Ups and downs for Linden Lab

It’s been a big week for Linden Lab. They’ve recorded their highest ever level of concurrent users (more than 68 thousand online at one time) – positive growth albeit with some intermittent login issues at the same time. We’re looking forward to the next lot of metrics from Linden Lab to see what impact the growth has had on active Australian resident numbers.

In the past 24 hours another significant event occurred with the launch of the SLim client – basically it’s an instant messaging application that allows you to see which SL friends are online. Tateru Nino gives an excellent overview of SLim on Massively and it’s fair to say she wasn’t impressed. As of a few hours ago, you can no longer download SLim. Apparently the link for downloading wasn’t meant to be public. It’s an unfortunate saga in the context of increased growth of residents and the support for applications that allow greater interaction without firing up the full browser. Here’s hoping an improved version appears soon.

VastPark release Immersion player

VastPark have been a littler quiet on the news front recently but they’ve changed that today with the announcement of a virtual worlds’ player called Immersion. The player, which will be open source, will allow for VastPark-created worlds to be embedded into websites. VastPark themselves mention Google Lively as the obvious comparison.

CEO Bruce Joy’s take:

“We think that virtual worlds will start to become more utilitarian: you can create a room in minutes and decide to have a VoIP based meeting in there. This will lead to many businesses wanting to host their own micro worlds just as they host their website. We want to make that easy, low cost and provide an open source and a commercial white label software choice.”

Immersion will have scriptable “PowerPoint-style” controls and the current Browser and Viewer technology used in VastPark will be merged into Immersion.

The open-sourcing of Immersion comes on top of the VastPark server code being open source, so it’s an overt strategy by VastPark. It’s probably a necessary strategy as well given that behemoths like Google Lively are now competitors. That said, the open source route is being pursued with some protections built in for the company. Lead Developer at VastPark, Craig Presti, explains:

“VastPark is built for developers, by developers. The whole system is easily extended by developers creating plugins that can remain proprietary or be open sourced at the discretion of the developer. We’ll continue to release binaries under an entrepreneur friendly end user license. That’s much better than being essentially forced to open source your widget or your plug-in by the GNU GPL. We think there’s a middle way.”

Whether this middle way is the path to success is obviously up for grabs. What’s encouraging is that a smaller (and partially Australian-based) player is remaining in the game and not being fazed by the ever-growing competiition in the marketplace.

We’re waiting on confirmation from vastPark on Immersion’s release date.

A year ago on The Metaverse Journal

A year ago we covered the AIIA inworld-forum titled “Are Virtual Worlds relevant to my Marketing Effort?”

The same week, ABC Island ran a CSIRO forum on human life extension.

PacRimX, Skoolaborate and Global Challenge merger: the beginning of an Education Grid?

Bakamatsu region, Kyoto, on the Second Life Main Grid

PacRimX (Pacific Rim Exchange)

Stan Trevena, director of technology for Modesto City Schools, is the man responsible for the PacRimX project, developed in 2007. The idea was that kids from Modesto and their counterparts from Kyoto Gakuen in Japan would be able to interact with each other in a virtual environment, prior to an international student exchange in which 20 Modesto students traveled to Japan, and vice versa with 50 Japanese students.

Due to time-zone issues, video-conferencing was ruled out as a solution early on. Instead, Trevena bought an private Island on the Teen Second Life Grid. He fitted it with some basics, including a welcome centre, but noted that “a lot of the innovative use of the island will come from the kids.” The number of islands has now expanded to four. Trevena describes the facility as “a place for our students to communicate and collaborate with each other in building a place where they can share their interests, cultures and languages.”

Students from Kyoto arrived in Modesto on June 24, 2008.

Skoolaborate

Westley Field, Director of Online Learning at MLC School Sydney, founded the Skoolaborate Project in 2007. Skoolaborate works with junior high schools around the globe to foster students collaboration, involving the use of digital technologies: wikis, blogs, virtual environments and other online learning tools. The Skoolaborate learning space, also on the Teen Second Life Grid, is a private, secure area with an invitation required to access it. “Skoolaborate now has 14 schools from Australia, New Zealand, Taiwan, Japan, Singapore and the USA.”

Global Challenge

“In the Global Challenge, teams of US high school students collaborate with international counterparts from October to May to address global climate change and compete for prizes and scholarship awards.”

Approximately 2,000 students have already participated in their program.

The merger

Kyoto Gakuen has been working with both Skoolaborate and PacRimX independently since the genesis of each program in 2007. This is how a relationship developed between the directors of the programs, which ultimately led to the merger between the two. The Global Challenge program was brought in separately, to complement the work of the others.

The resulting merged program, featuring input and participation by 17 schools from across the globe, is now the world’s largest virtual environment project, designed for kids of junior high school age.

“Schools collaborate using a variety of online tools and environments to share experiences, thoughts and ideas from around global understanding, social and environmental education.”

Thoughts

Having a private project on the Teen Second Life Grid could have been a great way to ensure that students encountered a slow-moving, sterile environment, with great homogeneity of culture, opinion and thought. However, this partnership should bring together a rich and diverse mix of folks, students and educators, which should create a varied, stimulating environment in which to learn.

Linden Lab is in flux, and the cause is not at all clear: speculation is rife and rumors abound, and the Lab has all but cut off communications with it’s residents. The Millennial Generation does not seem to be the target audience for the Second Life “platform” – this indicates that there is unlikely to be an “Education Grid” any time soon, or perhaps at all. It looks like the program developed by the combined force of PacRimX, Skoolaborate and Global Challenge will be the one of the largest contenders for an alternative.

The question is: will the Teen Second Life Grid remain active for long enough for any of their goals to come to fruition?

Telstra BigPond launches customer service centre in Second Life

Telstra today took the next step in the ongoing evolution of their significant presence in Second Life with the launch of a staffed customer service centre. There’ll be Telstra-employed avatars available between 11am and 10pm Monday to Friday AEST to answer “service-related queries”. Obviously there won’t be too many queries from those whose connection has gone down but it’s a worthy expansion of customer service in-world.

A launch party was held from 5pm today:

There’s plenty of space to wait if it comes to that:

With sixteen sims, Telstra are a corporate behemoth in Second Life and a successful one at that. It’ll be interesting to see how many people utilise the service. The press release states that “this initiative was driven by the popularity of this virtual world with BigPond customers”. We’ve asked for some figures on this – the common assumption behind Telstra’s popularity is that BigPond customers have their Second Life usage unmetered and it’d be good to get some solid figures behind the claim.

The natural reaction from non-Second Life residents would be to ask why you’d bother logging in to ask a question when it’s easier to phone or email the query. To some extent this is valid but it misses the point of the exercise (beyond its PR value) – it’s one of the few corporate experiments in actual virtual world customer service. Whether it’s successful is only part of the equation – it’s useful research for the future when virtual worlds more successfully enable business transactions. This sort of exercise is fodder for that future.

Check it out in-world.

The Watch – virtual worlds in the news

1. LA Times (USA) – Fans flock to Disney’s Club Penguin Times. “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. And it’s not even 3 years old.”

2. Half Life Source (USA) – Sony confirms that the PS3 Home 3D virtual online community service has been delayed until later this year. “Sony Corp’s game unit said on Tuesday it was delaying the launch of its “Home” 3D virtual online community service for the PS3 game console to later this year. It’s been the second such delay for the PlayStation 3. Last Year, Sony postponed the launch of the “Home” service, which is aimed at giving users a place to interact with other PS3 users, to early this year from last Winter.”

3. SecurityPro News (USA) – Next Malware Breeding Ground: Online Games? “Dr. Igor Muttik, senior architect for McAfee Avert Labs, has published a 19-page whitepaper (PDF) warning we may soon see a spike in malware targeting in virtual worlds and online gaming. What would they want with virtual goods? The same thing they always want: money. Virtual goods and currencies can be traded for real goods and currencies. General data can work too for nefarious purposes, so key-logging and the like are distinct possibilities. ”

4. Institute for Ethics and Emerging Technologies (USA) – Goertzel on “OpenCog Prime: Design for an Open-Source Thinking Machine”. “Dr. Ben Goertzel from Novament will be in the area and has graciously offered to give a presentation of their current project on Sept. 7: Topic: OpenCog Prime: Design for an Open-Source Thinking Machine (Underlying Principles and Early Experiments) OpenCogPrime is a highly detailed software design, aimed at powerful Artificial General intelligence at the human level and ultimately beyond, intended to be implemented within the OpenCog open-source AI software framework.”

5. 1UP.com (USA) – Building a Better Virtual World Through Democracy. “EVE Online is a massive and persistent universe where players have direct involvement in both the economy and the game’s political system. This serves as an important, always-changing, plot device. But because of this, for better or worse, the world lives and dies by community involvement to a much greater degree than most MMOs. If things start to go bad, the game’s subscribers can’t simply take their character over to another server. Unfortunately, some employees of the game’s developer, CCP, have been caught trying to manipulate the system. In response, CCP created an Internal Affairs division to monitor the activities of both player and staff accounts.”

6. Times Online (UK) – Computer warriors pay geek mercenaries to fight their wars for them. “Andy Crowther used to have time to play a lot of computer games. Not any more. At 33, he is now a supermarket manager in North London and has a girlfriend. Despite the intrusion of real life, Mr Crowther still enjoys slaughtering hordes of monsters and capturing treasure in online games such as World of Warcraft and Star Wars Galaxies. But, like increasing numbers of gamers, he no longer has endless hours to earn the “virtual gold” needed to buy weapons and upgrades which make the game more fun. Luckily for him, 400,000 geeks, mostly in East Asia, are available for hire at the click of a button.”

7. itbusiness.ca (Canada) – Toronto’s Webkinz brings fantasy world to real global market. “Webkinz has become a household name in North America by appealing to children with its brand of cuddly, plush animals that come with a key that grants access to a virtual world. Now the company is hoping it can evoke the same interest internationally. Pre-teen kids and their parents are very familiar with the plush phenomenon started by Woodbridge, Ont.-based Ganz Inc. in 2005.”

8. Medical News Today (USA) – Burnt Kids’ Pain Lessened By Distracting Device. “Cunningly disguised as a toy, a new medical device that harnesses the power of distraction can greatly reduce the pain felt by young burns victims. Designed for medical device company Diversionary Therapy Technologies by Sam Bucolo, who is a Queensland University of Technology industrial design Associate Professor, Ditto is a virtual reality-inspired diversionary therapy aid. ”

9. The Washington Post (USA) – Gameworld: Videogaming enters the Third Dimension. “Videogamers, your glasses to transport you into three dimensional space. Visual computing technology company Nvidia (NVDA.O) has unveiled the first mainstream 3D gaming technology at the inaugural NVISION 08 conference in San Jose, which focused on the convergence of technology with Hollywood, games and business. With Hollywood migrating to 3D for event movies like “Journey to the Center of the Earth” and next year’s “Avatar” from James Cameron, the electronics and gaming industries have created new technology that lets home systems and PCs also deliver true 3D.”

10. iTnews (Australia) – VIC government shuts down Second Life presence. “The virtual bulldozers have moved in on Melbourne Laneways on Second Life’s ABC Island, after Multimedia Victoria said it would not renew the lease. The research project was launched in October 2007 to test the ‘potential impact [of virtual worlds] on the economic and social lives of Victorians’.”

Weekend Whimsy

1. Eternal Sonata Playthrough:59 a new life

2. Bossa Nova Club

3. Bunnytry star trek second life

Linden Lab blabs about the blog.

ABC Communication Tower

<sarcasm>Linden Lab display their aptitude with resources and their grasp of technologies once again with their plans to close down the current main blog and forums and replace the software behind them.</sarcasm&gt. It seems unfortunate that this company, which we rely on to produce the product we desire, keeps behaving like it had its head chopped off. Do they figure that having gotten this far, and getting this big, without any solid plan, that they can just continue on in the same vein as always and achieve the same or greater results?

The greatest surprise to me in all this is that Linden Lab has discontinued the use of the official blog at least a month, if not more, before the new product has been released; worse, they are committing to a system that has not even been fully worked out yet: “I don’t know yet what the new forum structure will be. We’re happy to hear your thoughts about ideas for different boards though.” – Robin Linden. In the meantime, we are expected to find information based on leads from the message of the day from the log-in screen; this information is to be dispersed in some manner amongst other blogs, side-bars and other unexpected places. It all sounds most unsatisfactory.

The benefits of the new system to residents seem pretty thin on the ground – this is not necessarily a problem. However, if the changes are being made to benefit Linden Lab, it would be a pleasant change to know what those benefits are, rather than being told that they are doing this for the good of the residents – transparency, transparency, transparency!  I’m sure Linden Lab are finding it useful to tuck away all those resident comments on the forums, especially the nasty ones, where the search engines cannot reach, and where folks who are not already residents cannot access them.

It also seems hard to believe that the software Linden Lab is currently using is completely outmoded and inadequate for the task. WordPress and VBulletin? Both configurable and flexible.  How much more integrated do they need to be? How much more nicely will the two new pieces of software play together?

Then there’s the second-most intriguing idea: externally sourced moderators. Some residents are disappointed that resident moderators are not being selected, feeling that they would have a better grasp of “what goes” than outsiders with potentially no experience with Second Life, or, perhaps worse, new folk with a little training in the new rules and regulations pertaining directly to the forums and no knowledge or experience outside that. I think that we are better taking our chances with moderators who are not also residents – less chance for over-emotional involvement.  Also, it always seems that the very folk who want to take on these positions for the love of it are the ones who should not be encouraged to do so – people who want to be politicians should never be allowed to be politicians, either.

Moderation of forums is required. People are people – they make mistakes and  they disagree, sometimes violently. Penalties are required – where is your motivation for keeping within the rules if no penalties apply? However, when it comes to moderation and governance of forums, it’s necessary a) to know where the boundaries are and b) to have penalties that are appropriate and suitable. Linden Lab are not known for making firm boundaries, however, and the only penalties available are (figurative) exile or death. There is no evidence to suggest that these things will change substantively come October.

Maybe Linden Lab is trying to put on a more professional look for all those “mainstreamers” streaming in as the early adopters are pushed out. Maybe this new integrative approach heralds a new phase for both the blog and associated forums and for the whole of Second Life.

Maybe not. What do you think?

Virtual Worlds: more mainstream by the day

The US-based Technology Intelligence Group have released a report titled “Virtual Worlds Industry Outlook 2008-2009”. It’s a really well written document that both looks back at the past year and makes some solid predictions for the coming year.

The standout observation for me is the ‘mainstreaming’ of non-gaming virtual worlds:

Stanford SUMMIT has been leveraging simulations built on the Forterra OLIVE platform to train doctors on key critical thinking skills with trauma patients, 18 of the top 20 educational institutions own land in Second Life with many using it to teach courses, McDonalds has created a Happy Meal virtual world to reinforce their well known brand, and customer and staff meetings are being held by enterprises across multiple platforms.

There’s no doubt that virtual worlds are becoming more mainstream, something that was driven home to me earlier this year when I was asked to consult on a film project (there’ll be more information of that project later this year). The point is, the film in question has a story line with no direct relationship to virtual worlds. One part of the film will feature Second Life – not as a novelty, not in a high-tech context, but in an everyday (rural) life scene. It’s those increasing references in popular culture that will increase the mainstreaming momentum.

The report also states some confidence around the graphics issues besetting virtual worlds:

the current slate of graphics challenges associated with virtual worlds may soon be remembered in the same vein as 64k computers.

If ‘soon’ means in the next year to two years, then there’s another aspect of momentum building because at present the average ADSL broadband customer with a PC older than 18 months or so is still encountering great challenges.

Not surprisingly, the education session is seen as a continuing driver of widespread virtual world adoption:

The training and education market will continue to drive widespread adoption of virtual world technology, as the broad experimentation within Second Life demonstrates. Universities and other teaching institutions that initially experimented with Second Life are in the process of standardizing platforms for virtual classrooms, which will be a boom for companies that are already well positioned in this market, such as Proton Media and Forterra Systems.

The power of virtual world add-ons for traditional websites is emphasised – Google Lively is the high-profile recent example:

The frictionless nature of a ‘go to the meeting room’ button on a web page will lower the barriers to adoption

.

There’s certainly a growing convergence of forces that increase the likelihood of virtual worlds reaching the mainstream. As always, there’ll be plenty of attrition, some conflict and a great deal of uncertainty. In that respect it’s situation normal.

The legal section of the report also makes fascinating reading with a number of precendents only starting to be established. You can view the report in full here.

What are your thoughts – does the report provide any surprises for you?

Students vs Second Life: Round 2

Thank you ... Captain Obvious

Upon reading the comments and articles generated by “Students vs Second Life“, I had several prominent thoughts:

  1. There’s nothing so rarely discussed as “the obvious”. Often things that are considered to be obvious are then not subjected to further thought or discussion, the problem often being that the thing is rarely obvious to everyone. I’m sure the original article was obvious for some, but not for others. Regardless, solutions need to be found for those using Second Life as an educational tool;
  2. A generation is a statistical grouping: it cannot predict the behavior or capabilities of the individual. A generation can only describe trends amongst people or things; also, it can only be used to describe how something acts as a group. This may mean that all the folks on the Teen grid are not wholly representative of their generation – considering how few of them there are, this does not seem an unreasonable assumption;
  3. Second Life is a fantastic product for an underdeveloped market segment: Generation X. For Second Life (and future products of its ilk) to have the greatest life-span possible, will require acceptance that younger people need to be drawn in. Otherwise, it’s more likely that the Millennials will stay within their comfort zone of other virtual worlds;
  4. Millennials who remain inside Second Life may be the anomalies, when compared to the generational stereotype. They are either unusually self-directed, or have found a way of turning the Second Life tool to their own devices – perhaps as an alternative way to interact with people;
  5. Second Life, as opposed to other virtual worlds, has a greater scope for forms of interaction, because you can create in a more sophisticated way. Second Life is clunky and difficult – but it’s hard to create a sleek, wonderful interface and backbone that still does everything Second Life can do now, given the resources available;
  6. Individuals of the Millennial generation are not the only ones necessarily lacking in the skill of freeform play – other generations contain individuals lacking the skill also. However, it is just that – a skill, which can be learned. So why should we bother to learn it? It broadens our creative horizons, and teaches us to think, particularly about things which seem obvious;
  7. The human race is still essentially tribal, which also means that we are exclusionary. Our differences can exclude us from any given tribe. Fancy being the only person of your age on your street spending time in Second Life rather than Habbo Hotel?

Here is a brief wrap-up of what other folks had to say, having read the article:

Kate Amdahl suggests that we create “learning” areas – areas which have pre-generated content, games and interactive mechanisms, to get folks used to the interface and get them spending time in Second Life. From these places, they can make forays out into the rest of the world, and gradually incorporate the overall idea of Second Life into their play-style.

Sabine Reljic seems to indicate that we would be well rewarded by pushing students into Second Life and out of their comfort zones. I wonder what that would look like. Right now, it would seem that pushing students into Second Life and leaving them to their own devices results in them wandering around lost or standing around chatting. This view is supported by the VirtuEd post. Additionally, pushing teens and young adults tends to result in them pushing back – caution is indicated.

Roland Legrand over at Metanomics has written a great post about what the Millennials know about multi-tasking and collaboration that they can teach the rest of us: “we also have an obligation to help them” learn about freeform play.

Over at New World Notes, this post gathered all sorts of interesting comments, and this second post ponders the question of why Habbo Hotel is so popular amongst young Millennials, as opposed to Second Life or Teen Second Life. Of the comments, the most interesting was one which wonders whether Generation X has more of a need to escape into fantasy than the Millennial generation. Did Gen X’ers grow up in a more hostile environment, from which they looked for relief?

At Massively, Tateru Nino states: “Where it might be that they would find additional traction if they could cluster with their cultural peers — members of their own generation — digital avatars consistently thwart the sorts of flocking behaviors. Millennials can’t identify their peers among the avatars of their parents and grandparents’ generations — and for the peer-oriented Millennials, that’s frequently a deal-breaker.” Also, “The very nature of Second Life turns away Millennials in droves. As entertainment, it is as undirected as a public park.”

A study by the University of Leipzig supports the finding that there are few Millennials in Second Life. They state that this is  because Second Life is too realistic, and that virtual worlds should be centered around escapism.

All in all, there seems to be a fascinating spectrum and crossover of viewpoints on the topic, many supported by direct, accreted experience and statistical data. Are your own experiences with students in line with one of these, or do you have a unique perspective to share?

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