky virtual Pond Estate have been given a month to relocate elsewhere.”

10. WarCry (USA) – Five Years of Warcraft: Speaking With Blizzard’s Rob Pardo. “Mega-MMO World of Warcraft turns five this month, and to celebrate, our sister site The Escapist sat down with Blizzard’s VP of Game Design, WoW mastermind Rob Pardo to chat about the lessons they’ve learned, the mistakes they’ve made, and how they’d like to beat themselves at their own game.”

Weekend Whimsy

1. Coulrophobia – The Fear of Clowns – Second Life Machinima

2. New World Hallows’ Eve in Second Life® — the short version

3. Second Life: The Traveling Laughter Crew

Games for Health at Game Connect Asia Pacific

gameconnect-nov2009 Game Connect Asia Pacific 2009 is convened by the Game Developers Association of Australia.

On the 6th December there is a workshop session on games for health, supported by HISA. Registrations are through http://www.gameconnectap.com/register.html (Forum pass, Sunday only).

This event is a key part of the strategy to create momentum in games for health in Australia, so if that’s an area of interest for you, this is a must-attend event.

Telstra responds to questions on Second Life withdrawal

bigpond-secondlife-nov2009-3-smlAs mentioned yesterday, Telstra have announced their withdrawal from Second Life, and there’s been no shortage of discussion on it around the blogosphere.

We’ve had some passionate comments and a couple of emails from residents quite upset at the decision.

I took the opportunity to put some questions to Telstra’s media spokesman, Craig Middleton, to get some further clarity on future plans and what will happen to the content that’s been successful for their presence:

Lowell: After more than two years of operation, what are the key lessons Telstra has learnt from the experience?

Craig: From our venture into Second Life we learnt a great deal in a variety of areas, including online community anagement and how to foster event-based traffic – experiences in relation to the in world support team and management of frequent in world events .

Lowell: It’s arguable that Telstra has been one of the more successful examples of a business building a community, through regular activities, dedicated staff support and a large presence. Was the costs of delivering that service too much for the returns it provided?

Craig: We don’t discuss the commercial aspects of our business, however we were very happy with the popularity of the islands and the interaction they allowed us in-world.

Lowell: In regards to cost – how does Telstra plan to report to shareholders on any substantive outcomes from the Second Life foray? BigPond’s involvement on the face of it has been a success, so how will those successes be captured?

Craig: BigPond’s activities and investment in Second Life have been widely reported since our launch. I do not expect any further reporting beyond that.

Lowell: Are there any particular issues with Second Life that have hastened the decision to leave?

Craig: Our focus is now moving towards other social media options that are gaining in popularity and functionality on computers, mobile phones, TVs and game consoles. Watch out for such announcements in coming months. It is important for a communications company like Telstra to continue to experiment with emerging Web 2.0 applications

Lowell: What will happen to all the BigPond content? Does Telstra have any plans to archive it or even make it available for BigPond customers to use as a basis for further content creation?

Craig: There are no plans beyond helping our customers transition their inworld residences to other locations

Lowell: Does BigPond have any plans to continue development of products in virtual environments at all?

Craig: As per above.

For mine, after the impact on the community of residents, the disappearance of all the BigPond content is the biggest shame of the decision by Telstra to withdraw from Second Life. It appears they’re not ruling out further forays into virtual environments, but aside from that and anything they’ve learnt from the experiment, there doesn’t seem to be a lot of joy for BigPond customers who are Second Life residents.

Telstra retreats from Second Life

bigpond-secondlife-november2009-smlAs reported today in the mainstream press, Telstra have announced their retreat from involvement with Second Life.

As the Australian business with the largest investment in Second Life by far, Telstra’s withdrawal potentially has a large impact on the local case for involvement of business in virtual worlds. More importantly, there are many hundreds of BigPond regulars who are affected by the decision. Paying residents on the BigPond sims received the following notecard on the issue:

Dear Residents, Vendors and Guests,

Telstra BigPond would like to thank you for participating in Second Life through BigPond. Our creative experience with Second Life has been very rewarding for both BigPond and our members. We’re constantly looking for ways to take advantage of the latest social media trends, however, our focus is moving towards entertainment options that are gaining in popularity on computers, mobile phones, TVs and game consoles.

From December 16 you will still be able to continue your Second Life experience directly through Linden Lab at www.secondlife.com but no longer through the BigPond portal.

This will also mean that all Second Life use will go towards your download limits given that the BigPond islands currently unmetered for BigPond customers are closing. Please note that this may put you over your plan download limit sooner than you were expecting.

Please contact our in-world Social Operations Manager Peta Philbin if you have further questions and she will provide information and/or BigPond Support personnel to assist you.

Again, we hope that you continue to enjoy your Second Life experience and keep checking back at www.bigpond.com for other exciting BigPond services.

Regards

The BigPond Team

Is the announcement a surprise? Not really – Telstra’s been increasingly lukewarm over recent months in regards to continued development of new activities / events on the sims. That said, the community that’s been built by BigPond customers on the sims has never wavered and there’s plenty of them angry at the decision. The common theme from discussions with residents today revolved around the theme of only having entered Second Life initially because of the unmetered status for Second Life usage (on BigPond sims), and the subsequent meeting up with people that they otherwise would never have met.

Obviously Telstra don’t need a presence for that to occur, but they certainly created a financial and aesthetic environment that maximised the potential for new users’ involvement. It’s been one of the more notable examples worldwide of a successful collaboration between a business and its customers, with examples everywhere of that relationship:

bigpond-secondlife-nov2009-2

The biggest challenge for Telstra is how it portrays its withdrawal in the longer term. It’s likely been a financial decision, and if so it begs the question of how transparent Telstra will be on the outcomes they feel they’ve got from being in Second Life, and whether they’ll make further forays in the future. We touched base with Peta Philbin, who is the ‘Pond Estates Social Operations Manager’, but she wasn’t able to comment at all, referring me to BigPond’s PR contact, Craig Middleton. We’ve sent Craig a series of questions and will post his responses in full as soon as we receive them. There’s also a farewell party planned for 21st November – we’ll publish more details on that as they are announced.

In the meantime, it’s over to you: are you surprised by the announcement or has it been a long-time coming? Will this be a set-back for Second Life in Australia and for business more broadly?

A detailed map of Exodar vendors and trainers

Exodar map now located here!

Merged realities – events and issues for virtual worlds

frenzy-magazine1. Frenzoo have launched a bi-weekly web magazine called Frenzy, created by its users. You can view the PDF here or the Flash version here.

2. Metaplace have expanded their in-world games, adding Doomgarden,Meep Combat! and a Perfect Match dating game. With the recent controversy over social games, it’s great to see some simple but fun games with no wider purpose than fun.

3. The Wii Fit doesn’t seem to provide as good a workout as some may think, according to a recent study (PDF document). One of the study authors sums it up: “Since using the Wii Fit alone may not produce results that meet recommended physical activity, guidelines” notes study author Alexa Carroll, M.S., “it is important that individuals partici- pate in additional exercises to effectively reach these guidelines.”

4. Malaysia is apparently punching well above its weight in spending in Second Life, its 28 million people making up 4% of expenditure. Australia is sitting on 2%.

5. Whilst on a Malaysia, here’s a great (80-page) piece of research on the use of virtual reality in medicine:

Reserach Report: Virtual Reality: Establishing Medical Hallmarks

(with thanks to ScienceRoll)

The Watch – virtual worlds in the news

1. Science Daily (USA) – Avatars Can Surreptitiously And Negatively Affect User In Video Games, Virtual Worlds. “Although often seen as an inconsequential feature of digital technologies, one’s self-representation, or avatar, in a virtual environment can affect the user’s thoughts, according to research by a University of Texas at Austin communication professor. In the first study to use avatars to prime negative responses in a desktop virtual setting, Jorge Peña, assistant professor in the College of Communication, demonstrated that the subtext of an avatar’s appearance can simultaneously prime negative (or anti-social) thoughts and inhibit positive (or pro-social) thoughts inconsistent with the avatar’s appearance. All of this while study participants remained unaware they had been primed. The study, co-written with Cornell University Professor Jeffrey T. Hancock and University of Texas at Austin graduate student Nicholas A. Merola, appears in the December 2009 issue of Communication Research.”

2. Computing (UK) – From ancient to virtual worlds. “he notion that your customers are only 10 seconds away from your competitor’s web site still holds true. But while the server and network infrastructure needed to deliver a web site that stays up 99.999 per cent of the time is one aspect of delivering a good online experience, the phrase “content is king” is equally relevant, and just as important for customer retention. Would a better way to engage customers be by spicing up that dowdy site with some visually stunning graphics, tied into standard e-commerce transaction middleware? For visually stunning graphics, read virtual worlds, whose genesis can be traced back to the multi-user dungeon program MUD, which originated in 1978 at Essex University. But it was many years before what people now think of as a virtual world was realised – a 3D, immersive world, available 24/7 via a web connection.”

3. Financial Times (UK) – Habbo Hotel creators hope to welcome older users. “Creators of virtual worlds and other online communities are hoping their members will continue to pay for digital goods as they grow older. Sulake , a private Finnish company, is hoping to build on its success with Habbo Hotel, a virtual world visited by 14m teenagers every month, with a new mobile version for young adults, Bobba Bar . The application, launching today on Nokia and Apple smartphones, is only available to over-17s. It allows members to create a unique digital character and chat to other avatars in themed rooms, such as sports, technology or “romance”.”

4. Virtual Worlds News (USA) – Kid Command Set For Launch. “Today, Collin Caneva will take his Kid Command virtual world live. The world, targeted to kids and tweens, hopes to instill an appreciation of the environment and world’s fragile eco-system. As the growth of virtual worlds, social networks and web-based entertainment explodes, Omaha-based Caneva hopes to carve out a special place in that digital eco-system that will taps kids’ curiosity and innate intelligence, talking up to their intellect rather than down.”

5. The Economic Times (India) – Endgame for reality. “Technology, like much else in life, seems to come with a built-in ‘dual use’ possibility. Take computers, and all else associated with them: the internet, gaming et al. There is, of course, the information revolution, the educational benefits, or just plain downright entertainment that comes with this. And then there’s the dark side. The world of pervasive online porn, of cyber terrorists, of even computers or the net so taking over people’s lives as to over-rule the real. A recent report has it that among the plethora of existing execrable violent games , which seem to have legions of addicts across the globe, a new one is based on the ‘raping skills’ of players. ”

6. Techdirt (USA) – Virtual Goods, Scams, Investigative Reporting And The Media. “For many years, we’ve been quite skeptical of any business model in virtual worlds/social networks that rely on “buying virtual goods.” That’s because these are all based on artificial scarcities, and as we all know (hopefully, by now), relying on artificial scarcities for a business model is incredibly risky, especially once people realize the scarcities are artificial. And yet, over the past few years, a number of businesses have been built on this very premise. In fact, Silicon Valley is crawling these days with businesses built on selling virtual goods, and if you talk to many VCs about it, you’ll quickly note that they’re positively giddy over the fact that people are paying for this stuff. What they don’t seem to realize is that it’s unlikely to last. ”

7. Business Standard (India) – Virtual classrooms go commercial. “Ramesh Thorat (not his real name) is at home. But sitting on his computer, he is intently watching and listening to a lecture on the internet. He has a broadband connection, a webcam and even a microphone to interact with the lecturer if he has any question. In fact, Thorat is one of the many engineering graduates from the Pune Institute of Computer Technology (PICT) who studies in a “virtual classroom” called “kPoint”. Developed by Pune-based Great Software Laboratory Pvt Ltd (GS Lab), this virtual classroom tool “kPoint” is a concept which is fast catching up in the city. It has been successfully deployed at outsourced product development (OPD) firm Persistent Systems, too, to train newly-recruited engineering graduates at its Nagpur campus from its parent facility in Pune.”

8. CBS News (USA) – Scams Target Gamers on Social Sites. “Farmville, Mafia Wars and Restaurant City are Internet-based games that can be played on sites like Facebook, where millions of people have signed up. But click on the wrong places in these virtual worlds, and you could lose real money without ever knowing it. CBS News Science and Technology Correspondent Daniel Sieberg reported where there’s a popular online trend like these games, advertisers are sure to follow. But the legitimate ads aren’t the problem — it’s the ones that promise a free trinket or virtual cash to be used in your game. And if you’re tricked into clicking, they start draining your money.”

9. Information Week (USA) – Second Life Steps Into The Enterprise. “Second Life is attracting a cult following among businesses, who say the virtual world gives them richer collaboration than teleconference calls or video conferences. But Second Life still has limitations that pose barriers to enterprise adoption. Ericsson has become the first vendor to prove end to end interoperability in TD-LTE, another standard of 4G radio technologies designed to increase the capacity and speed of mobile telephone networks. One of the major limitations is that Linden Lab, which developed and operates Second Life, runs the service on its own server farms. This software-as-a-service model creates problems for user control and confidentiality of sensitive conversations.”

10. The Korea Herald (South Korea) – Second Life withdraws from Korean market. “The virtual world community game Second Life has effectively withdrawn from the local market.
According to industry sources, the U.S.-based developer of Second Life, Linden Lab, failed to extend the contract with the local game company Barunson Games Corp. Barunson was first contracted to operate Second Life services in Korea in October 2007. However, the Korean Second Life community Sera Korea will continue to be serviced. Linden Lab’s official position is said to be temporarily closing local operations. However, the company is reported to have no plans to revive the operations as yet.”

Previous Posts