‘B Bucks’ – buy virtual Barbie Girls gear

Mattel have started to offer a subscription option for its Barbie Girls virtual world. There are literally millions of active users now so Mattel will be hoping a decent percentage of those will beg their parents to fork out US $5.99 per month to be able to customise their avatars more and spend the ‘B Bucks’ their free account has earned.


(Image from barbiegirls.com)

If you were ever in any doubt about the momentum of virtual worlds, you only need to spend a little time perusing the pre-adult offerings to know where the future lies for online social interaction.

Let’s hear your thoughts – would you pay out for your child to access Barbie Girls VIP? And if not, why not?

A heads-up to GigaOM for the original story.

Bitfilm’s virtual art city in Twinity

Metaversum’s virtual cum mirror world, Twinity, is hosting the German digital media festival Bitfilm in an underground city called Bitropolis. It houses a cinema to view Bitfilm entries as well as an art gallery and bar. Digital media artists can rent their own cube close to the cinema to use for their screenings or other exploits.

The Bitfilm promo gives a snapshot of the quality of digital media on offer:

The festival runs through to the 12th July. To access Bitropolis you’ll need to register online.

There’s no shortage of virtual world film festivals now but this seems to be one of the more integrated efforts involving a well established festival. If you’re a Twinity beta-tester, we’d love to hear from you on the festival.

OpenSim discussion panel: podcast available

Zatzai Asturius from Second Convention held a discussion panel last week about the future of the Second Life grids (both the Linden Lab and OpenSim grids).

The panel consisted of Australian Adam Zaius and Teravus Ousley from the OpenSim project and it’s now available as a podcast.

Zatzai describes the podcast: “The discussion is about an hour long and it covers why there are problems with the grid today and what can be done, and what is being done to correct it. As well as what OpenSim is doing differently and what it is doing the same for compatibilities sake. The capabilties and mentality of the OpenSim design are also brought up and I think it gives a good glimpse into their development process.”

It’s a fairly technical discussion but if you’re interested in what’s under the grid, it’s an interesting listen.

Listen to the podcast here.

The Sims Online dies

On the 26th February we mentioned that transition of The Sims Online to a free offering called EA-Land. Just over two months later and the announcement has been made of it’s demise as of the 1st August.

The Sims Online was a real ground-breaker in virtual worlds and it’s a further illustration of how difficult it is to find the formula that works best for large numbers of people. We’d love to hear your stories about TSO – will you miss it?

Interview – Dr Mirko Caspar, Twinity co-founder

Twinity is one of the growing swathe of mirror worlds in development. We took the opportunity this week to fire some questions at Dr Mirko Caspar, who’s the CMO and co-founder of Metaversum, the company behind Twinity.

twinity.jpg

Lowell: Can you outline the history of how Twinity came about?

Mirko: Connecting the real with the virtual world will be one of the major Internet trends in the coming years. Such a virtual world will be both playful and useful, with positive benefits for the ‘real’ lives of those who explore and populate it. Twinity is designed to enrich people’s real lives. Most of the current virtual worlds focus on fantasy environments without reference to the real world. Twinity will blur those boundaries and create that missing link. With that vision in mind, Jochen Hummel (CEO), Dietrich Charisius (CTO) and myself (CMO) founded Metaversum in 2006. Metaversum has since developed Twinity, which is now in private beta.

Lowell: You’re competing in an increasingly crowded space – who do you see as your core market?

Mirko: Basically, Twinity is for everyone who wants to communicate, seeks entertainment and fun or wants to run a business. It is for social networkers and chat-fans who want more emotional, human communication in 3D. It is for the virtual world and 3D entertainment aficionados who want their real life with all their friends and interests represented.

In short, Twinity is for everybody who has Internet access and wants to share experiences with other people via the Internet. The core user is probably between the ages of 18 and 49 years, but it certainly extends into older demographics that enjoy the real life approach.

Lowell: Is it correct in saying Twinity is a mirror world platform? And for the uninitiated how do you define a mirror world?

Mirko: A mirror world is a world that mirrors the real world. Naturally, such a world would show a selective reflection. It isn’t a one to one mirror. Twinity is a social 3D platform that blurs the boundaries between virtual reality and the real world. So far, our members can create indoor spaces – but you can be geographically located anywhere in the world. Also we encourage and enable our user to create realistic avatars. So, Twinity does have facets of a mirror world already. We think the real world is fascinating. It sets a great stage for interaction and communication – real people in real places who share real experiences. What it comes down to is this: more direct, emotional, collaborative, and immersive interactive communication within a familiar environment.

Lowell: Is the beta program progressing as expected and do you have a firm timeline for a release candidate?

Mirko: Twinity is currently in its private beta phase. In this phase, members already have the ability to create their personal avatars, design their own apartments anywhere in the world and communicate with other members through bubble chat, VoIP or animations. We’ve taken the feedback of our beta users into consideration, and we’re currently focusing on two main areas of development: implementation of the outside environment and preparation for the open beta release. Our roadmap is firm. Our timeline is as firm as it can be when you are developing a virtual world. Our next step will be the announcement of the open beta.

Lowell: What are the plans for Macintosh / Linux users?

Mirko: We want to give our users as much choice as possible; but doing that takes time. At the moment, Twinity runs on Windows XP and Vista. For Mac users who want to use Twinity, we recommend using Boot Camp and running Windows on a partitioned Mac. However, this should only serve as a temporary solution. As soon as we can communicate an easier solution, we will do so.

Lowell: You’ve been on record as saying that avatars will only be able to be human – does that remain your position and do you think this will limit your market appeal?

Mirko: People want to connect with real people and be as emotional, interactive and authentic as possible – this is also true when engaging on the Internet. Twinity is a platform that allows for this interconnection. We believe such an approach will open up virtual worlds to mainstream audiences, in much the same way that people are now accustomed to using real-to-real communication on platforms like Facebook and MySpace.

Lowell: Are you able to give any further information on Twinity’s economic model?

Mirko: You can use Twinity without paying any fees. Members only have to pay in Twinity if they get something special in return. Premium features require a subscription. Virtual items and real estate will be offered by our commercial members or us for a price. There will be some advertising.
Our in-world economy will be similar to the real world. We have a payment method, a “virtual currency”, which we call the Global! If you want to create and offer items or services and market them to the community, you can become an active commercial member. If you are a consumer, you can buy virtual goods or services including real estate.

Lowell: You’ve mentioned previously that user-generated content will be one option – to what extent will users be able to generate content and use it within Twinity?

Mirko: Members can generate content in Twinity, as long as they follow our Terms of Service. The simplest forms of user generated content are pictures and music, which can be easily uploaded to your apartment. If you become a premium member, you can also use converter tools to upload items that have been created using modelling tools like 3dMax. We are currently testing those tools and will announce when they will be made available to our members.
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Lowell: What is the pricing model likely to be for use of Twinity?

Mirko: Basic usage of Twinity is free. We will also offer premium services to premium members for a monthly subscription. For now, all those features are free and we will announce the introduction of subscription fees well in advance. Our members will also have the opportunity to buy, sell and rent real estate or purchase virtual goods. To a large extent those prices will depend on the prices that our commercial members will charge for their goods and services.

(Disclosure: Twinity’s Singapore marketing is done by Andrew Peters from The Pacific West Communications. Andrew also does Global Marketing Communications and Sales for Big-Bit Australia, which is an advertiser on The Metaverse Journal)

Report: over 100 youth-oriented virtual worlds

Virtual Worlds Management have released a report showing more than a hundred youth-oriented worlds are either live or in development. The data was compiled from their own news site and a full list is viewable including links to further information.

Seeing such a list further emphasises the faith business has in the virtual world platform but given that it’s still early days for virtual worlds, I’d expect a significant number on that list to struggle to gain a significant foothold in the face of such widespread competition.

VastPark tools go public

VastPark today announced the public release (albeit an alpha release) of a number of its tools. You can now download a browser to view creations dynamically, a Viewer for “viewing the virtual experience in a static and controlled environment”, an Asset Publisher to get everything online and VastServer for real-time, multi-user interaction.

The release is to get the tools into as many hands as possible prior to the second stress test being held on the 22nd April.

If you’re brave enough to use some alpha release tools, let us know what you think of VastPark so far. I can’t actually do it myself as there’s no Mac version as yet.

VastPark, Twofish Elements and TurboSquid

The announcements keep on coming out of Virtual Worlds 2008, with Australian-based VastPark using the fourm to announce some further developments.

The most interesting announcement to me is the license agreement with Twofish, Inc. They provide an economic platform for ‘online entertainment properties’ called Twofish Elementsâ„¢ . It’s an ecomonic engine that claims to be “an exclusive technology that powers online economies by allowing partners to simply and dynamically control banking and inventory policies”. That’s obviously not a lot of detail but it certainly does add another string to VastPark’s bow, allowing end-users to create their own real cash or virtual currency economies. Settings such as pricing, scarcity and product information can all be tweaked by the user.

The second announcement involves the establishment of a relationship with 3D model provider, TurboSquid. VastPark users will be able to insert content directly from TurboSquid’s catalog of nearly 200 thousand 3D models, presumably for a price.

During our interview with VastPark CEO Bruce Joy last weekend, he alluded to some of these developments and like any such announcements, it’ll be fascinating to see them actually come to fruition. What looks particularly encouraging is how comprehesive the VastPark offering is looking. If the interface allows for realitively easy content creation, this is likely to me a successful business model.

Nickelodeon enters virtual world fray

Reuters are reporting the entry of Nickelodeon into the virtual world market with a wide-ranging announcement to coincide with Virtual Worlds 2008.

When you have SpongeBob SquarePants up against the Disney franchise in the virtual worlds market, it’s fair to assume there’s some confidence in the future growth of virtual worlds.

World of Warcraft as stress relief?

According to Massively, research has been presented this week by Jane Barnett at Middlesex University on the impact of World of Warcraft on levels of relaxation.

The study found playing WoW actually led to higher levels of relaxation after playing in some personality types. The sample size was small – our readership at The Metaverse Journal is larger so jump in with your opinion: how do you feel after a lengthy bout of WoW?.

As mentioned before, I partake of WoW here and there and I certainly don’t get angry when playing. I’ve progressed to being a Level 49 Mage so I’ve spent a few hours playing and for me it’s certainly a fun pastime. How about you?

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