Another Perfect World

In late June, the UK’s Channel 4 ran a documentary called Another Perfect World. It’s a well structured look at virtual environments with a focus on the tensions in developing a ‘utopia’, with World of Warcraft, Second Life, Metaplace and Lineage scrutinised. A 30-minute preview can be viewed right here:

Twinity: intersection of immersion and State

With a new round of funding in the bank, Twinity is on as firm a ground as it’s ever been. The development of virtual replicas of cities has proven a successful formula to date. Singapore is a Twinity stronghold and a virtual Orchard Road is on the way.

twinity-singapore

Two aspects of the Orchard Road announcement caught my interest:

Virtual Singapore was developed in consultation with the Media Development Authority (MDA) and Infocomm Development Authority of Singapore (IDA).

and

Twinity is tying up with AsiaOne – the interactive arm of Singapore Press Holdings – to seek retailers, brands and firms interested in promoting their products or space on the virtual ‘Orchard Road’.

Bear with me while I explain some of the intricacies.

The Media Development Authority (MDA) is a government agency that has two main purposes: “The first is to promote the growth of the media industry. The second is to manage content to protect core values and safeguard consumers’ interests“.

The Infocomm Development Authority is also a government agency with the roles of “infocomm industry champion, the national infocomm master-planner and developer, and the Government CIO“.

AsiaOne is a key business within the Singapore Press Holdings (SPH) stable. SPH isn’t government owned, but under SIngapore’s Newspaper and Printing Presses Act, no management shares can be transferred without approval of the Ministry of Information, Communications and the Arts (MICA). This is the ministry that oversees the Media Development Authority.

What this means is that the SIngapore Government has direct involvement in the development of virtual SIngapore in Twinity. Nothing wrong with that at all – Australia’s government has played a role in funding virtual world presences, as have a plethora of other governments. What interests me most is the AsiaOne partnership, which is likely to have an advertising revenue focus. If you’re currently a SIngapore business person, you’re likely to have advertised with SIngapore Press Holdings at some stage as it has nearly 80% of the over-15’s market.

What do you do when SPH’s sales team phone you to negotiate your next advertising package and mention you can now advertise in Twinity? If you don’t know that the government have funded the Twinity presence, the less well informed may see it as a gimmick and decline. This is where it gets really interesting: if take up of advertising in Twinity’s virtual Singapore isn’t as great as expected, what happens next? I won’t be surprised if Singapore becomes the first sovereign entity to have virtual world advertising as a standard option for its business owners. The initial acceptance may be limited but the incredibly close government involvement combined with substantial influence over SPH makes for one fascinating and potentially controversial case study of virtual worlds and business. There’s no criticism of Metaversum intended – they have operated as one would expect of a commercial entity. It’s wider issues of politics, media and governance that invite further discussion.

I fired some questions on the issue through to Metaversum’s Managing Director, Jeremy Snyder:

TMJ: Does Metaversum see the Singapore model of government funding combined with a media partnership to drive advertising as one it’s likely to explore in other markets.

Singapore really offered some unique opportunities for us. Their drive to stimulate and showcase innovative companies in the IDM (Interactive Digital Media) space. The media partnership that we entered here is a strong endorsement of our vision. We do see a lot of value in similar strategic partnerships for other markets.

TMJ: Does it see this model working as well as it may do in Singapore where SPH’s management has a close relationship with the government?

Twinity: The relationship between SPH and the Singapore government was not part of the decision process for entering that partnership. Negotiations for funding in 2008 & subsequent negotiations with SPH were entirely different excercises.

TMJ: Does Metaversum have any concerns that potential success in Singapore may be as a result of the unusually tight control on media in Singapore, which may ensure widespread adoption of virtual world advertising as indirect government policy, making it a case study not easily replicated in other markets?

Twinity: Singapore’s media policies in the Internet space really don’t have any affect on our business. Similarly, we do not plan to apply any different standards for content in Twinity’s virtual Singapore than in other locations in Twinity. We feel our success in Singapore and elsewhere will still come back to the core values of Twinity – the connections to real life, the content available, and the strength of the community.

What do you think: is virtual Singapore likely to provide a unique social experiment?

Book Review: My Avatar, My Self

Waggoner_978-0-7864-4109-9

Firstly, it’s fair to warn you that I’m breaking one of my own reviewing rules here. I generally never write a review of something that I haven’t purchased. That’s a rule that I’m not in the habit of breaking, but it’s worth noting that I’m making an exception here today.

If you want the short version, you should go and buy Waggoner’s book if you have a serious interest in identity, identification, the interaction of people with diegetic and liminal spaces, and/or the core philosophies of human involvement, interactions and identity in virtual spaces and gameplay.

For those of you that are still here, Waggoner has put together a book that doubles as something of a thesis. Littered with references and notes, My Avatar, My Self is a dense and thoughtful read both on the nature of ourselves as well as on the nature of our virtual interactions and extensions.

I say dense, because virtually every paragraph gave me pause for consideration, sparking numerous, lengthy discussions, and causing my editor to wait and wait and wait, and wait some more for me to actually get back to him.

That’s the very definition of thought-provoking, right there. There’s a lot of meat within these covers.

Waggoner discusses the models of modernist identity theorists (who, alas, still aren’t really sure what Identity actually is), as well as contrasting that with the models of post-modern identity theorists (who also still aren’t sure what Identity).

Identity and the nature and definition of it is far from a done-deal, but practical interaction with avatars sheds a whole lot more light on things, and seems to support the post-modern theories rather better.

Debates between modern and postmodern identity theories continue. However, most theorists regardless of their camp seem to agree that communication media impact human identity construction. Even modern identity theorists such as Giddens recognize the importance of these external stimuli: “Mediated experience has long influenced both self-identity and the basic organization of social relations.” This statement is echoed by Jay David Bolter and Richard Grusin almost a decade later: “[People] employ media as vehicles for defining personal identity”

Throughout, Waggoner focuses on single-user role-playing games primarily (Fallout 2/3, Morrowind, Oblivion), but this is no weakness in his approach. In doing so, Waggoner manages to test and demonstrate his points without considerable, intrusive or distracting noise or complications, as he monitors the interactions and reactions of four diverse subjects as they approach various games.

Throughout, Waggoner examines the motivations, identification, and responses of his four subjects, occasionally highlighting responses that a subject is seemingly unaware of, or unwilling to admit.

If you’re not afraid of some deep ideas about identity, expression, avatars, narrative, genres and spaces, nor of the language required to express these compactly, Waggoner’s My Avatar, My Self should find a place on your reading list.

And now, if you’ll pardon me, I’m going to go back and read it again.

(You can purchase this book from TMJ’s online bookstore, Amazon or direct from the publisher).

Alter Ego: A Taste

It’s been awhile since Alter Ego was touted for release and it even had a proposed late June screening date. That’s been delayed but if you want a taste of what Alter Ego offers, here’s a snippet from Director Shelley Matulick, called ‘Peter and the Wolfie’:

Peter and the Wolfie from Shelley Matulick on Vimeo.

For me, this is a really engaging take on Second Life, What do you think?

A detailed map of Ironforge vendors and trainers

Note: this map will be updated as needed once Cataclysm hits – watch this space 😉

It’s time for an Ironforge map:

ironforge-map-sml

(View the full-size version here)

Ref Name Vendor/s or other key NPCs Trainer/s
A Hall of Mysteries   Priest Trainer (High Priest Rohan)
      Priest Trainer (Braenna Flintcrag)
      Priest Trainer (Toldren Deepiron)
      Paladin Trainer (Brandur Ironhammer)
      Paladin Trainer (Beldruk Doombrow)
      Portal Trainer (Milstaff Stormeye)
      Mage Trainer (Juli Stormkettle)
      Mage Trainers (Bink and Dink)
B Maeva’s Mystical Robe Merchant (Maeva Stonebraid)  
  Apparel Cloth Armor Merchant (Ingrys Stonebrow) (U)  
C The Fighting Weapon Merchant (Bingus)  
  Wizard Wands Merchant (Harick Boulderdrum) (D)  
D Lonberry’s Reagents Vendor (Ginny Longberry)  
  Reagents    
E The Mystic Ward Fruit Vendor (Bimble Longberry)  
  (Central)    
F Finespindle’s Leatherworking Supplies (Bombus Finespindle) Skinning Trainer (Balthus Stoneflayer)
  Leather Goods   Leatherworking (Fimble Finespindle)
G Stonebrow’s Alliance Cloth Quartermaster (M. Steelshield) Tailoring Trainer (Jormund Stonebrow)
  Clothier Tailoring Supplies (Poranna Snowbraid)  
    Specialty Tailoring Supplies (Outfitter Eric) (U)  
H Burbik’s Supplies Trade Supplies (Burbik Gearspanner)  
I Deep Mountain Mining Supplies (Goinir Bouldertoe) Mining Trainer (Geofram Bouldertoe)
  Mining Guild    
J Unnamed   Shaman Trainer (Farseer Javad)
       
K The Great Forge Blacksmithing Supplies (Thurgrum Deepforge) Blacksmithing Trainer (Beng. Deepforge)
  (North-East) The Keymaster (Brombar Higgleby) Weaponsmith Trainer (Ironus Coldsteel)
      Armorsmith Trainer (Grum. Steelshaper)
L The Bronze Cooking Supplies (Emrul Riknussun) (D) Cooking Trainer (Daryl Riknussun)
  Kettle    
M Thistlefuzz Inscription Supplies (Thargen Heavyquill) Inscription Trainer (Elise Brightletter)
  Arcanery Enchanting Supplies (Tilli Thistlefuzz) Enchanting Trainer (Gimble Thistlefuzz)
    Lexicon of Power  
N The Great Forge Flight Master (Gryth Thurden)  
  (Eastern)    
O Ironforge Herbalism Supplies (Gwina Stonebranch) Herbalism Trainer (Reyna Stonebranch)
  Physician   First Aid Trainer (Nissa Firestone) (U)
P Forlorn Cavern Shady Dealer (Tynnus Venomsprout) Rogue Trainer (Hulfdan Blackbeard)
  (South)   Rogue Trainer (Fenthwick)
      Rogue Trainer (Ormyr Flinteye)
Q Forlorn Cavern   Warlock Trainer (Briarthorn)
  (North)   Warlock Trainer (Thistleheart)
      Warlock Trainer (Alexander Calder)
R Traveling Fishing Supplies (Tansy Puddlefizz) Fishing Trainer (Grimnur Stonebrand)
  Fisherman    
S Stoneblade’s Blade Merchant (Hjoldir Stoneblade)  
T Springspindle’s Gnomeregan Commendations (entrance) Engineering Trainer (S. Fizzlegear)
  Gadgets Engineering Supplies (Gearcutter Cogspinner)  
U Tinker Town King of Gnomes (High Tinker Mekkatorque) Gnomish Engineering Trainer
  (Central)   (Tinkmaster Overspark)
       
V Berryfizz’s Potions Alchemy Supplied (Soolie Berryfizz) Alchemy Trainer (Tally Berryfizz)
  & Mixed Drinks    
W Things That Fireworks Vendor (Fizzlebang Booms)  
  Go Boom    
X Tinker Town Alliance Cloth Quartermaster  
  (East) (Bubulo Acerbus)  
Y Goldfury’s Gun Merchant (Bretta Goldfury)  
  Hunting Supplies Bow Merchant (Skolmin Goldfury) (U)  
Z Bruuk’s Corner Bartender (Bruuk Barleybeard)  
    Barmaid (Edris Barleybeard)  
2 Hall of Arms Stable Master (Ulbrek Firehand) Hunter Trainer (Regnus Thundergranite)
      Hunter Trainer (Olmin Burningbeard)
      Hunter Trainer (Daera Brightspear)
      Pet Trainer (Belia Thundergranite)
      Warrior Trainer (Kelv Sternhammer)
      Warrior Trainer (Kelstrum Stonebreaker)
      Warrior Trainer (Bilban Tosslespanner)
3 Timberline Arms Maces and Staves (Kelomir Ironhand) Weapon Master (Bixi Wobblebonk)
    Weapon Merchant (Thalgus Thunderfist) (D) Weapon Master (Bullwyf Stonehand)
    Axe Merchant (Hegnar Swiftaxe) (D)  
    Blade Merchant (Brenwyn Wintersteel) (D)  
4 Craghelm’s Plate Light Armor Merchant (Lissyphus Finespindle)  
  and Chain Mail Armor Merchant (Dolkin Craghelm)  
    Heavy Armor Merchant (Olthran Craghelm) (U)  
5 The Military Training Dummies  
  Ward    
6 Fizzlespinner’s Bag Vendor (Pithwick)  
  General Goods Trade Supplies (Fizzius Fizzlespinner)  
    General Goods (Brillia Ironbrand)  
7 Ironforge Tabard Vendor (Lyesa Steelbrow)  
  Visitor’s Center Guild Master (Jondor Steelbrow)  
8 Ironforge Auctioneers  
  Auction House    
       
9 Barim’s Reagents Reagents Vendor (Barim Jurgenstaad)  
10 The Stonefire Brew of the Month Club (Larkin Thunderbrew)  
  Tavern Innkeeper (Innkeeper Firebrew)  
    Barmaid (Gwenna Firebrew)  
    Brew of the Month Club (Brew Vendor)  
11 Barber Shop Barber (Pella Brassbrush)  
       
12 Ironforge Heavy Armor Merchant (Mangorn Flinthammer)  
  Armory Light Armor Merchant (Raena Flinthammer)  
    Heavy Armor Merchant (Bromiir Ormsen) (U)  
13 Vault of Ironforge Bankers  
    Guild Vault  
14 Steelfury’s Weapon Merchant (Dolman Steelfury)  
  Weapon Weapon Merchant (Grenil Steelfury)  
  Emporium  

The Watch – virtual worlds in the news

1. Sydney Morning Herald (Australia) – Australian gamer blackballed over virtual world ‘fraud’. “Facing real world debts, a trusted figure in a popular online game stole money from the virtual bank he ran and exchanged it for cash through the black market. It happened in EVE Online, where more than 300,000 subscribers pay $US15 a month to play. They gain wealth through hard work, manipulating the market, or killing rivals in a distant future where humans have colonised the stars in an online game similar to World of Warcraft and Second Life.”

2. Open Media Boston (USA) – Is Virtual Presence Viable for Collaboration? A Look at IBM’s “Virtual Collaboration for Lotus Sametime”. “IBM announced last week that it was adding a virtual world collaboration service it’s calling Virtual Collaboration to its Lotus Sametime communications and collaboration software, which is aimed primarily at enterprises. Virtual Collaboration allows users to collectively view and create documents in a virtual environment similar to Second Life, in essence creating virtual work and meeting spaces. It’s pretty cool, but does this kind of immersive technology actually make collaboration via virtual presence a realistic option? Obviously, perhaps, virtual worlds allow individuals to experience “being” in the same virtual environment, while remaining at their desks. Second Life, Sony’s Playstation Home and World of Warcraft are all examples of virtual worlds. Virtual Collaboration is similar, but rather than create fictional worlds, Virtual Collaboration aims to recreate familiar real world environments like a boardroom or a theater, and extend the utility of real world tools like a calendar or a drawing board.”

3. Computerworld (USA) – Faux pas at virtual world discussion highlight continuing ‘transitional phase’. “Virtual worlds are growing in colleges and universities despite significant problems in using them to teach courses and communicate, a panel of experts said during a virtual discussion sponsored by Cisco Systems Inc. The problems range from giving students and educators access to networks to reach the online virtual worlds to ease-of-use with the applications and tools inside of the virtual worlds, panelists and audience members said. “There’s a long way to go with this technology to make it easy for everybody to do,” said Sarah Smith-Robbins, director of emerging technology for Kelley Executive Partners at the Kelley School of Business at Indiana University. She has taught and written about virtual worlds for six years, and specializes in creating learning experiences that build on virtual worlds and alternative and augmented realities.”

4. TechCrunch (USA) – Does Anybody Still Use Second Life? And If So, How Much Is It Worth Today? “Analyst firm Next Up Research has published an extensive report on Linden Lab, the San Francisco company behind virtual world Second Life. The research is based on aggregate data and is available on SharesPost, a site set up to trade shares of privately held companies (if you register, you can download the report for free from that page, or you can find other valuation reports on companies like Facebook and LinkedIn). The report goes rather deep into the valuation of the Linden Lab, which it pegs at somewhere between $658 million and 700 million. More on that later. Now that Linden Lab has been around for nearly 10 years, and with its product Second Life celebrating its sixth birthday since launching publicly in June 2003, we thought it would be a good idea to take a close look at the report and see how the company’s doing according to the analysts.”

5. Virtual Worlds News (USA) – Sony Hints at Tweaks to Home. “A survey sent to members of the PlayStation Network hints at changes afoot at the company’s online social gaming service/Virtual World, PlayStation Home. Survey recipients are asked to rate (possible) future in-Home options including music sharing, video sharing, voice chat and “more dance moves” among others as prompting more, less, or just about the same number of visits to Home. Additional survey questions probe users’ interest in various content options in the Movie Theater such as music videos, feature-length movies and short/indie films. Another question asks respondents to rate potential features such as mini-games, appearances from PlayStation staff, and video interviews with PlayStation developers on a scale from Very Appealing to Very Unappealing.”

6. Daily Finance (USA) – Surprise Hits: Webkinz — a toy fad with the virtual touch. “One of the greatest smash hits of the decade has been one of the most mundane products of the decade. Webkinz are simply stuffed animals. What’s so great about a stuffed animal? Well, there’s more to these animals than meets the eye — and it’s not because they’re transforming robots from another planet. Webkinz, produced by the Ganz Corp. (more on them in a moment), are sold with attached tags bearing unique secret codes. A child receiving the Webkinz can go online, logs onto the Webkinz site, and use the code to access a virtual version of the new pet, who lives in a virtual world where kids can care for it, play games with it, take quizzes, and interact with other kids.”

7. Washington Post (USA) – Twitter + World Of Warcraft=Tweetcraft. “For all of you World of Warcraft fans out there, there’s a new Twitter client that is worth checking out. TweetCraft is an in-game Twitter client for WoW that lets you send and receive Tweets within a game. If you are busy in the middle of a WoW match, you can put Tweets in a queue to send when it’s more convenient.”

8. Science Daily (USA) – Second Life Data Offers Window Into How Trends Spread. “Do friends wear the same style of shoe or see the same movies because they have similar tastes, which is why they became friends in the first place? Or once a friendship is established, do individuals influence each other to adopt like behaviors? Social scientists don’t know for sure. They’re still trying to understand the role social influence plays in the spreading of trends because the real world doesn’t keep track of how people acquire new items or preferences.
But the virtual world Second Life does. Researchers from the University of Michigan have taken advantage of this unique information to study how “gestures” make their way through this online community. Gestures are code snippets that Second Life avatars must acquire in order to make motions such as dancing, waving or chanting.”

9. BBC News (UK) – Giving life a shape. “One of the more interesting shifts in the technology world over the last quarter century has been the way that cultural organisations have gone from being the late adopters, inheriting office-oriented computer systems from business and making do with them, to being those leading the digital revolution in many areas. When I worked with the Community Computing Network in the late 80s it was hard work persuading charities and voluntary organisations that having a computer to handle their member databases and print letters was worthwhile. But now that there really is a computer on every desk and word processing, spreadsheets and databases are standard, arts organisations seem to be far more willing to engage and experiment with the latest tools, especially online.”

10. CNET (USA) – Metaplace virtual worlds now blog-embeddable. “Metaplace is a massively multiplayer online role-playing game, or MMORPG, that runs in Flash. It doesn’t have nearly as many users as Second Life, nor the cult following of World of Warcraft. But in an announcement that could go a long way in helping the service expand beyond its 6,000 active users, Metaplace worlds can now be embedded into a blog. Once that embed is complete, Metaplace users can play in the world right on the blog. If the blog author adds multiple embeds of different worlds, the gamers can be in each of them simultaneously. Is Metaplace really the kind of service that would make you want to create a world and embed into your blog?”

Weekend Whimsy

1. Grace McDunnough – Wish for you – machinima Chantal Harvey

2. Cirque Mystique Second LIfe 6th Birthday Party

3. STAR WARS – SECOND LIFE – PROMO TRAILER #2

China’s virtual currency regulation and Conroy’s filter

I had the pleasure of having a chat to Radio Australia’s Ryan Egan for the 20th episode of the Tech Stream podcast. We spoke in some detail about the Chinese Government’s ban on using virtual currencies to purchase real world goods, as well as the recent flare-up in concerns around the impact of the Federal Government’s internet filtering legislation on virtual worlds.

You can listen to the edited interview here (the full version is here), plus there’s some great previous features on augmented reality and more.

I also wrote a piece for Crikey on the net filtering issue, which you can read here.

Merged realities – events and issues for virtual worlds

grecian_theatre 1. For those who like theatre, rehearsals are under way for Hypatia of Alexandria. Written in sonnet form, it’s a collaborative project for performance in Second Life:

It will play to inhabitants of upwards of forty countries around the world. The lead role is in Australia, the writer and director in Canada, the producer in the UK and the cast from the USA and other countries! Oh, and it will play in a huge purpose built Greek theatre in the sky. Not exactly what you would call a typical play, I suppose.

2. Second Life Documentary, Second Skin, is starting to see some wider distribution.

3. Linden Lab is apparently worth around $700 million and is projected to bring in around $100 million in revenue. Not a bad little business if anyone’s interested.

4. Dear Apple – give us augmented reality on the iPhone.

5. For those who like jumping between independent grids, here’s how to do it.

Metaplace: worlds embedded

Raph Koster has announced the ability to embed a Metaplace world within a webpage. Significant? Indeed it is. One of the reasons video sharing services like YouTube, Vimeo and Blip.tv have become ubiquitous has been their embed features. By offering the same portability, Metaplace has further established a firm foothold in the virtual world sphere.

At this stage you’ll still need a Metaplace login to view an embedded world but the plan is for that to eventually not be the case. A WordPress plugin already exists, which is how I’ve embedded a favourite world of mine:

[mp2wp]Halloween,500,400[/mp2wp]

A range of uses have already been identified (integration with Google Maps anyone?) and the virtual performance one in particular should gain some serious traction. Without wanting to sound like a slobbering fanboy, Metaplace to date haven’t put a foot wrong and it’s hard to see anything but some serious success ahead for the platform.

What do you think: does the ability to embed Metaplace on your site make it more likely you’ll use it?

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