More stick for ad farms in Second Life

Jack Linden has provided further clarification on Linden Labs policy on excessive advertising on Mainland sims in Second Life. There’s quite a bit of detail and it all has the ring of council zoning laws.

Here’s a taste:

Adverts should be grounded to the terrain, not floating.
Adverts should extend no higher than 8m from the ground.
No rotating, no flashing content and no particles.
No unsolicited dispensing of IMs, notecards, landmarks or content.
No light sources or glow (full bright is acceptable however).
Advertising hoardings should be Phantom.
Adverts must be clearly PG in nature.
No sound and no temp-on-rez content.
Ban lines should be switched off.

It may sound bureaucratic but it’s a necessary evil that’s unlikely to draw too much criticism from most Mainland residents. What are your thoughts – are these controls necessary or a creativity stifling development?

ZOMG … Terry Pratchett!

Terry Pratchett. In Second Life. No, your eyes do not deceive you. On the 9th of October, 2008, at 8pm (BST), Pratchett will appear in-world on “Nation” island to take part in a Q&A with fans from across the globe, as a part of a month-long Second Life promotion of this new children’s novel by UK Publisher, Random House.

Pratchett’s latest work, Nation, is set to be published in the UK on 11th September by Doubleday, price £16.99 and in the US on 30th September by HarperCollins.

From Pratchett’s web site:

  • “The first Discworld novel, The Colour of Magic, was published in 1985 and there are now 36 books in the series.”
  • “Only 12 books have never been out of the top 5,000 chart and three of them are by Terry Pratchett.”
  • “Nation is set on a small desert island and challenges the way we think about cultural identity, nationhood and the history of civilization.”

From Pratchett’s Wikipedia entry:

  • “Pratchett’s first novel, The Carpet People, was published in 1971.”
  • “As of December 2007 [he] has sold more than 55 million books worldwide, with translations made in 33 languages.”
  • Nation (2008) marks his return to the non-Discworld children’s novel.”

In the build up to Pratchett’s appearance, a number of things will be happening to whet our appetite for the grand finale of his appearance. A treasure hunt will run from the 11th of September to the 10th of October, and during each week of that period fancy dress parties, quiz nights and special events will be held.

All events will occur on Elysian Isle (the treasure hunt begins here) or on “Nation” island.

As of 2am on the 11th of September (US Pacific time), the island is accessible to Second Life users, but the treasure hunt was not yet fully set up and ready to run: the group that you need to join to take part has not yet been created (or does not appear in search), and some of the clue cards have not yet been filled in with information. The build on “Nation” island looks to be complete: a lush rain forested isle, picked out with rude huts, lines of crops, unfinished and finished canoes and sea-going craft, and the obligatory ship-wreck. “Nation” island, too, is accessible to the public at this time.

If you head on down to Elysian Isle in Second Life, you can collect a note card (hopefully also as yet unfinished, as it seems somewhat incomplete); here is a precis of the information:

Terry Pratchett Nation Treasure Hunt.

  1. Join the “Terry Pratchett Fans” group.
  2. Visit the eBook exhibition on Elysian Isle. Look for a poster for a title by Terry and now available in eBook form. Touch the poster; you will get three objects.
  3. Follow the instructions contained in the objects you received in step #2.

Good luck!

Be sure to keep a close eye out for the group creation, which should denote the beginning of festivities. There are apparently many delicious prizes to be won, both real and virtual.

Pratchett’s appearance in Second Life is particularly surprising since, due to the onset of a very rare form of Alzheimer’s, posterior cortical atrophy, he has had to give up writing dedications at book signings. One also wonders, since this is a children’s book, and not one of the Discworld series of books for which he is so well-known, why he is making an appearance on the adult Second Life grid.

Perhaps, despite being titled a children’s book, it is yet another example of Pratchett’s work that is accessible by all ages. Like every other book he has written, it probably carries that wonderful satirical flavor and important knowledge about the world that makes fans love his books so much.

Kids and virtual worlds: the ever-growing market

Virtual worlds metrics gurus, Kzero, have done some further hypothesising on the growth of the kids market for virtual worlds in the next year or two.

If the prediction of 110 million kids using virtual worlds by 2010 is close to the mark, even the most cynical corporates are going to start taking notice. Take Hello Kitty as an example. That one brand is likely to draw an enormous following if their latest trailer is anything to go by:

realXtend – the not so slow burner in virtual worlds

Back in February we profiled Openlife, an alternate Second Life-based grid. The realXtend platform underpins grids like Openlife and since February they’ve achieved some significant milestones. Now up to version 0.3, the 3D modelling in realXtend is something to see now. Here’s a snippet:

Caleb Bookers states “When these guys hit 1.0 the web will quake”. At the very least, the graphical improvement on Second Life will cause some sort of impact.

If you’re super keen, download realXtend for yourself – Windows PC’s only at this stage unfortunately.

Armory Island closes

Last week I received a message from Apollo Case, the Australian owner of Armory Island in Second Life. It’s been a high-traffic, successful business over the past two years I’ve observed it, so I was surprised to hear it’s closing.

It’s not the end of Apollo’s involvement in Second Life, with a much more modest presence already open. It shows just how much commitment it requires to sustain a large in-world business, with no guarantees of sustainable revenue. Good luck to Apollo for the scaled-down venture.

(Disclosure: Armory Island is an advertiser on this site).

The Watch – virtual worlds in the news

1. The Denver Post (USA) – Club Penguin gets it right. “The newspaper industry is constantly bewailing its need for a new economic model, as the Internet upends the old one. Maybe it could take a page from the Club Penguin Times.
The Club Penguin Times, after all, is more widely read than New York’s Daily News, the Chicago Tribune, or The Dallas Morning News.”

2. Techdirt (USA) – Maximizing Profits Doesn’t Mean Screwing Your Customers. “A few years back, we wrote a post debunking the ridiculous notion spread by some that Craigslist was somehow “anti-capitalist” or not “maximizing profits” because it actually offered most of its services for free. As we noted, much of Craigslist’s long-term success was because of these decisions — which in all likelihood did increase overall profits for the company in the long run by building up further trust in the company.”

3. The Daily Egyptian (USA) – Second Life used to teach foreign languages. “Alicia Guebert struggled with boredom in her French class last semester. But this semester, characters in a virtual world hold her attention while she learns German. Guebert, a junior from Modock studying art history, said the new experiment to help students learn a foreign language as characters in the simulation game Second Life has her staying awake and learning in German class.”

4. Finding Dulcinea (USA) – The Ethics of a Sex Life in Your Second Life. “Like a growing number of Internet users, Kevin Alderman was eager to jump on the Second Life bandwagon. Second Life is a computer game that allows users to design avatars and operate in a fully elaborated virtual world. It enabled users to do most real-life activities, but Alderman noticed that it prevented users from touching. He founded the company Eros LLC and developed the SexGen software for Second Life. Now, avatars can engage in a variety of sexual positions and activities with other avatars.”

5. Pocket Gamer (UK) – Vollee reveals Second Life mobile beta stats. “We’ve written about Vollee before and its innovative mobile application that lets you access the Second Life virtual world. Now the company has revealed some data about that app’s beta trial. Specifically, Vollee says that it’s been downloaded by users in more than 98 countries, on more than 253 mobile operators, for 70 different handsets.”

6. The News Journal (USA) – Virtual worlds inventing legal codes. “Virtual worlds have often been called the digital equivalent of the Wild West, where animated alter egos can live in a fantasy frontier. But in some of these universes, a sheriff has come to town. Slipping a four-letter word into an instant message now could land a user in a virtual timeout. Repeated attempts to make friends with an uninterested character could result in a loss of blogging privileges. And if convicted of starting a “flame war,” or an exchange of hostile messages, a user may endure the ultimate punishment — permanent exile.”

7. The Washington Post (USA) – In the Beginning, Finally. “After years of delays, the universe is set to begin this weekend — and it’s about time.
Tomorrow marks the U.S. launch date of Spore, an ambitious and long-awaited computer game that takes on the broad topics of life, the universe and everything. For publisher Electronic Arts, the unusual game is one of the biggest debuts of the year.”

8. The Tampa Tribune (USA) – Off The Screen: ‘Second Life’ Players Meet. “Distinct personalities in real and imagined worlds collided Friday at the fourth annual “Second Life” convention. That was only the beginning of the confusion for those outside Second Life, the virtual online community that is anything but confusing to those immersed in the virtual world.”

Twinity moves to public beta

Metaversum have moved Twinity to the next stage of it’s development, announcing its public beta phase. A media event was held in Germany with Berlin’s Mayor Klaus Wowereit, to formally open virtual Berlin. Wowereit was even presented with a key to the virtual city.

Jochen Hummel, CEO of Metaversum remains upbeat on Twinity’s development: “With the launch of our public beta phase, we have laid the foundation for Twinity’s international rollout.”

You can sign for the beta program here.

Weekend Whimsy

1. Starshine & Kelvinblue on slcn.tv

2. Second Life on Max settings

3. A Hobo Second Life…

Linden Lab put the bullet in ad farms

In what’s likely to be a pretty popular move, Linden Lab have formalised their stance further on ‘ad farms’ by essentially banning them on Mainland sims – unless an advertising license is sought.

The deadline for removal of ad farms is October 1 – I can already hear the cheers from mainland SL residents. What are your thoughts – is this an outright godsend or are there downsides?

Healthcare giants: have clue, will build.

Whyville Bioplex

When it comes to the use of virtual environments, the healthcare industry is no less prone to fall into marketing pits of doom than any other industry. Static data, presented in a slap-dash fashion like posters on a wall. Huge, unused buildings that serve no particular purpose, and the occasional video. This seems to be the standard fare presented by companies and organisations coming into virtual environments who are not sensible about use of the medium. Often, these folk would have been better served by a well-organised Web page than the mish-mash they present within virtual environments. Indeed, their attempts are distinctly reminiscent of the early days of the Web, before people got a handle on that medium.

It’s not all bad, however. A couple of companies and organisations have produced useful and significant services that are appropriate for virtual environments. They have clearly thought about how best to discharge the services they already provide to demographics containing the folks they previously had a great deal of trouble reaching. People who use virtual environments, and who:

a) are unable or unwilling to leave their homes to obtain health information or care;
b) suffer from chronic illnesses that require some maintenance by the patient that can be bolstered by health information or care delivered online;
c) are young, not requiring specific healthcare, but can benefit from information delivery.

One of the best efforts open to the public eye is Palomar West hospital, a venture by Cisco, Palomar Pomerado Health, and metaverse developers Millions-of-us. The Second Life version of the hospital, built before the real version, is an exact model of what you can expect to see in San Diego in 2011, to the extent that several rooms are fully kitted-out with the sort of equipment that will fill the real thing. The Second Life exhibit is quite interactive, and provides an excellent idea of how things might operate in reality. Cisco Systems will power the real hospital. A central, internal network will be created to support the operation of the hospital, from patient locations via RFID tags, to room temperature and lighting via bedside screens, to the robotic technology that enables surgeons to operate remotely and automated systems for diagnostic work. Incidently, when we wandered past the site to take a closer look, a research study was being conducted. It’s good to know that this virtual environment replica is useful not only for future patients, and public healthcare at that level of education, but also for medical and other professionals.

Another ongoing project that has proved to be successful is one put on by the CDC in Whyville. Whyville is a virtual scientific learning environment for kids aged 8 to 15 years old. During the influenza season in the real world, Whyvillians are also placed at risk of developing the “Why-flu”, which causes sneezing and red spots on the avatar’s face. Not only were kids given the chance to have their avatar inoculated prior to the Why-flu season beginning, during the season those who caught the flu had a chance to buy remedies from the pharmacy, which were time-limited, and which came at a cost. During the second round of the project in 2007-2008, Whyvillians were encouraged to invite their grandparents to come and be virtually inoculated also. Thus information was disseminated across several generations online, and no doubt further than that offline, to other family members, and from there into the wider population.

This year the CDC has teamed up with CIGNA to produce a healthcare island in Second Life.

“About 90% of what we’re doing with chronic disease management involves behavior change. We could do more for our patients who have diabetes, weight problems or hypertension by helping them relieve their stress and achieve better mental health.” This is what they hope to cover in the virtual environment.

We are yet to experience the island for ourselves, however given the success of the Whyville project, it seems that the CDC have an excellent idea of what it takes to sell healthcare information to the younger generation; it will be interesting to see what tack they take for older folk. Most people like to take their medicinal information with a spoonful of sugar – experience will tell whether games will be the sweetener required, or whether talks and general social interaction are the preferential nectar.

Another site of note: the Second Health hospital or Polyclinic, Second Health London in Second Life. In a similar fashion to the West Palomar site (though in less detail), the Polyclinic displays a 3D representation as it might exist in real life. The establishment can be toured, though perhaps the machinima made at the site in Second Life, with accompanying information, is more enlightening. Though an entire medical campus has been built, with signs denoting the areas in which GPs and specialists will see patients, the acute care clinic and diagnostic facilities, none of the detail of equipment or functioning of the clinic has been created.

Yet another fantastic use of virtual environments is exemplified by the folk over at Play2Train. A town and two hospitals have been fitted out to enable “Strategic National Stockpile (SNS), Simple Triage Rapid Transportation (START), Risk Communication and Incident Command System (ICS) Training”.”Play2Train provides opportunities for training through interactive role playing.”

For a quick round up of other nifty virtual doings in healthcare, visit this link.

There is a vast diversity of healthcare information that needs to be delivered, both to professionals and to the general public. Virtual environments may only slowly be coming into their own in this realm, however, there is hope for them yet.

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