And the earth moved in Second Life

In regards to Second Life, it doesn’t get much bigger than the announcement made in the past few hours (Tateru Nino has an excellent summary of the announcement over at Massively).

Essentially, Linden Lab have decreed that any adults-only content on the mainland of Second Life will eventually be relocated to a new continent. For the sake of illustration, let’s call the new continent Bonk. To access Bonk you’ll need to have gone through a yet-to-be determined age verification process (probably the current one which doesn’t work that well). That’s the easy bit to explain, although that alone is an enormous change to the Second Life grid.

nude_beach

There’s a bunch of other potential implications that are yet to be clarified, but will be in coming weeks and months:

1. What’s defined as adult content?

2. Will there be exceptions made for educators – or will the childbirth simulation end up sandwiched between a nude beach and a Gorean dungeon?

3. Will we see an eventual homogenisation of the current mainland as huge amounts of adult content is transferred to the new continent?

4. Is this the next step in killing of the Second Life Teen Grid as a totally separate entity?

5. Will there be any roll-back on previous decisions around gambling and in-world finance?

6. Are Linden Lab giving another free kick to OpenSim grids who can claim greater freedom, or are they taking a necessary governance step that will actually provide a competitive advantage?

It’s all obviously conjecture and Linden Lab have promised greater definition of the process in coming weeks – what is certain is that there’s going to be lots of debate on such a fundamental change to the way Second Life operates.

Merged realities: events and issues for virtual worlds

1. Sick of hearing the clack-clack typing sound when engaging in text chat in Second Life? Here’s how to turn it off.

2. Toxian City is one of ten noteworthy role-playing areas in Second Life, as outlined here by New World Notes.

toxiancity

3. Sirikata is a new open-source virtual world in early development.

4. The Second Life Herald has woken up to Metaplace and takes a solid swipe at Linden Lab’s Terms of Service when contrasted to the Metaplace TOS.

OpenSim / realXtend: fast evolution

realxtend-mar09

realXtend

realXtend has remained on a fairly fast-paced development course in recent months, with some interesting announcements in the last few days:

– the current cross-platform viewer has had an upgrade
– a brand new viewer is underway, but not expected to be released until a fair way later in the year
– a new community-driven forum for realXtend is now live
– the realXtend Wiki is set to be expanded in coming weeks

OpenSim

One of OpenSim’s touted strengths is its abilities to run alternate protocols for Client to Server communication at the same time. The Metaverse Exchange Protocol (MXP) is the latest one to come on board. This actually has some big implications for OpenSim and its positioning as a competitor to Second Life. MXP and the related Open Metaverse Structured Data (OMSD) allow for the integration of input devices for real-time recording of gestures.

In clearer terms, that means that any OpenSim user in the future will have the ability to create custom gesturing and “bone driven facial expressions”. That’s an enormous step ahead of the current state of play in Second Life. Of course, it’s all theoretical at this stage but the OpenSim team are stating “they are currently in process of adopting” MXP.

What’s it all mean?

For the non-developer, the above information is a long-winded way of saying that OpenSim is continuing its momentum at a cracking pace. There’s some features on the way in the medium term that will provide some marked differentiation from Second Life – on the brave assumption that Linden Lab aren’t working on something similar themselves.

The Watch – virtual worlds in the news

1. Associated Content (USA) – Islands for Sale Follow Cave Home onto Real Estate Oddities Market. “First it was a cave house that was auctioned off on eBay; now there are private islands for sale. Would you buy an island right now? What is more, would you buy a private island on Second Life? Private islands for sale aside, there currently is a unique cave home listed on eBay while a balloon note threatens a cave foreclosure. The eBay cave home auction is scheduled to go until 03-11-09 and for only $300,000 the cave could be yours; unfortunately, even though the story generated much interest, there are no bidders thus far. Will those holding private islands for sale have better luck?”

2. New York Times (USA) – Portrait of an Artist as an Avatar. “Certainly, Filthy Fluno is not the first artist to realize that in order to sell his paintings, he needs to sell himself. He does, however, work at it with impressive zeal. Every day he makes new friends and cultivates new contacts, edging himself and his work — a collection of expressionistic oil paintings and vibrant, graffiti-laced pastels — just a little bit farther into a universe that to others might appear huge and indifferent, but as Filthy sees it is stuffed with possibility and also potential customers. To this end, you will often find him wandering around art openings and dance parties, dressed in a spiffy suit and pair of sneakers, trying earnestly to chat up every person in the room.”

3. NPR (USA) – Scott Simon Looks for Coffee in Second Life. “When you think of school, you may think of students sitting in rows of desks in a classroom while a teacher lectures up front. But, what if you could go to class in your pajamas while lying on your couch? Dr. Michael DeMers is a geography professor at New Mexico State University. While he does teach in a traditional classroom, he also invites his students to join him in an online virtual world called Second Life. At least once a week, their avatars (digital versions of people) head to an island in this virtual terrain to review class notes. Host Scott Simon’s avatar paid a visit to this online virtual island to meet with Dr. DeMers, our Second Life guide. While there, Scott asked for a cup of coffee, but what he opened was a can of worms instead”.

4. Slippery Brick (USA) – VR headset mimics all five senses. “What you are looking at in the pic above is a virtual reality helmet that recreates sights, smells, sounds and even tastes from far-flung destinations. Created by British scientists, the device will allow users a life-like experience of places such as Kenya’s Masai Mara while never leaving home. You could greet friends and family on the other side of the world as though they were present in the same room. Previously, scientists have only had success with virtual reality technology recreating sound and vision. This helmet named the Virtual Cocoon could change all that.”

5. Money (UK) – Real Money Trading in a Virtual Environment – Virtual Items Can Lead To Immense Wealth (And Occasionally Death). “A virtual economy is generally taken as being the exchanging of virtual goods in a virtual world, just as it reflects how a real economy works in the Real World. However, there are times when the line between Real and Virtual economies can bleed together, when players exploit “virtual” goods in order to profit from their deeds in the “real” world. Here is an amalgamated list of some well-known (and perhaps some not so well-known) instances of where the line between “real” and “virtual” becomes a little too blurred for some.”

6. Campus Technology (USA) – Second Life: Engaging Virtual Campuses. “n the previous article in this series, Real-Life Teaching in a Virtual World, we looked at the state of Second Life as it pertains to higher education. There are so many schools represented that one could spend days exploring the college and university campuses. The ways they are used in the 3D online virtual world vary drastically, and how much and how well they are used appear to vary as well. First, the bad: ghost towns abound. Just as many corporations have created presences in Second Life with the approach of “if you build it, they will come,” some colleges and universities have done the same.”

7. Science Daily (USA) – Virtual And Real Worlds: Two Worlds Of Kids’ Morals. “Children’s moral behavior and attitudes in the real world largely carry over to the virtual world of computers, the Internet, video games and cell phones. Interestingly, there are marked gender and race differences in the way children rate morally questionable virtual behaviors, according to Professor Linda Jackson and her team from Michigan State University in the US. Their research is the first systematic investigation of the effects of gender and race on children’s beliefs about moral behavior, both in the virtual world and the real world, and the relationship between the two.”

8. The Guardian (UK) – Friendship studies reveal the power of pals. “A recent study from the University of Leipzig found that college freshmen were more likely to be friends with people they met in their first week at university if they had been randomly assigned a seat next to them in an introductory lecture. The happiness of our friends is infectious, according to researchers at Harvard and the University of California. In a study that measured the happiness of nearly 5,000 individuals over a period of 20 years, reports showed that when an individual was happy it spread through their network of friends, and their friends’ friends, and the measurable effect could last for up to a year.”

9. Accountingweb.com (USA) – Financial literacy moves to Second Life. “Ohio University and credit union industry leaders have launched a new educational video game that uses the virtual world Second Life to teach financial skills to young people. The game, Credit Union Island, is designed for high school students. Based in the teen grid of Second Life, a simulated world with millions of users, the game enables players to guide their avatars through real-life financial decisions such as taking out a college loan, making car payments and buying a home.”

10. Computerworld (USA) – No security reprieve from Blizzard’s Warden – Two good reasons to pass on MMORPGs in the office. “World of Warcraft (WoW) and other massively multiplayer online role-playing games (MMORPG) are the source of recent rumbling in the industry. The online gaming numbers are staggering, but the notion that a significant percentage of people is logging in from work is truly the stuff of executive nightmares. The impact from lost work hours and the legality of alternate-currency businesses or “gold pharming” are worthy of discussion, but the alarm is a bit misplaced. Games have been a staple of computer workers’ existence since J. Martin Graetz, Alan Kotok and others cooked up Spacewar! on a PDP-1 in 1961, and people have been exchanging virtual identities and goods for real money since the first multiuser dungeons (MUD) in the ’80’s. Such games will always be with us, and the further up the knowledge-worker ladder one goes, the seemingly more essential their importance for blowing off steam. Modern role-playing games aren’t my thing, but I’d much rather see a senior security officer ganking Blood Elves in a cathartic frenzy for 30 minutes on company time than losing her cool when cornered by a tightly wound executive in some postincident blamestorming session.”

Merged realities: events and issues for virtual worlds

1. Habbo Australia are hosting World Wrestling Entertainment®’s Batistaâ„¢ (nicknamed “The Animal”) tomorrow at 4:00pm AEST (Monday 9th March). This is a free event and the venue will be the ‘Opera House’ public room.

jokaydia

2. Australian educator Jokay Wollongong held one of her regular ‘Unconferences’ today and there’s some great notes and links from it here.

3. I receieved the following info over the weekend:

Researchers from the Seoul Women’s University Information Media College UX Lab (user-experience laboratory) in Seoul, Korea, are currently conducting positive research connected to “Impressions from 3D cyberspace.” We would like to invite anyone who active in Second Life to participate in our research.

We’ve done with applicants to make film to conduct a survey previously, according to 3 regions, Korea south, Japan and North America.
Now we are collecting people’s respond to questions with those videos we made with applicants. For driving people to our survey site. We will provide L$100 for each and every participants.

Weekend Whimsy

1. Second Life mars attacks!

2. France3d in Second Life

3. WOW – White Dreamscape (Snoman)

Realising a virtual worlds industry in Australia

Christian Salles, Olivier Lamirault, Serge Soudoplatoff, Jean Michel Billaut and Franck Bellido are five impressive individuals. All from France, they have played various roles in France’s technology sector (their full bios follow at the end of this post) and they intrinisically understand virtual worlds. One (Franck Bellido) developed his company’s Second Life island presence.

cli_french_delegation

Educational Consultant Lindy McKeown provides a tour for the visiting French group in Second Life

Over the past week these five have been on a mission to see how Australia utilises virtual worlds and it’s been quite a tour. They’ve spoken with key people at VastPark, NICTA, AFTRS, SLCN, ExitReality, Skoolaborate,CLI and Smart Services CRC to name a few.

In the few hours I spent with the team from France, I was struck by their passion for the subject and their obvious respect for the work being done in Australia with virtual worlds. It was also a stark reminder of Australia’s lack of broadband infrastructure when seeing their reaction to our broadband speeds, which makes achievements to date locally even more impressive in a lot of ways.

Sometimes it takes a collaborative occasion like this to really bring home the fact that Australia well and truly has a virtual worlds industry – one that attracts interest worldwide.

A big thanks to Mandy Salomon at Smart Services CRC for the invite to take part.

=========
The bios:

Christian Salles career in applied research spans 35 years working in France, Norway, Taiwan and Frankfurt with the banking conglomerate BNP Paribas. Mr Salles pioneered intranet technologies in 1996, overseeing 200 installations including that of Reuters. More recently, Christian created his own consulting firm, Back End Office and is a professor at Paris’ Dauphine University.

Jean Michel Billaut consults on technology and innovation at the highest level of government and industry. His career with the Euro bank BNP Paribus has included Senior Economist and ‘VP in charge of Communication’. He is currently their advisor on the Internet. Jean Michel has chaired the ‘Centre d’information et d’etudes sur le credit’, a research organisation on credit, savings and financial problems and since its foundation in 1993, chairs ‘Club de l’Arche’, a multi-disciplinary thinktank to exchange information and thoughts on the introduction of new information technologies and the communication in society. In 1983, Mr Billaut launched Atelier, the first financial telematics service in France, and is chief editor of ‘Journal de l’Atelier, a review on technologies and marketing for professional organisations. Jean Michel was amongst the first to implement BBS systems and launched one of the first websites in France, ‘Web de l’Atelier’ (1994). In 1998, he created Canal Atelier, France’s first video streaming channel. As advisor to the provincial city of Pau, Jean Michel oversaw the introduction of innovative internet services underpinned by an optical/wifi network of 100 megabits for 30USD /month. Between 1998 and 2002, Jean Michel chaired the ‘Digital Towns Association’ and is currently lobbying for a ‘new deal’ in Europe: to build a fibre optic infrastructure end-to-end all over Europe. Jean Michel has written widely on the net economy and holds degrees in economic science (PHD) and informatics. He was awarded the distinction ‘Chevalier de la Legion d’honneur’, by President Chirac for the promotion of the Internet in France.

Serge Soudoplatoff is the president and co-founder of Almatropie, an association devoted to the promotion of innovative Internet usage. As such, he continues a distinguished career on the leading edge of high technology. He has recently founded Commonbox, a company devoted to simplify money pooling, and make it more cooperative. He is a co-founder of the multi-national provider of pricing, rating & charging solutions, Highdeal. Prior to that, he was Director of Innovation for France Telecom, driving the telco giant’s work group defining Internet policy and action plans. As such, he launched projects on mobility and the Internet, corporate IP telephony, and the services and new economic models needed in the Internet age. Before joining France Telecom, Serge managed the innovation research centre in Paris for Cap Gemini. He also did research on speech and pattern recognition at IBM research labs in Yorktown Heights, NY, and spent several years as a university professor. He began his career as a geographical engineer for the French national geographical institute, doing image recognition and satellite positioning. Mr. Soudoplatoff is a former secretary-general of the French professional group, CP2i, comprising research organizations with the joint aim of promoting high tech innovation. Serge teaches Internet and strategy at Hetic, the school of the Internet, and at ESCP-EAP. He has an engineering degree (PHD) from France’s equivalent to MIT, Ecole Polytechnique, and is the author of “Avec Internet, où allons-nous ?” Le Pommier, 2004. (‘Where are we going with the Internet’) The book is downloadable. In addition to speaking fluent English and French, Serge is conversant in Russian.

Olivier Lamirault
Oliver has been working on eLearning solutions since 1992. As director of Ingenium, he is devoted to the development of Ingenium and building the Ingenium team. The objective is to maintain Ingenium as a leader in the field of e‐learning. Olivier designs and realizes the pedagogical engineering of Ingenium partners. He manages projects and monitors the production to ensure the quality and the relevance of teaching resources produced. Technology and pedagogy play an important role in its activity. The remaining time is devoted to developing relations with external partners.

Franck Bellido
Franck is the Flash and 3D developer of Ingenium. He is responsible for achieving the development of complex flash animations which required coding in the language action‐script. Franck also develops elements into 3D environments for Ingenium’s video production and illustrations. Franck develops VirtuaLearn, the Company’s learning and collaborative island in Second Life.

Skoolaborate: a growing success, despite government ineptitude

I spent this morning at a session organised for a team of French innovators called ‘Lead Educators : Virtual Worlds and the Immersive Web’ . I’ll talk more about that in another post but I wanted to devote this one to a topic we’ve covered previously: Skoolaborate.

Since that time, there’s been some incredible progress, with more than forty schools now involved. I had the opportunity to see Skoolaborate up close at Sydney’s MLC School today. Director of Online Learning at MLC and Skoolaborate‘s founder, Westley Field, spent an hour or so presenting the outcomes to date from the project, which was established in 2007. Essentially, the outcomes demonstrate the power of a well designed 2D content delivery system combined with the use of Skoolaborate‘s islands in Second Life. Here’s a small example of such an outcome:

The main messages I took out of the session aren’t news to educators working regularly with virtual worlds, but they bear repeating for the rest of us:

1. Virtual worlds provide a powerful complementary role within the broader learning context

2. Some students immerse themselves in the virtual world aspects, others don’t like it, and most fall somewhere in the middle

3. Having an evangelist within a school for learning innovations like Skoolaborate is crucial, but having a supportive Principal is even more important

It’s not an entirely rosy picture for Skoolaborate though. Funding has improved although it remains an ongoing battle, and the time commitment from educators involved is significant. Most importantly, I detected a level of frustration around some inequalities existing in accessing Skoolaborate. One of the most stark illustrations of inequality with it is due purely to State Government ineptitude.

Let’s use the NSW Department of Education and Training (DET) as an example. Essentially, no NSW (or Australian) public schools are involved with Skoolaborate. The reason: schools falling under the control of the NSW DET cannot access Second Life. Why? The usual response on blocking content is around protecting children from unwanted information. The thing is, in the case of Skoolaborate, educators have already identified the issue and solved it. Participating schools are set up in Second Life so that only authenticated students and teachers can access in-world activities. In NSW, the private schools involved have mandatory ‘working with children’ checks and worldwide each participating school must complete their own relevant police checks for each adult participant. In fact, successful registration to access any content requires completion of the police check. This would have to make Skoolaborate one of the most child-secure online learning environments in existence.

westley_field

Westley Field – MLC and Skoolaborate

What makes this issue particularly frustrating is that key bodies within the NSW DET actually understand that initiatives like Skoolaborate are delivering for students. The NSW DET’s own Centre for Learning Innovation (CLI) has staff well and truly across virtual worlds, and there’s recognition from its General Manager down that immersive worlds will be key to further online learning initiatives. 
Given that any school should be attempting to prepare its students for the realities of the outside world, and that units like the CLI already see the potential of virtual worlds for education, why would the DET have a policy of preventing access? It’s either a politically motivated call or a case of plain ignorance at the higher levels of the DET.

Either way, some serious questions need to be asked on how long the situation will occur. This may be a case of failing to protect children by not equipping them with appropriate knowledge. How will kids know how to navigate emerging technologies if they have no exposure in their schooling?

Update: Westley Field has contacted me to correct the assertion that no Australian public schools are involved with Skoolaborate – there are in fact public schools involved, just none from NSW. He also added: “The National Government , through its values in action program is leading the way by supporting us. This support partially based on the fact that we have all three sectors involved. We are very proud of that fact.”

Merged realities: events and issues for virtual worlds

paisley_beebe_vic_bushfires 1. Australian Second Life content developers, Top Dingo, have created a tribute sculpture for Victorian bushfire victims. You can see it here.

2. Do Avatars Dream of Human Sleep? is a mixed reality collaboration between the artists of The Physical TV Company (Richard James Allen and Karen Pearlman) and MUVEDesign (Gary Hayes) on a research project supported by Critical Path, Ausdance NSW and The Australia Council for the Arts.

It’s running at Sydney’s Seymour Centre, corner Cleveland St and City Road, Chippendale, between March 10th and the 14th, at 8pm (tickets here) and you can find more information on the project here

3. Last weekend, SLCN TV broadcast an episode of Paisley Beebe’s Tonight Live which was devoted to the Victorian bushfires. It includes interviews with some of the people who’ve raised serious money in Second Life for the cause and an airing of a song written about the events of the past few weeks.

You can watch the full episode here. I was really pleased to hear how well one fundraiser went – nearly $5000 Australian dollars raised.

4. VastPark are running an event called Virtual Worlds Down Under:

What: Virtual Worlds Down Under (Free 1 hour inworld conference)
When: Fri Mar 6 11am – Fri Mar 6 12pm
Where: Inworld using VastPark Imp player
Created By: VastPark Events
Description: Event time is Australian Eastern Time. See your timezone

To access…

1. Install VastPark Imp: http://www.vastpark.com/downloads/#player

2. Run VastPark Imp and use it to go to the Masterclass: vp://vastverse.com/masterclass

Duration: 1 hour. This event will run on time (or very close!) as we’ve got a real world event group viewing out of inworld. SLCN will be filming parts of the event.

Schedule:

* VastPark’s CEO welcome and announcements on OpenSim and more
* Badumna project team explain and demo their P2P technology
* Postmoderna team are seeking collaborators
* RMIT – How architecture students are using VastPark and Second Life
* VastPark Masterclass2
* General Q&A for all teams

As always, if you have an event or creation you’d like people to know about, let us know.

eKidna World: Australia’s preteen virtual world challenger

eK-logo-color-textonly eKidna World is one of the newest virtual world offerings on the block for preteens, and it’s an Australia-based one to boot.

Founded by Brisbane-based mother of two, Karen Orford, eKidna World is a web-based world with a fairly hefty feature-set. As you’ll read in our interview below, eKidna is essentially a one-person self-funded operation, which makes the end result even more impressive.

A brief review

Registration is fairly easy, with a parent needing to provide key information prior to registering their child’s account. One of eKidna’s features is Mate Safetyâ„¢ – if this is selected by the parent on registration, every friend (mate) request will require the parent to enter their password before that connection is made. There’s also two chat options – Open Chat (the child can type their own phrases) of Safe Chat (selection from a catalog of phrases only).

Once a child has logged in, they can choose their avatar from a range of Australian animals like kangaroos, emus and possums. On entering the world itself, it has an immediately familiar interface. Movement occurs via mouse clicks, there’s a chat window, a ‘Mate’ tab, a map of the world, private messaging and an inventory of goods purchased. The basic services is free but the premium option gives much more flexibility around avatar customisation, gaining awards, saving high scores from games and owning a house. It costs $7.95 Australian per month with multi-month discounts.

ekidna1

As far as the activities themselves, I found them quite varied. The areas themselves are really well rendered with lots of endearing landscapes and characters. Each area features at least one activity e.g. kangaroo races or snowball throwing. Each requires more than one person to take part before commencing, which encourages interaction but which can also be frustrating at present as a new service with small numbers of registrations.

Overall, eKidna is a very worthy challenger in the burgeoning preteen virtual world market. Australian customers will enjoy its familiarity and others will engage with the (sometimes stereotypical) Australian flavour.

Interview

Lowell Cremorne: What specifically led you to decide to create eKidna?

Karen Orford: At 7 and 9 my daughters had finally reached the age that they wanted to explore the internet and so with some trepidation I ventured out to find some things for them to do online that I considered appropriate for their age. But it soon became obvious that matching their computer skills, which like most children of their generation are quite advanced, with their social and emotional development, was not easy. My personal standards of what is appropriate I think would be considered quite high. We are one of those homes in which TV is restricted and if watched, is monitored. I didn’t like sites with advertising; I didn’t like sites with violence, or links. I also found that none of the kid’s sites had done anything in particular to allow the parents an element of control over with whom their kids chatted with.

Finally I came to the conclusion that if I wanted a site which met all of my personal criteria I was going to have to create it myself! I then set out to search for a theme and was surprised to find that there was nothing quintessentially Australian which I couldn’t believe considering our diverse range of unique animals and landscape. At first I worried whether Australian children would be interested in Australian animals, but I got the shock of my life to discover in my focus groups, and I’m not sure it is the right term, that they are fiercely patriotic about their Aussie animals. Of course the international fascination with Australian animals is well established so that sealed it for the theme and the ideology, and so eKidna was born.

ekidna2

Lowell Cremorne: What professional background do you come from?

Karen Orford: I have a Communications Degree from the University of Canberra which in a strictly professional sense I’ve barely used! I have spent most of my life self-employed from managing English schools for children in Japan, to running several different businesses with my husband. eKidna, however, is an opportunity for me to go it alone.

Lowell Cremorne: Roughly how many registrations have occurred to date or are you hoping will occur?

Karen Orford: Two weeks ago we very quietly uploaded and set about putting ekidna through its final paces before we really faced the world. Starting with my own two daughters, and while flying under the radar, it has grown to about 45 registrations as word has spread quietly amongst their friends at school. We are now ready to take on the world and the big push for registrations begins.

Lowell Cremorne: Is eKidna self-funded or if not, who underpins it financially?

Karen Orford: eKidna is completely self funded. I have literally remortgaged the house on this one and I am astounded and proud of what we have managed to create on our budget. If I’d realised at the beginning what the big boys, with venture capital, were spending on start up virtual worlds I would never have attempted what I did because I would have thought it was unachievable for a
mum from Brisbane. The only thing underpinning eKidna is me!

Lowell Cremorne: Is eKidna staffed fulltime in regards to moderation etc?

Karen Orford: Yes it is.

Lowell Cremorne: What future growth plans do you have?

Karen Orford: I have been self employed most of my life so ekidnaworld.com has a very clear and realistic business strategy and growth plan. The plan is conservative and growth projections are based on just 1% of the reported growth achieved by known competitors such as Club Penguin and Webkinz World. Our first target is the English speaking market ie Australia, the US and the
UK. After that we may well expand into different languages. The Australian theme and the cost effective opportunity to practice English would go over very well with children in Japan. It is a market I know well.

Lowell Cremorne: You mentioned in your press release that you’re taking on Disney – who do you see as your primary competitors?

karen_orford Karen Orford: It is interesting in that despite the mass far reaching tentacles of the internet the competitors still vary widely from country to country. Club Penguin is the clearly the king of the jungle here in Australia, but in the US it has very serious competition from the likes of Webkinz World, and in the UK European sites such as Habbo have a major grip. However, despite these sites being competitors in that they are online children’s virtual worlds none of them have focused on chat safety in the way ekidnaworld.com
has. In that sense we have no competitors. Our Safety Feature, Mate Safety, is truly unique. You will find a full description of Mate Safety and how it works in the Parents’ Info section of ekidnaworld.com.

Lowell Cremorne:A big players in the Australian field is Club Penguin – do you think you’ll need to attract some of their user base to be successful?

Karen Orford: I don’t think we will need to attract some of Club Penguins user base because despite the number of virtual worlds for children growing rapidly in the last couple of years it is still relatively a new niche of the internet. My research leads me to believe that our largest competitor Club Penguin, still only holds around 2.5% of the potential market, leaving plenty of room for new entrants such as ekidnaworld.com. Particularly when we have differentiated ourselves with a unique feature such as Mate Safety. Having said that, I think we can still expect to claim at least some of their user base due to the human nature of children simply looking for ‘what’s next?’.

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