Will Internet censorship soon include Virtual World censorship?

Contrary to popular belief, there is no direct relationship between Australian and American laws. Australians are not afforded all the protections that the American people have access to by law, although in some circumstances Australian society works as though those protections existed. Americans are protected from governmental censorship by the First Amendment to their Constitution. Even though Australian law does not guarantee that governmental censorship will not occur, many Australians assume that we have that protection, and for the most part, this has been borne out in practice, if not in law. Here is a list of rights that are protected by law in Australia.

Stephen Conroy would like to see both law and enforcement of law be enacted with regards to “Internet” censorship.

Senator Conroy is a Catholic, and socially conservative. It is likely  that his wishes will coincide with a minority of users of the Internet, both because the way in which the law is to be enacted is unadvisable, and due to a generalised belief in the right of all Australians to free speech, misplaced or not, especially as regards material available across the Internet.

It is not yet clear from the Senator’s statements who will be in charge of deciding the parameters surrounding the law: what material will and will not be allowed to be transmitted across the Internet, and whether “the Internet” in its entirety will be censored, or whether they are referring only to web pages available over the Internet.

According the the Wikipedia entry concerning Internet censorship, Australia is in the OpenNet Initiative (ONI)’s nominal category as of 2008; content classified “RC” or “X18+” may not be hosted within Australia, and content from outside Australia may be blacklisted.

The filtering aspect is of great concern.

  • The blacklist will not be made available for public consumption.
  • Filtering technology is of very little practical use at this point. A blacklist of every site containing banned or age-limited content would need to be kept.
  • Current filtering boxes slow all Internet traffic, on average, by 30%.
  • The government has declared it will not let internet users opt out of the proposed national internet filter. Source.
  • Finally, this one’s a real doozy – a private company will have access to a record of all traffic passing through the filtering boxes that they provide: essentially, all the Internet traffic in Australia. Interestingly, the government will not necessarily have access to that information.

There does not yet appear to be any information regarding restrictions on content provided by services other than the Web. One wonders how services such as some of the virtual environments might be restricted – except for cutting off access entirely. Banned content from virtual worlds such as Second Life cannot be separated from allowable content by a third party. Perhaps, as with the legislation in Germany and Britain, it will become the responsibility of the individual to keep child pornography and other banned content off their screens; this is the case for all online and print media in these countries. More likely, the Australian legislation will expand to encompass virtual worlds in some way, probably circumventing the whole issue by cutting off access to such worlds altogether. Much as it would be preferable to see better education of our youth regarding these topics, in preparation for becoming responsible, Internet-using adults, it seems more likely that the government will choose to to do the work for us, much as the Chinese government does for its people.

Censorship of the Web has already arrived; how far behind can the censorship of other services be? How disruptive could the censorship of virtual worlds be?

Virtual Gold Farming explained in 11 simple steps

WIred Magazine have written a simple overview of the booming virtual gold trade. World of Warcraft is the focus of the article – after a year or so involved with WoW I can vouch for how much work it takes to accumulate half-decent gold reserves, hence the burgeoning market in paying someone else to earn the gold for you.

Virtual goods are a fast-growing market, with World of Warcraft playing its fair share in driving demand. Non-gaming worlds like Second Life have virtual goods as the key to its economy, with just as many ingenious methods of earning money.

Thanks to Guy Kawasaki for the heads-up.

The Watch – virtual worlds in the news

1. Forbes.com (USA) – Second Life’s Second Wind. “In what tech pundits at Gartner Research call the curve of hype and gloom, Linden Lab’s virtual world, Second Life, has officially entered the gloom stage. In October, Reuters pulled its full-time Second Life reporter Eric Krangel, who had written daily news stories about the virtual world’s economy for a year and a half, out of the virtual world.”

2. The Times (UK) – Days of tedium in front of a computer: corporate gaming is just like real life. “The recent news that a couple are divorcing after a woman caught her husband’s character hitting on a female avatar in the Second Life virtual world, and the subsequent revelation that a 15-year-old boy collapsed and went into convulsions after playing the World of Warcraft online game for 24 hours, have demonstrated how blurred the lines between reality and virtual reality are becoming. The business world has not been left unaffected by the trend. Companies such as BP and IBM have conducted real business meetings in Second Life and business simulation games are, suddenly, everywhere, with students across the world competing in online “invitationals”, in which they run fantasy companies in competition with one another. One games publisher has even produced a title, Informatist, for the Apple iPhone, so that the work-addicted can get a fix of the office while on the move.”

3. iReport.com (USA) – Miss Virtual World. “The Miss Virtual World 2009 pageant was held Saturday (December 6) from 11 AM to 5 PM by Frolic Mills of “The Best of SL (BOSL)” enterprises. Set in a glitz and grand glam four-sim auditorium, the event was received by a live audience of over two hundred avatars, as presented by several judges, a dance troupe, and a cast of 18 models representing Australia, Brazil, Canada, Costa Rica, Czech Republic, Denmark, Egypt, Finland, France, Greece, Ireland, Italy, Japan, Spain, Sweden, UK, USA, and Venezeula. At the end of the landmark event, Miss Virtual World 2009 was announced as Mimmi Boa, representing Italy.”

4. Express Buzz (India) – virtual war on terror in cyberspace
.”Video games have often been the target of criticism for simulating violence, with journalists, particularly after high school shootings in Western countries, going to the extent of labelling them ‘murder simulators’. Fortunately, video games haven’t yet been blamed for the terrible incidents that occurred in Mumbai last week. I, for one, expected anti-video game lobbyists to immediately blame “Grand Theft Auto IV” and bring to our attention “obvious” parallels between simulated drive-by shootings in the game and the actual incidents.”

5. The Seoul Times (South Korea) – Internet Addiction A Reality in A Virtual World. “With one of the most advanced IT infrastructures in the world and almost universal access to surfing the net, Internet addiction is on the rise in South Korea. Often called “the worlds most wired country,” over 10 million people are subscribed to super fast broadband connectivity and have made using the internet part of their daily life. Now efforts are underway to control this growing problem as it is thought that more than a third of web users are at risk of dependency and what experts are calling a compulsive disorder.”

6. New York Times (USA) – Original Sim. “I’m sitting in front of a long glass desk in the office of the architect Scope Cleaver. It’s quite a place, with undulating concrete walls, sharply angled yellow-tinted windows and long, cantilevered balconies. And then there is Cleaver himself. He has dark shoulder-length hair, he’s about 3 years old, and he can fly. Welcome to the surreal world of architecture in Second Life.
Unchecked by the usual limitations, designers in Second Life are creating unbelievable structures and entire worlds — either for the money or simply because they can. From sci-fi cityscapes to towers made of French toast, there are endless chances to experiment here.”

7. Kotaku (USA) – U.S. Army Invades Second Life. “You know the United States Army is hard up for recruits when they start poking around in the unicorn-filled virtual world of Linden Labs’ Second Life. The Army will be setting up two islands in the virtual world. One is a recruiting center with information and means to contact the recruiting office in case you feel so inclined, and the other will be filled with activities like parachuting and rappelling with weapons, both of which are activities you can already perform in SL, only afterwards you can go and relax at a dance club dressed as Optimus Prime with a unicorn for a penis.”

8. Physorg.com (USA) – Scientists demonstrate their commitment to the environment by going ‘virtual’. “Scientists from around the world proved their green credentials by participating in a conference on climate change and carbon dioxide storage in the virtual world, this week (3 December). Organised by Imperial College London and Nature Publishing Group, the conference encouraged scientists to meet in the virtual environment of Second Life, instead of the real world, to reduce carbon dioxide emissions normally associated with travelling long distances to international events.”

9. Gamers Daily News (USA) – See Wii Sit, See Wii Play, Speak Wii Speak. “Today sees the launch of an exciting new communications tool, as Nintendo launches the innovative Wii Speak accessory and its associated communications portal, the ‘Wii Speak Channel’. The launch of both will help Nintendo to create new social gaming experiences for all. From today you can also experience the full benefits of Wii Speak with the launch of Animal Crossing: Let’s Go to the City for Wii which comes bundled with the game. The Wii Speak accessory enables Wii users to easily connect to and talk directly with each other* through their Wii console, using the free-to-use Nintendo Wi-Fi Connection**. Wii Speak is placed on or in front of the TV in the centre of your living room, which means conversations can be picked up from an entire room of people. This ensures that your friends and family can converse in comfort with you – whether they are just up the road or half way across the world, enabling true global communication on your Wii.”

10. VentureBeat (USA) – Youth media ad network GoFish reels in $22.5M. “GoFish, a media-based advertising network targeting six to 17-year-olds (and moms), announced that it has brought in $22.5 million in private placement funding, which it will use to pay off its $14.5 million in debt and expand its sales and marketing staff. Backers Panorama Capital, Rustic Canyon Partners and Rembrandt Venture Partners will choose whether or not to kick in an additional $2.5 million in the next few weeks, according to the structure of the deal. They will also be able to purchase new preferred stock at $0.20 per share.”

Weekend Whimsy

1. SIGGRAPH Asia Archive in Second Life

2. Philip Rosedale: Second Life, where anything is possible

3. Thanksgiving in Second Life

Blonde goes to heaven

A Blonde was sent on her way to Heaven. Upon arrival, a concerned St Peter met her at the Pearly Gates.

‘I’m sorry,’ St Peter said; ‘But Heaven is suffering from an overload of goodly souls and we have been forced to put up an Entrance Exam for new arrivals to ease the burden of Heavenly Arrivals.’

‘That’s cool’ said the blonde, ‘What does the Entrance Exam consist of?’

‘Just three questions’ said St Peter.

‘Which are?’ asked the blonde.

‘The first,’ said St Peter, ‘is, which two days of the week start with the letter ‘T’ ‘?

The second is ‘How many seconds are there in a year?’

The third is ‘What was the name of the swagman in Waltzing Matilda?’

‘Now,’ said St Peter, ‘Go away and think about those questions and when I call upon you, I shall expect you to have those answers for me.’

So the blonde went away and gave those three questions some considerable thought (I expect you to do the same).

The following morning, St Peter called upon the blonde and asked if she had considered the questions, to which she replied, ‘I have.’

‘Well then,’ said St Peter, ‘Which two days of the week start with the letter T?’

The blonde said, ‘Today and Tomorrow.’

St Peter pondered this answer for some time, and decided that indeed the answer can be applied to the question.

‘Well then, could I have your answer to the second of the three questions?’ St Peter went on, ‘how many seconds in a year?’

The Blonde replied, ‘Twelve!’

‘Only twelve?’ exclaimed St Peter, ‘How did you arrive at that figure?’

‘Easy,’ said the blonde, ‘there’s the second of January, the second of February, right through to the second of December, giving a total of twelve seconds.’

St Peter looked at the blonde and said, ‘I need some time to consider your answer before I can give you a decision.’ And he walked away shaking his head.

A short time later, St Peter returned to the Blonde. ‘I’ll allow the answer to stand, but you need to get the third and final question absolutely correct to be allowed into Heaven. Now, can you tell me the
answer to the name of the swagman in Waltzing Matilda?’

The blonde replied: ‘Of the three questions, I found this the easiest to answer.’

‘Really!’ exclaimed St Peter, ‘And what is the answer?’

‘It’s Andy.’

‘Andy??’

‘Yes, Andy,’ said the blonde.

This totally floored St Peter, and he paced this way and that, deliberating the answer. Finally, he could not stand the suspense any longer, and turning to the blonde, asked ‘How in God’s name did you arrive at THAT answer?’

‘Easy’ said the blonde, ‘Andy sat, Andy watched, Andy waited til his
billy boiled.’

And the blonde entered into Heaven………..

Pride and Prejudice

Since virtual environments started getting noticed by the early adopters, there has been some discussion about social mores in and out of virtual environments. In particular this applies to users trying out avatars of a different gender, race, or overall look, to their regular atomic world selves. Educators and academics in general have noted students and other users typically bring their prejudices and biases with them into virtual environments, but that they also sometimes take what they have learned in virtual environments back into the atomic world with them.

Unfortunately, it seems that users open to such experimentation were already quite open-minded. More closed-minded individuals are less likely to experiment, and less likely to lose their prejudices along the way.

I belong to two genres of people which are often vilified and denigrated – I am somewhat Goth, and quite a bit Geek, and I express this both visually and in the way I act, both in virtual environments and atomic worlds. These are two groups I have found to be unpopular with other people, though less so in virtual environments. I had hoped that some of the acceptance from virtual environments might have spilled over into the atomic, but this does not seem to have been true to the extent that I might have hoped for.

Goths and Geeks that I know tend to have some areas of overlap – they tend to be individualists and thinkers, they tend to make up the innovator and early adopter part of the populace, they tend to act and dress distinctively, and they tend to be unpopular with other groups: educators, academics, business people – normal, mainstream folk.

I wondered why. Especially, I wondered why Goths and Geeks should be so unpopular amongst people who use virtual environments, and who are exposed to people with curious looks and outlooks on a regular basis.

This is what I came up with:

We make choices about how we are going to look, act and live our lives. We have made choices independently of our genes, of our circumstances. Other people could also make this choice – but instead they have remained with the cultural ideas and circumstances they were born into. The choice they often make instead is to disparage and utterly reject the people who have decided to live their lives intentionally.

Along similar lines is this thought:

I recently heard someone referring to their IT staff as “the enemy”. As an IT Geek, I found this to be a most off-putting thought. It makes it sound as though I have to wage war whenever I want to get my work done, making my under-paid, over-worked position even worse, and, boy, does it sound unfriendly! Again with the wondering – why?

The IT Geek often has at least two agendas: their own practical agenda (where is the point in having a firewall if you are just going to open ports for people at random?), and someone else’s political agenda – usually their boss, sometimes another member of staff. Rarely does the IT Geek have their own political agenda – if it seems that they do, it’s more likely that they are defending someone else’s policies, or it’s a case of apophenia (seeing patterns where none exist). Also, Geeks are rarely in a position to make policies.

I am a Goth, and a Geek, and I belong to a number of other unpopular sub-groups. I’d love for our society to change, with the assistance of virtual environments, to one that is more tolerant of people who are different, whether that be by birth, environment or choice.

But I’m not holding my breath.

AVWW Doggie Bag

Anastasia

A big thanks to Feldpsar Epstein for attending the real-world AVWW event last weekend. What follows are some of the highlights from her perspective. We’d also love to hear your thoughts.

The Australian Virtual Worlds Workshop, Friday 28 November and Saturday 29 November 2008, held at Swinburne University, Hawthorn Campus, was a bit of a mixed bag. I present here some of my favourite take-away notions.

Presence in Virtual Worlds

The presence afforded by virtual worlds of many flavours can put conference and class participants on a more equal footing, where each individual has access to the event in the same way, i.e. through a common virtual world. Unlike video or phone events, where some people are present physically, and others are present through a technological medium, virtual worlds create a more compelling atmosphere, since each person has an equal presence.

Investing in understanding

It makes sense for educational institutions to make use of contractors and ‘experts’, especially where that knowledge or those skills are lacking amongst the faculty. However, it’s important also that the faculty invest some time and effort into expanding their own knowledge to the point that they understand what they are asking the contractors to do. There is little point in asking for the impossible and then feeling disappointed or cheated when it cannot be done.

Students are not just consumers of education

Students at all levels need to have input into their own education. It is important that students collaborate with and mentor not just each other, but also the faculty. This kind of education goes on in the real world all the time; failure to support it in virtual environments represents diminished opportunity for students.

VastPark – vast possibilities, simplicity in action

Vast Park is a virtual worlds platform being developed in Australia. The standards are open (as in Open Source), as is the code, to a large extent, except for pieces such as the renderer; these closed-source pieces have been introduced to cut down on the amount of work needed to be put into technologies that already exist and need not be duplicated. The Immersive Media Markup Language (IMML) was conceived with this notion in mind – “A deaf person must be able to communicate with a blind person.” This means, in essence, that rich, complex environments can be described simply, and that there is a vast range of accessibility options available.

“VastPark” is the name of the technology behind the virtual worlds that other people will create.

Hedonic Consumption Behaviours

Hedonic behaviours account for approximately 51% of intentions to use virtual worlds, making enjoyment the most significant predictor of usage.

Linden Lab CEO: more staff to improve usability

Linden Lab CEO Mark Kingdon updated the masses on a new appointment to the team. Howard Look is a former VP, Software at Pixar and has been charged with improving the “customer-facing part of the Second Life experience”.

There’s certainly been no shortage of recruitment announcements from Linden Lab – what’s yet to come is the benefits of the increased staffing. I think most Second Life residents have given up on 2008 showing significant usability improvements. 2009 looks a little more promising.

Twinity’s momentum continues

We’ve followed the development of mirror virtual world Twinity closely, and even questioned Twinity’s purpose. More than eighty thousand people have now registered to use Twinity – it’ll be interesting to see how much transparency there’ll be on active users into the future. Even on Second Life’s benchmark of roughly ten percent active versus registered, that’s a solid foundation.

Other highlights for Twinity in the last week or two:

– The listings guide used for the real-world German capital, zitty, is now in virtual Berlin, It includes a new event series, the zitty Readers Lounge, broadcast zitty’s 3D presence.

– A real-world German tourism / image campaign titled ‘be Berlin‘ has migrated to Twinity “to advertise the German capital to an international target group”.

– A strategic partnership has been signed with Bigpoint, a browser-based games company. Bigpoint will be using Twinity as a promotional platform for their own products.

– A virtual Christmas Market is launching at the Brandenburg Gate in virtual Berlin, starting at beginning of December.

It’s a fairly stark contrast to recent failure Google Lively – there’s significant European and Asian business interest in Twinity. Mirror worlds are are comfortable exploratory option for business and government and this seems to be driving the momentum to date. The big challenge is continuing to build an engaged base of users in an environment of open-source content creation options and some degree of cynicism toward overt brand promotion in virtual worlds.

The Watch – virtual worlds in the news

1. BBC (UK) – Virtual worlds with real purposes. “The idea of having a virtual you following the real you around may seem rather strange – for those of us used to having our feet firmly on the ground.
But the creation of a virtual Berlin lets people be in two places at the same time – as 20km of the city has been faithfully replicated into an online world. By the end of 2008, 50,000 buildings in the German capital are expected to have been copied into the virtual world.”

2. Gamasutra (USA) – Interview: Sony’s Buser On PlayStation Home’s 2008 Launch. “Sony’s PlayStation Home online world for the PlayStation 3 has had a somewhat tortured genesis, with a long period of beta testing and a release date originally pegged for late 2007, before being delayed to Spring 2008 and back to now. However, PlayStation Home director Jack Buser tells Gamasutra that the release of the tardy but much-discussed PS3-defining virtual world “will launch this year”.

3. Licensing.biz (UK) – Nelvana content goes online. “Corus Entertainment’s Nelvana will now offer its aminated content on demand in the US UK, France and French speaking Europe.
Programme including 6teen, Tales from the Crypptkeeper and Di-Gata Defenders will be available through Tribal Nova’s KidStudio online environment.”

4. The Courier-Journal (USA) – Virtually addictive. “Every night, Dillard Raymer wields a sword, hunting wild boar and giant spiders and night elves. He meets his buddies, embarks on quests and occasionally finds himself in a battle. He uses magic and trades in gold in the lands of Azeroth. Then he goes to bed at his Valley Station home. It’s another successful night inside the World of Warcraft.”

5. The Guardian (UK) – Playing socially: virtual worlds with a gaming bent. “It’s my last day before I return to Blighty and the Friday after Thanksgiving, and I’m still stuffed full of last night’s mighty dinner. Rather than give myself indigestion with too much pontification and heavy-duty gaming mumbo jumbo, I thought I’d take the time to point you to some nice social play environments recommended by PC World. These spaces are the more playful, structured cousins to Second Life (although author Darren Gladstone does give that virtual world a whirl), which centre on gaming, but with a social element.”

6. iTnews (Australia) – Despite reports, Telstra and Second Life remain inseparable. “It’s a match made in heaven: Telstra is Australia’s biggest telco and ISP, while Second Life is one of the world’s hottest social networking tools. So when the media reported that “the game was almost over” for Second Life, Telstra was quick to defend its investment. Recently, Tourism Victoria withdrew its advertising funding from Second Life’s ABC Island. This prompted Deacons technology and media partner Nick Abrahams to comment to The Australian that “the drop in commercial interest in Second Life had been noticeable over the past nine months”.

7. mad.co.uk (UK) – Work and play. “The toy industry is a tough market, with retailers and brands fighting for consumer spend. Digital lets toy makers extend their connection with kids. The toy market is facing its toughest Christmas in at least two decades. While toy retailers are reporting it has already been quiet in the run-up to December, most are hoping the approach of the big day will spur shoppers to action. When they do start shopping, digital will play a crucial role in the fortunes of the industry.”

8. New Brunswick Business Journal (Canada) – Innovation Fredericton-based Syntesi heightening the training of tomorrow’s worker. “Syntesi Corporation, a subsidiary of Accreon, a Fredericton-based business consulting and information technology service provider, is looking for ways to train current and future workers that will meet its clients’ needs and teach the workers using media they can relate to. Tim Workman, vice-president of capability development for Syntesi, cites an American study suggesting more than 55 per cent of teens aged 12 to 17 are participating in online social networking, and half of them are gaming.”

9. Virtual Worlds News (USA) – Google: Lively Didn’t Meet “Tough Targets”; Looking to Use Tech Elsewhere. “When Google shut down Lively last week, it did so with as little fanfare as when it launched the virtual world, just a short blog post. Not much more has come out past the thoughts of a few partners and observers, and Google has been fairly tight-lipped. When I reached out to find out why the virtual world project was being canceled after only five months (and years in development) and to find out what might have been, I heard much the same thing as the official announcement. Google wanted to take risks, but also recognize when a gambled hand was finished.”

10. The Guardian (UK) – How an avatar on Second Life sparked a real-life court case. “Who is Victor Vezina? That’s the question bloggers have been asking since this Second Life avatar – a 3D representation of a real person – became embroiled in a legal dispute that could prove a test case for how much jurisdiction courts have over virtual worlds. Richard Minsky, an artist and publisher who also operates in Second Life, is suing Vezina, along with two directors of Linden Lab, owner of the virtual world, over use of the word “SLART”. Minsky obtained a US trademark in March 2008; Vezina had launched an art gallery called “SLart” in Second Life early in 2007. Curiously the case may turn on something as simple as a space between the letters SL and art: literally much ado about nothing.”

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