The Watch – virtual worlds in the news

1. PNN Online (USA) – MacArthur Island Opens in Virtual World of Second Life. “The MacArthur Foundation Island opened today in the virtual world of Second Life. The island is a new laboratory for MacArthur’s two-year exploration of virtual worlds, led by the University of Southern California and the nonprofit Global Kids. MacArthur Island is designed as an alternative space to educate grantees and others about the potential for philanthropy in virtual worlds and allow grantees and Foundation partners to showcase their work and connect with new audiences. The new island is located adjacent to an archipelago in Second Life dedicated to the public good, called the Nonprofit Commons. Visitors to MacArthur Island can interact with installations created about the work of MacArthur and its grantees. They include a giant pair of 3D headphones that visitors can use to listen to stories by independent radio producers as part of Public Radio Exchange, and a map about Chicago neighborhoods through which visitors can learn about a comprehensive community development effort being carried out in Chicago. ”

2. WebProNews (USA) – Kids/Teens Drawn to Virtual Worlds, Not Marketers. “What do you get when you cross a video-game with social networking? Virtual worlds – and they’re no joke, particularly with younger generations who are immersing themselves in increasing numbers.
In fact, half of online kids (age 3-11) will be regular frequenters to virtual worlds by 2013, predicts eMarketer. In its new report, “Kids and Teens: Growing Up Virtual”, the research firm estimates that currently 37% of online kids log on to virtual worlds each month. By 2013, that proportion is expected to rise to 50%, or 8.7 million.”

3. Multiplayer Online Games Directory (USA) – Footballvillage.net Worldwide Opening with FC Barcelona Virtual World. “E-Calcio is Proud and Happy to Announce the Opening of Footballvillage.net. It’s the result of over 2 years of development with 150 people involved in the creation of an innovative virtual world environment dedicate to the football passion. The target it’s to give to the largest number of users a very immediate and easy to use access to the virtual worlds experience and a chance to live and share with other friends all over the world their true football passion.”

4. ZDNet Asia (Singapore) – Virtual worlds an inroad to new generation. “Virtual worlds aren’t dead–they’re enjoying a re-awakening, as marketers learn to connect both the real and virtual, say observers. Mary Ellen Gordon of Market Truths, a U.S.-based research firm specializing in virtual worlds, said in an interview with ZDNet Asia, companies expressing interest in virtual worlds such as Second Life are compelled to learn the media-consumption habits of the new generation. This marks a contrast against the initial wave of companies which flocked to Second Life for mostly publicity, and also “during which at least some companies did not seem to take the time to really understand virtual worlds or to think about how to use them to contribute to their overall business objectives”, said Gordon. She named some of these business needs as saving time and costs related to traveling, by using virtual platforms to carry out Web conferences.”

5. Kotaku (USA) – Are Our Games Alive? “Anyone who’s played through a game like Microsoft’s Fable II (who can forget your virtual dog?), BioWare’s Mass Effect (with its robust roster of non-playable characters) or seen Sony’s upcoming Heavy Rain (whose developer, Quantic Dream, promises a new type of relationship between player and character) may have wondered to themselves whether gaming, which is still in its infancy as an art form, is heading towards its inevitable Citizen Kane threshold. More than the graphics or surround sound, the latest game consoles’ processing power are bringing to life AI-controlled characters unlike anything experienced before. But what are these sentient beings that help or hinder gamers as they explore vast virtual worlds? Are the Locust Horde who hide behind blockades and orchestrate flanking attacks in Gears of War 2 the first step in some type of real-world AI nightmare like the apocalyptic future displayed in Warner Bros. Pictures’ Terminator: Salvation? Will Steven Spielberg’s next original game for Electronic Arts, which remains untitled, deliver on its promise of making a gamer connect with a female avatar emotionally?”

6. Hi-Tech Scotland (UK) – Scotswoman scores ‘Second Life’ Gold. “Dunfermline businesswoman Pauline Randall’s office looks out over sparkling blue oceans, lapping around lush, landscaped gardens and she can fly to meetings in an instant – all in her Virtual World business park. This week, (Wednesday 27th May, San Francisco) it was announced she is the first, and only, Scottish company accepted into Linden Lab’s Gold Solution Provider Program in recognition of her experience and expertise in helping companies enter and operate in Second Life. Pauline runs her company, virtual-e, to recreate 3D replica offices and buildings online for organisations like Imperial College, London, Ashridge Business School, CyMAL – Wales Museums and Libraries and the University of Hawaii. In these online spaces, organisations can host virtual meetings, collaborative working, product training and demonstrations – even international conferences, without the cost and hassle of travel. Medical colleges are using virtual worlds for training young doctors in diagnosing patients and businesses find them an innovative way to manage 360 degree presentations on new products.”

7. VentureBeat (USA) – Virtual events draw a live in-person crowd. “Yes, these people in the picture are real. What’s weird is they’re attending a conference about virtual events. You know, the kind they have only in cyberspace where you pretend you’re at a live event. As surreal as it sounds, the fledgling virtual events industry gathered today at a first-of-its-kind Virtual Edge event at the Santa Clara Convention Center in Santa Clara, Calif. While other conferences have been pummeled by the recession, there were 500 people registered and an overflow crowd this morning. The reason for the interest is that demand for virtual events has skyrocketed during the recession, said Malcolm Lotzof, chief executive of Chicago-based virtual events firm InXpo, one of several companies that stage the virtual events for all sorts of customers. As companies seek to cut costs and curtail travel, they’ve come to see the wisdom of putting on virtual events on the Internet.”

8. Mail & Guardian Online (South Africa) – A new world of study. “There’s not a red pen in sight when Russell Stannard marks his master’s students’ essays — but it’s not because they never make mistakes. Stannard doesn’t use a pen to give his students feedback. Instead — and in keeping with his role as principal lecturer in multimedia and Information & Communication Technology (ICT) — he turns on his computer, records himself marking the work on-screen, then emails his students the video.”

9. ITWorld Canada (Canada) – Immersive Internet technology is no video game. “A Kirksville, Mo.-based non-profit organization providing drug abuse counseling services is taking a Second Life-esque approach to continuing to treat clients once they leave residential treatment centres. For the past two months, Preferred Family Healthcare Inc. has been running its own virtual islands on a private server where young adults who have spent some time in residential care can continue to receive counseling remotely using only a provided laptop and Internet connection.”

10. The Escapist (USA) – PlayStation Home Users On The Rise. “After an initial peak of interest followed by a dip in activity, PlayStation Home’s active user base is now on the upswing, according to Home director Peter Edward. PlayStation Home has had a reputation for being the biggest budgeted ghost town of all of gaming’s virtual worlds, but that might not actually be the case, according to Home director Peter Edward. While the feature saw very little use after an initial surge of interest following its debut, people are apparently going back Home, and they’re staying there.”

The Watch – virtual worlds in the news

1. Bizinformer (USA) – Entering an Era of Virtual Currencies? “There’s money. People (me included) carry it around in their wallets and save small pieces of it in the ashtrays or cup holders of their cars. And they buy things with it – hamburgers, gasoline, and sometimes other small things. Then there’s checks and credit cards. We pretend they’re money and much of the time that works for us. They’re closely related to money. Then there’s RockYou Pets from Hi5, Linden Dollars frm Second Life, and PEDs from the planet Calypso, in an online gaming world called Entropia Universe. How much like money are they? Some would say they are money – to the extent that you live your life in a particular virtual world. Some of them are actually exchangeable in the real world; 250 Linden Dollars is worth one US dollar. You can provide a service or sell a product in Second Life, change the Linden Dollars into “real money” (whatever that is now) and take it to the grocery store or the mall. PEDs can also be converted back into real money; 10 PEDs equal one US dollar.”

2. Ottawa Citizen (Canada) – It slices, it dices … it markets to kids. “We’ve come a long way from the days when placing ads for toys and sugary cereals alongside Saturday-morning cartoons was the slickest way to sell stuff to kids. Marketers have become increasingly sophisticated in their efforts to expand brands with young consumers. Some present kids with the keys to the product image, allowing them to create new products. For example, media companies provide audio and video clips that young fans slice and dice to create montages. “Advertisers and broadcasters are approaching children as participants in cultural production and not as audiences,” says Stuart Poyntz, an assistant professor of communications at Simon Fraser University.”

3. IntoMobile (USA) – First Look: The Sims 3 for iPhone. “EA Mobile’s stable of iPhone games is already impressive, but it’s about to get even better. The mobile arm of famed game developer EA is putting the finishing touches on their latest in iPhone gaming – The Sims 3 for iPhone – and we’ve got the first-look scoop for all our readers! These are the same guys behind iPhone-tastic gaming titles like Spore Origins, Tiger Woods PGA Tour and Need for Speed Undercover, so you know their “next big thing” is going to be, well, big. And, after spending some time with the EA Mobile team and their Sims 3 iPhone game, we’re convinced they have a hit on their hands.”

4. Mediaweek (USA) – eMarketer: 50% of Kids Online Will Use Virtual Worlds by ’12. “hile virtual worlds like Second Life still represent a fringe activity in the general market, more than half of the kids who use the Internet will be regular visitors to virtual worlds in just four years, predicts researcher eMarketer. Virtual worlds — game-like Web environments where users can create avatars in a fantasy landscape and interact with other users — have become particularly popular among young children. Currently, eMarketer estimates that there are 6 million kids age 3-11 who visit virtual worlds at least once a month, representing 37 percent of that Web demographic. By 2012, there will be 8.7 million kids 3-11 using virtual worlds — or 50 percent of the entire kids’ online universe.”

5. New England Business Bulletin (USA) – New corporate training options include virtual worlds. “Online options have rewritten the world of corporate training, expanding possibilities well beyond the traditional presenter with Powerpoint show. Today, businesses across the globe are using 3-D virtual world technology as a way to hold meetings, simulate business in any environment, conduct training and much more. One growing example, Second Life, dubbed a “virtual world imagined and created by its residents,” is an online world that businesses have begun to get acclimated with over the last year or so because of the possibilities it holds for nontraditional learning.”

6. BusinessWeek (USA) – Studying Epidemics in Virtual Worlds. ” day after news reports about an outbreak of swine flu in Mexico, health officials in Allegheny County, Pa., huddled to discuss contingency plans. How should they respond if the virus came to their part of the world? By closing schools? With widespread vaccinations? To test different courses of action, they turned to computer scientists who had built a working model of the county. “It helps come up with recommendations of when and how to intervene,” says Dr. Ron Voorhees, chief of epidemiology and biostatistics at the Allegheny County Health Dept.”

7. Popular Science (Australia) – Businesses Seek a New Lease on Second Life. “What ever happened to the online virtual world revolution? You know, the one where everyone would spend hours every day blinging out their Second Life avatars and crashing weddings in World of Warcraft? Well, those days never quite materialized. The media fanfare around virtual worlds has transitioned from an initial wildfire of exuberance to essentially nothing, as expectations for growth and revenue failed to pay off.”

8. VentureBeat (USA) – Second Life generates 15 billion minutes in web voice calls. “When you think of phone companies, Linden Lab’s Second Life virtual world doesn’t come to mind. But the company is announcing today that its users have used its web-voice calling feature to talk to each other for a total of 15 billion minutes since it was introduced 18 months ago. The voice-over-Internet-protocol web calling service inside the virtual world is now being used at a rate of 1 billion minutes per month, said Mark Kingdon, chief executive of Linden Lab in San Francisco. By comparison, the VOIP service Skype has been used for 200 billion minutes in the past six years. At any given moment, 50,000 Second Life residents are using the voice application.”

9. Gamasutra (USA) – Sixth Annual State of Play Conference Discusses Future of Virtual Worlds. “Organizers of the Sixth Annual State of Play Conference announced that this year’s event will be held on June 19th and 20th at the New York Law School. The conference will focus on the social impact of virtual worlds and multiplayer online games. State of Play’s sixth annual showing will bring together scholars, games developers, industry figures, and government leaders to examine the development and study of virtual worlds. Speakers at this year’s conference will discuss whether scholars have reached a limit in the understanding of multiplayer online spaces, and will seek to determine whether virtual worlds have stalled at a development plateau.”

10. CNN (USA) – ‘Virtual currencies’ power social networks, online games. “When Santiago Martinez wants to give his friends birthday presents, he buys a cake or flowers or sometimes a teddy bear. But the 41-year-old, who lives on Mexico’s Yucatan Peninsula, doesn’t spend pesos or dollars. He buys the gifts with an online-only currency called hi5 Coins. He also doesn’t deliver the gifts in the physical world. They appear digitally on his friends’ online profiles on a site called hi5, which is a social network like Facebook or MySpace. “They can’t eat the cake. It is an image — the thing that it represents,” said Martinez, an accountant with a wife and two kids. “You can send the feeling of that [cake] that you want to send.”

The Watch – virtual worlds in the news

1. The Industry Standard (USA) – Real world laws intrude on virtual world behavior. “Navigating the laws of cyberspace is getting ever more complex as virtual worlds themselves become mirrors of the real world. That’s one clear message from a Stanford University event on legal frontiers for digital media that I attended today. Protecting children from predators is at the top of the list. But there are thorny issues about who owns the property created in the worlds, what rights to privacy should users expect, how operators should work with real-world law enforcement, whether gambling with virtual money should be regulated, and in general whether or not real world laws should govern behavior in virtual worlds.”

2. The Boston Globe (USA) – The learning game. “Call me a dinosaur if you like (you won’t be the first), but I believe the best way for kids to learn is simply to read a book and the best place for them to spend their childhood is outdoors. Brace yourselves for one more heresy: I also think that, for all of the Internet’s wonders, it does a lot more to distract young children than to inform them.”

3. Fast Company (USA) – OpenShaspa: Energy Management in a Virtual World. “Want to manage your energy consumption by playing a video game? The OpenShaspa Home Energy Kit aims to do just that, by letting you oversee energy management in a virtual world. Shaspa’s kit, which is constructed from open-source components, contains a system of wireless sensors that control home energy output. The sensors can send data to cell phones and Internet applications like Google’s upcoming PowerMeter. Additional sensors for utility resources like gas and water can also be tacked on. Wireless sensor networks are becoming increasingly common, but OpenShaspa’s virtual world adds a new element to smart grid energy monitoring. OpenShaspa can be linked to an open-source spin-off of Second Life called OpenSimulator.”

4. Wired (USA) – Simulate Star Clusters with Second Life Mod. “Ever wanted to control the stars with your outstretched arm? An open-source virtual reality platform just made it possible. What in 1991 was a novel physics solution now comes packaged in a virtual world for you to intuitively explore. A new simulation in OpenSim, an open-source version of the popular virtual world Second Life, shows how a handful of objects floating in space react to each others’ gravity. In physics, this is known as the N-body problem. It’s simple if you have only two objects: they orbit their common center of mass in a circle or an ellipse. But three or more objects send the system into chaos. Physicists and mathematicians banged their head against it for centuries, with a general solution emerging less than 20 years ago.”

5. Huffington Post (USA) – Living in Sim. “Is somebody with a joy stick guiding my hands as I type this? Are they making me want to go across the street to Starbucks right now? Are we all living in a computer simulation? With Sims 3 coming out next month, it seems worth pondering. Sims, to help the uninitiated, is a sophisticated and addictive life simulation game. Millions of people are immersed in it, as well as in Second Life and World of Warcraft. Me and my kids were once avid players of Sims. Then one day a Sims character got into her hot tub, became drained of life force and never got out. ”

6. Singapore Entrepreneurs (Singapore) – Interview With Simon Newstead, Founder Of Frenzoo. “Based in Hong Kong, Frenzoo brings fashion online and in the form of 3D avatars. They will be here in Singapore to present at unConference 2009 and we had a chat with Simon Newstead, founder of Frenzoo.”

7. Government of Jamaica Information Service (Jamaica) – Protecting Children in Cyberspace. “The Internet, cyberspace, represents one of the greatest technological advancements of the 20th century and plays an important role in all aspects of life but most importantly communication, education, commerce and entertainment. It has radically changed global social interactions. Many of you have witnessed children sitting beside each other but communicating via texting, instant messaging or by e-mail. The larger the group, the more the children seem to have fun. Their fascination with the social networking websites such as Hi5, Facebook and MySpace is unabated.”

8. How Do (UK) – Salford students clean up kitchens… in Second Life. “Here on How-Do we’ve seen pop stars, award ceremonies and even academic qualifications delivered through the virtual reality of Second Life… but students cleaning up dirty kitchens? Surely some mistake. Apparently not. In what is being hailed as a first of its kind kind of thing in the UK, Salford University environmental health students have been thrown into dirty and dangerous kitchens in the virtual world and told to clean them up.”

9. AsiaOne (SIngapore) – Philippines’ tourism campaign engages audience of new media. “Forget mere traditional advertisements and colourful brochures; the Philippines is getting edgier with new media to posture itself as a destination for the adventurous and music lovers. The “Awesome Philippines” tourism campaign, in partnership with MTV Networks, has harnessed interactive websites and virtual realities in reaching out to its target market of 18- to 35-year-olds, the age group deemed to be the most adventurous and thrill-seeking. The campaign’s most recent outreach tool is the creation of a simulated microcosm of the Philippines that Department of Tourism (DoT) Secretary, Mr “Ace” Joseph Durano has monikered the country’s “7,108th” island in the online virtual reality Second Life (SL).”

10. Web Worker Daily (USA) – Second Life Is Social Media. “Despite all of the hype about Second Life, followed by the Second Life bashing, followed by some more hype, and now the latest “Second Life is dead” pronouncements, the 3-D virtual world owned by Linden Lab is still breathing. I feel strongly — as do many others — that Second Life is an important, and often overlooked, aspect of social media marketing. To be clear, Second Life is social media. If you break down the key features of social media, you will see that Second Life stacks up very well against other popular tools. Here are some of the reasons why you’d be remiss to leave Second Life off a well-rounded, integrated social media marketing plan.”

The Watch – virtual worlds in the news

1. Information Week (USA) – U.S. Armed Forces Look To Second Life For Training. “The Second Life role-playing and gaming communities are home to dozens of make-believe armies and navies. But you can find the real thing in virtual worlds too. The Air Force, National Guard, and Navy are using Second Life and other virtual world technology for collaboration and training. The armed forces are looking to virtual worlds to reduce the time and costs associated with travel, and create more realistic experiences for users than those provided by flat-Internet applications.”

2. VentureBeat (USA) – Facebook platform developers could see $500M in revenue this year. “A growing number of game makers on Facebook are making money from virtual goods — from poker chips to virtual clothes that users can buy or earn while playing gaming applications with their friends on Facebook. The combined ecosystem of these game developers and other companies supplying services to them could generate half a billion dollars in revenue in 2009. That’s significant, considering third-party applications on Facebook have been viewed as gimmicks making no significant revenue. Facebook itself appears headed toward the $500 million revenue mark this year, mostly through advertising.”

3. The Economist (UK) – Of dragons and dungeons. “HAVING once lost badly at three-card brag—poker’s brutal ancestor played in the pubs and clubs of Britain—your correspondent worked double-shifts to pay off his gambling debt, and vowed never again to play games of chance. The only exceptions he has allowed himself over the years have been the odd video game or two, where the stakes are measured more in terms of satisfaction than hard cash. But even his early forays into the grinding world of monsters and loot favoured by “massively multiplayer online role-playing games” have dwindled since parenthood. Such virtual worlds are far too immersive and addictive—and keep getting more so with every increase in the number-crunching power and graphics of personal computers and game consoles. Better to stay clear of online communities like “EverQuest” or “World of Warcraft” if you are perpetually running out of time in the real world.”

4. Business Week (USA) – Studying Epidemics in Virtual Worlds. “A day after news reports about an outbreak of swine flu in Mexico, health officials in Allegheny County, Pa., huddled to discuss contingency plans. How should they respond if the virus came to their part of the world? By closing schools? With widespread vaccinations? To test different courses of action, they turned to computer scientists who had built a working model of the county. “It helps come up with recommendations of when and how to intervene,” says Dr. Ron Voorhees, chief of epidemiology and biostatistics at the Allegheny County Health Dept.”

5. ICT Results (European Union) – When virtual reality feels real. “Despite advances in computer graphics, few people would think virtual characters or objects are real. Yet placed in a virtual reality environment most people will interact with them as if they are really there. European researchers are finding out why. In trying to understand presence – the propensity of humans to respond to fake stimuli as if they are real – the researchers are not just gaining insights into how the human brain functions. They are also learning how to create more intense and realistic virtual experiences, opening the door to myriad applications for healthcare, training, social research and entertainment. “Virtual environments could be used by psychiatrists to help people overcome anxiety disorders and phobias… by researchers to study social behaviour not practically or ethically reproduced in the real world, or to create more immersive virtual reality for entertainment,” explains Mel Slater, a computer scientist at ICREA in Barcelona and University College, London, who led the team behind the research.”

6. The Gazette (UK) – Godfather of online gaming: Inventor of Mud Dr Richard Bartle. “Virtual worlds are a global industry worth tens of millions of pounds a year. Eleven million people pay an annual fee of $15 – a bit less in poorer countries – to play the adventure game World of Warcraft. Twenty five million players have at some point entered the kids’ on-line universe Habbo, and players spend an astonishing average of 38 Euros a month buying imaginary possessions for their on-screen characters.”

7. MediaPost (USA) – Are Media Companies Missing The Virtual World Mark? “Many traditional entertainment media companies are missing out on huge opportunities to market and monetize their content libraries in Casual Massively Multiplayer Online (MMO) worlds. Some forward-thinking companies have dipped their toes into the interactive entertainment pool, but there are many obstacles to successfully extending your brand into an engaging interactive experience. As innovative brands explore developing Casual MMOs, a number of important lessons can help lead them to success.”

8. Business Week (USA) – Virtual Currencies Gain in Popularity. “Make way, Zambian kwacha. There’s a hot new exotic currency on the market, only it’s not from any country on earth—at least not one in the material world. This currency is called the Project Entropia Dollar (PED) and it’s used to buy and sell goods on the planet Calypso, in an online gaming world called Entropia Universe. The PED is among a growing number of alternative currencies changing hands in virtual worlds, social networks, and other Web sites eager to make it easier for users to spend money and carry out other transactions while online.”

9. Information Week (USA) – Rumors Of Second Life’s Failure Are Just Lousy Journalism. “As a journalist and Second Life enthusiast, I’m annoyed by irresponsible articles that take it for granted that the virtual world is dying, or already dead, or a failure. In fact, Second Life is healthy and growing — I say this based on personal experience, and statements made by officials of Linden Lab, the company that created, develops and operates Second Life. Linden Lab CEO Mark Kingdon described a couple of the signs of Second Life’s health in an interview Wednesday conducted inworld at Metanomics, an interview program hosted by Cornell University, conducted inside Second Life. The number of active users now stands at about 600,000, Kingdon said; that’s up from about a half-million last year, and it follows a period of roughly a year when Second Life’s user base had plateaued. Blogger Wagner James Au analyzed the growth last month at GigaOM. Monthly repeat logins — people who logged in more than once per month — were 731,000 in March, climbing upward since August. Active users — people who’d spent more than an hour in Second Life — were 650,000.”

10. Times Online (UK) – Free Realms is latest children’s craze. “Forget the youth club — record numbers of children are spending their leisure time exploring online worlds that combine the fantasy element of traditional games with social networking. The games mark a shift in the industry away from adult-oriented virtual reality adventures and towards less gritty and more fun titles aimed at pre-teens. The popularity of these games has surged in recent months as word of mouth spreads. Two sites stand out: the Disney-owned Club Penguin attracts an estimated 4m primary-school-age children every month, and Habbo Hotel has signed up 120m teenagers worldwide. These are figures that dwarf much-hyped adult worlds such as Second Life, which has never drawn more than 2m users in a month.”

The Watch – virtual worlds in the news

1. Federal Computer Weekly (USA) – Virtual learning gets second wind from Second Life. “Virtual-world technology is giving the idea of online training a second life in the federal government. A handful of agencies are turning to virtual worlds to create programs that bring together the best aspects of Internet-based training and the traditional classroom. Like standard online training, virtual-world software makes it possible for employees to take classes without leaving their desks, which saves on the time and costs associated with travel. And the new technology more closely replicates a classroom experience by creating a 3-D world in which students can interact with one another, the instructor and even objects in the environment.”

2. GigaOM (USA) – Can Sony’s Free Realms Compete With Club Penguin? “When it comes to MMOs, freemium worlds for kids are enormously popular and lucrative; for the most part, however, the major game publishers have done little to pursue this market. That changes this month with the launch of Free Realms, a colorful virtual world from Sony Online Entertainment. Since this new franchise is targeted at kids, including girls, Sony changed its approach from the ground up. The developer of the Everquest series and other MMORPGs aimed at the 18-34 gamer dude demographic threw out long-held assumptions about what made online worlds appealing, and used market research to learn what kids actually wanted. Turns out that instead of dramatic backstories and complex gameplay, kids want free-form fun and tools for telling their own stories.”

3. San Francisco Chronicle (USA) – Avatars, attorneys in new world of virtual law. “Like so many things, virtual law started with sex. Specifically, the first known legal case originating in a virtual world was over a bed designed for rolls in the virtual hay. Eros vs. Volkov Catteneo was not unlike business dustups that happen in the real world every day. One person created something and sold it, and another person allegedly copied it and sold cheap knockoffs. The only thing novel about this case is that the item in question was a piece of furniture made entirely of computer code, and it was bought and sold by 3-D avatars in Second Life, a virtual world run by San Francisco’s Linden Lab. Second Life user Kevin Alderman of Lutz, Fla., created the very interactive bed, which enabled avatars to engage in a range of activities (cuddling, more). But when another user started selling copies, Alderman hired real-life lawyer Francis Taney, who tracked down the real person behind the bed-copying avatar and secured a consent judgment from Florida’s U.S. District Court ordering him to quit.”

4. AFP (USA) – Virtual mobility for disabled wins Second Life prize. “An organization that lets people with disabilities virtually climb mountains and hike trails shared top honors in a first-ever Second Life prize for in-world projects improving real-world lives.
Virtual Ability and Studio Wikitecture, which designs buildings in the virtual world launched by Linden Lab in 2003, were declared co-winners of what is to be an annual prize at Second Life. The honor comes with 10,000 dollars (US) each in prize money. Virtual Ability helps people with disabilities use avatars to skydive, fish, mountain climb, hike and even fly in Second Life, the organization’s vice president David Ludwig says in a message posted online at virtualability.org.”

5. Gamasutra (USA) – Habbo Creator Sulake Planning PC Version of Bobba Mobile World. “Sulake, developer of the successful younger teen-oriented virtual world Habbo Hotel, recently launched Bobba, a virtual world for smartphones. But Sulake is not stopping there – speaking to Gamasutra, Sampo Karjalainen, Sulake co-founder and CCO mentioned that “We’re working on an iPhone version that should come out hopefully this summer,” which was recently hinted at – but the company will also bring the virtual world to PC. Bobba targets an older demographic than Habbo’s 13-16 year old main demographic. The virtual world, which is similar in concept to Habbo, currently runs on certain Nokia smartphones, and aims for a demographic of age 16 and older, providing a place where users can meet, date, party, work together, and otherwise network socially. ”

6. VentureBeat (USA) – Game and virtual world fundings reach $936.8 million in 2008. “This is a second update to our game and virtual worlds funding list. Here we’re adding new data from Jussi Laakkonen’s blog. Previously, we had updated to include data from Virtual World Management’s list, so the number is much bigger than we reported earlier. In 2008, VentureBeat chronicled lots of game and virtual world fundings. Our updated list now shows 112 game companies raised more than $936.8 million worth of venture capital and angel funds. This amount doesn’t include undisclosed fundings listed at the bottom. In 2007, game and virtual world companies raised $613 million, according to Jussi Laakkonen.”

7. Atlanta Journal Constitution (USA) – Kids are focus of video game company Elf Island. “iz Kronenberger and her husband Craig came up with the term “gaming for good” to describe the mission of their new company. The entrepreneurial Atlanta couple set out to create a video game company where kids could make a difference in the real world. They wanted to combine competitive game playing, social interaction and storytelling with social responsibility. They formed the company, called Elf Island, about two years ago. The site, ElfIsland.com, launched in April. Through one non-profit partnership, when kids help save a polar bear in the online world, they also help real polar bears.”

8. CIO (USA) – Red Hat to host Second Life-like virtual JBoss trade show. “Red Hat is stealing a page from the Second Life playbook and will host an online conference for users and partners of its JBoss Java-based middleware products in which people will have their own avatars and can virtually attend a conference as if it was a live trade show. The JBoss Virtual Experience is a Web-based conference through which JBoss executives and engineers will give the usual keynote speeches and host sessions just as they would at a regular trade show, according to Red Hat. The virtual conference, for which people can register now, also will have booth exhibits from JBoss, Red Hat and other event sponsors.”

9. CIO (USA) – Ignoring Web 2.0 Will Cost You. “Not wild about wikis? Not big on blogs? Not sold on Second Life? IT execs who ignore Web 2.0 collaboration technologies could be hurting their company’s bottom line. That’s the message from enterprise IT leaders and industry analysts who are convinced that Web 2.0 technologies are the real deal. “Not embracing social networking is like saying I’d rather hide my money under the mattress than put it in a bank. Companies make a big mistake when they prohibit these tools out of the sheer fear of what employees will say when they communicate with one another,” says Rene Bonvanie, senior vice president at Serena Software, a maker of application life-cycle management tools.”

10. New York Times (USA) – In Room 100, It’s Sid and Nancy All Over Again. “By consensus, the Hotel Chelsea is not the hub of bohemian life it used to be. Two summers ago, Stanley Bard, the beloved longtime manager, was replaced by a corporate management team. Rents rose, artists left. Those who managed to stay were confronted by a battery of disturbing changes: The pigeonhole mailboxes behind the front desk were removed, and Bob Dylan’s old room underwent renovations. But now, thanks to Second Life, a 3-D virtual world on the Internet, the hotel’s spirit lives on.”

The Watch – virtual worlds in the news

1. BBC (UK) – Virtual worlds and web ‘merging’. “Second Life boss, Mark Kingdon, said identity is key in virtual worlds. “You take one avatar and you cross multiple virtual worlds… that is going to be a really powerful and important part of the virtual world future,” predicted Mark Kingdon, the boss of Second Life. This online fantasy space had 1.4m users over the past two months, out of its 17m registered users, who can access to products and places replicated from real life. The residents can spend their time visiting exact replicas of actual tourist hotspots, shops, or even bizarre fantasy lands. Videos on the site’s homepage aim to help users find content that interests them within the vast 3D environment. Second Life may have been one of the first virtual worlds of its kind, but six years on, the competition is fierce.”

2. USA Today (USA) – In virtual worlds, kids just want to grow up. “While Peter Pan never wanted to grow up, it seems that today tweens (kids ages 8 to 12) are anxious to do so, at least in virtual worlds. Banking on kids’ desire to play at “growing up” is a new online game called SuperSecret.
The site was created to give kids a place to go after they outgrow the mega-popular virtual worlds of Club Penguin and Webkinz but before they are ready for the more adult online games of World of Warcraft or the social networking sites Facebook and MySpace. SuperSecret entices kids with the wish fulfillment of living a virtual life that ages them a lot quicker than in real life. After playing the game for about 30 days, kids will age from the entry age of 10 years to age 15. With each birthday comes new privileges and things to do, as well as access to new parts of the virtual world.”

3. CNET (USA) – Hacking online games a widespread problem. “It will likely come as no surprise to anyone familiar with virtual worlds and online games that they can be hacked. But what might come as a shock is the sheer breadth of types of exploits that are possible. That was the broad message of a Thursday panel called, appropriately, “Exploiting Online Games” at the RSA 2009 security conference here. Moderated by Gary McGraw, CTO of software security consulting firm Cigital and an author of several books, the panel took the audience on a deep dive into the diverse ways that hackers and others have figured out to either skim real money or to gain game play advantages not available to normal players.”

4. Touch Arcade (USA) – ‘World of Warcraft’ on an iPhone… For Real? “Most of you have probably seen World of Warcraft-on-iPhone claims/videos/mock-ups before, but this time it looks like it might actually be true. Someone posted this YouTube video of World of Warcraft running on an iPhone.”

5. Federal News Radio (USA) – Virtual Worlds: the next-generation of web 2.0. “Imagine being a soldier in Saudi Arabia who steps into a holographic tent for the training he needs to pass the sergeant’s exam. Or an emergency manager in a rural Oregon county who goes to a telepresence room where her avatar meets with the avatar of the state emergency management director to negotiate for badly needed relief supplies after a flood. That’s the promise of “virtual worlds”, a term which describes such popular web destinations as Second Life and sites where users can meet and interact in graphical environments that exist only in a computer. Today, some of the best minds in government, private industry, and science are wrapping up the 2-day, 2nd annual Federal Consortium of Virtual Worlds conference. The meeting is being held in the analog space of the National Defense University, at historic Fort McNair in southwest D.C., but there are also virtual participants online watching through webcasts, and in a number of virtual communities, as well as on Facebook and Twitter.”

6. The Guardian (UK) – A whole new world of studying. “There’s not a red pen in sight when Russell Stannard marks his master’s students’ essays – but it’s not because the students never make mistakes. Stannard doesn’t use a pen, or even paper, to give his students feedback. Instead – and in keeping with his role as principal lecturer in multimedia and ICT – he turns on his computer, records himself marking the work on-screen, then emails his students the video. When students open the video, they can hear Stannard’s voice commentary as well as watch him going through the process of marking. The resulting feedback is more comprehensive than the more conventional notes scrawled in the margin, and Stannard, who works at the University of Westminster, now believes it has the potential to revolutionise distance learning.”

7. Sydney Morning Herald (Australia) – Second Life to banish racy content. “Second Life plans to clean up the streets of its virtual mainland by providing stricter control of adult content and sending racy material to a separate faux continent. The announcement comes as Second Life creator Linden Labs moves to enhance the virtual world’s viability as a venue for education, conferences, and business.”

8. Virtual Worlds News (USA) – Wiggles Release Pseudo-World For Preschoolers. “I started my day off with some WiggleTime, the new pseudo-virtual world from the very energetic child’s group The Wiggles. I call it a pseudo-virtual world becuase it’s described as a virtual world and hews to that metaphor, but it’s a single-user experience for now. ”

9. Sydney Morning Herald (Australia) – Second Life’s second wind. “Doomsayers rashly declared it “dead and buried” and the media lost interest, but virtual world Second Life continues to prosper as the real economy falters, a virtual world commentator says. After a few years of immense hype, reports late last year chronicled Second Life’s apparent malaise, as companies faced having to ditch their virtual presence as users lost interest.”

10. The Age (Australia) – Your Turn: eKidna World. “You have to admire 40-year-old Brisbane mum Karen Orford. The response from most parents fearful of the impact of games and online worlds on their kids is to ban them from the household, but instead, Karen put her house and $300,000 on the line to build a kid-friendly virtual world. The result is eKidna World, a safe and fun online site designed for 8-12 year olds that is uniquely Australian, and includes games like surfing, fishing, kangaroo racing, snowball throwing and sheep herding. “

The Watch – virtual worlds in the news

1. CNET (USA) – Second Life’s economy is the envy of the real world. “Virtual world Second Life is out with its Q1 2009 Economic Report and things are looking up. In fact, Second Life economics look much better than the real world. Users are spending much more time on the site despite a drop in land ownership. In an interview with CNET News, Linden Labs CEO Mark Kingdon estimated “user-to-user monetary transactions in Second Life may hit $450 million in 2009, up from $350 million.”

2. Animation World Network (USA) – Children’s Virtual World Company Tribal Nova Gets $3 Million. “Tribal Nova, a Montreal based developer and operator of parent-friendly virtual worlds and online educational gaming services for 3-12 year olds, announced today the closing of a $3 million growth financing round from iNovia Capital and ID Capital. “Tribal Nova is well positioned to succeed in a market that has great potential for growth,” said Chris Arsenault, Managing Partner at iNovia Capital. “Children are consuming media and entertainment in new ways these days, with a significant amount of time and attention spent on the internet. Media companies recognize that fact and are searching for different ways to engage their existing audiences.”

3. USA Today – Eco-games help kids to do good. “In Elf Island, kids enter a lush virtual world as an elf. While they can design their own elf avatar, buy it a house and decorate it, play fun minigames, and safely chat with others within this world, what makes this online game stand out from the more than 200 others is its overarching theme that being an elf means doing good in the world. The game ties the story of unlocking the secret of Elf Island to doing a series of “Good Quests” in this virtual world, which are then mirrored in real life. The current “Tree Good Quest” has kids playing games to earn seeds to plant fruit trees in the desert of Niger. Working with nonprofit Plant-It 2020 and the Eden Foundation, when the in-game goal of planting 20,000 trees is reached, 2,000 actual fruit trees will be planted in Niger.”

4. Ocala.com (USA) – Software That Guards Virtual Playgrounds. “Virtual worlds for children and teenagers — Web sites like Neopets, Club Penguin and Habbo — are a big business. On these sites, children create an avatar and, with it, explore an imaginary universe. They can play games, chat and decorate virtual rooms or other spaces. By the end of this year, there will be 70 million unique accounts — twice as many as last year — in virtual worlds aimed at children under 16, according to K Zero, a consulting firm. Virtual Worlds Management, a media and trade events company, estimates that there are now more than 200 youth-oriented virtual worlds “live, planned or in active development.”

5. VentureBeat (USA) – How I became a virtual world believer. “The media narrative about Second Life and virtual worlds is starting to get past the hype stage, past the bashing stage, and is beginning to resemble reality. VentureBeat’s Dean Takahashi has covered this shift in a thorough Q&A with parent company Linden Lab’s CEO Mark Kingdon. Public misperception of Second Life and the virtual world landscape is beginning to change as we see what it means for the evolution a new global culture and economy. I can well understand the skepticism of those who are unfamiliar with Second Life, because I remember how I felt the first time I heard about it. At the time I was an investigative journalist, and I didn’t see at first how involvement in virtual worlds could be justified. I imagined it as the ultimate form of escapism from a physical world too far gone.”

6. University of Delaware (USA) – Fashion professor finds past research takes on new life. “University of Delaware professor Sharron Lennon is one of the world’s foremost experts on human behavior and dress. She has studied consumer behavior and the relationship between appearance and social perception for nearly 30 years. Her dissertation research at Purdue University focused on how physical appearance cues affect people’s impressions about each other. Recently, however, she has found that colleagues interested in consumer behavior are beginning to study consumer behavior by looking at avatars — animated characters that people create to represent themselves in computer-generated virtual worlds such as Second Life.”

7. Tampa Bay Online (USA) – Being dead is no reason to give up your online social life. “In today’s world of always-connected social media, there’s no reason to stop interacting online simply because you’re dead. A wave of new companies are starting to offer services such as virtual cemeteries where guests can visit and e-mail alerts set up by funeral homes to remind relatives near and wide about the anniversary of your death.”

8. Adweek (USA) – Virtual Shopping, Real Results. “Despite the flash-in-the-pan success of online worlds like Second Life, marketers are flocking to virtual reality — for research purposes. Computerized store simulations — in which consumers “shop” in on-screen environments that look very close to the real thing — are now standard for the larger packaged-goods firms like Procter & Gamble, Frito-Lay, ConAgra and Intel, which have been using them for years. But now there are several factors speeding the adoption of VR shopping research among other, smaller players, including better technology, lower prices, the expanded use of brainwave and EKG measurements on consumers to hone results, more emphasis on shopper marketing and the ubiquity of broadband. While firms like P&G tend to do such simulations in-house, IRI, the Chicago-based market research firm, began offering the program to clients about a year or so ago. Earlier this month, Staci Covkin, vp, consumer and shopper insights at IRI, gave a presentation on the subject at the Advertising Research Foundation’s Re:think conference in New York.”

9. ITworld – Massive server purchase likely in Chinese Warcraft deal. “Chinese online game firm NetEase.com will buy all-new servers to start operating World of Warcraft in China this year, potentially leaving masses of unused computing clusters in the hands of the current Chinese operator. NetEase will distribute and run the game in China for three years after current operator The9’s license expires in June. NetEase announced the deal with Blizzard Entertainment, the game’s U.S. owner, on Thursday. NetEase will need massive servers for the extremely popular game. Chinese Internet cafes are often packed with teenagers who chain-smoke as they play the game for full days or nights.”

10. The Guardian (UK) – Bobba: Habbo Hotel creators land on mobiles. “Alice has just reminded me that Habbo Hotel creators Sulake have released a new “pocketsize” virtual world, for mobile phones. The hugely successful Finnish company, whose Habbo has over 129m accounts registered, are currently beta testing Bobba, available for the Nokia N-series and the iPhone. At the moment, information is thin, but the screenshots suggest an avatar-led social space, in which players can create their own spaces and chat with other users.”

The Watch – virtual worlds in the news

1. CNET (USA) – Second Life strives for a second wind. “After it made headlines last week for yet another executive leaving the company, you’d really think things couldn’t get much worse for virtual world Second Life and its parent company Linden Lab. The marketing hype–it’s the next Internet!–bottomed out long ago. There was a wave of unflattering press, from virtual terrorism to technical problems to banking scandals. Even the NBC sitcom “The Office” jumped on board, lambasting Second Life with an episode in which Dwight Schrute, the show’s archetypal “creepy nerd,” professed his addiction.
“I signed up for Second Life about a year ago,” Schrute, played by actor Rainn Wilson, explained with his usual dweeby pomposity. “Back then, my life was so great that I literally wanted a second one.”

2. Network World (USA) – Inside the Smithsonian Institution’s first “virtual museum”. “Many education organizations would love to have their own museums. Of course, the big reason that a lot of them don’t is because it costs a lot of money to own a building large enough to display their exhibits. The Smithsonian Latino Center, a branch of the Smithsonian educational and research institution, has solved this problem by taking its museum online with the help of Ohio University’s Virtual Immersive Technologies and Arts for Learning (VITAL)Lab. The new Latino Virtual Museum which can be accessed through virtual reality platform Second Life, consists of hundreds of different exhibits that have been scanned in as three-dimensional digital replicas for users to explore. Types of exhibits include galleries of Latino paintings, video clips detailing Latino history, a room filled with virtual Caribbean instruments and even a disco club where users’ avatars can learn to dance to meringue music.”

3. Crispy Gamer (USA) – Freaky Creatures Goes Live. “Abandon Interactive Entertainment’s Freaky Creatures is ready for prime time. The massively multiplayer online game that purports to combine the best of online multiplayer gaming, collectible action figures, virtual worlds and social networking is available on PC, MAC and mobile.”

4. Mobile Phones (UK) – How Playstation games will end up on mobiles. “An entirely new way of running gaming services has emerged from one of the inventors of the Apple Mac, and it could mean that super powerful games could soon be played on your mobile handset. The idea is obvious but fraught with technical difficulties – don’t run the game on your remote PC, laptop or handset – run it on a central server and just show a streaming video representation on your portable device and use the broadband nework for your controls. So far the company, OnLive, which has just put its gaming system onto Beta test among US users, is only targeting low powered PCs, laptops and Macs, but will almost certainly begin targeting Wi-Fi attached handsets later such as the iPhone. Imagine playing Halo 2 or Doom on something as small as a touch screen phone or these new tiny Netbooks, which cellular operators are increasingly looking to offer.”

5. Virtual Worlds News – Sulake Bringing Bobba To Mobiles. “Earlier today Sulake soft launched what could potentially be the Habbo-killer for teen virtual worlds. Bobba is a new, 3D virtual world, now in beta, for mobile users. Currently Bobba is only available on the Nokia S60, but the website lists iPhone and iPod touch versions as “coming soon.” If they come soon enough, Sulake could beat out Genkii’s upcoming Sparkle for the title of first 3D virtual world on the iPhone.”

6. CNN – Artists visit virtual Second Life for real-world cash. “It’s 9 a.m. when Cylindrian Rutabaga takes the microphone at a familiar bar. The funny-named musician with crinkled red hair, a white blouse and flowing skirt picks up her custom-made guitar and looks across the audience with a blank stare. Her fans already are rocking out: Some breakdance on the bar’s tile floor. Others flail about with the vigor of ’70s disco dancers. One man with a towering afro and 3-D glasses looks like he’s swimming the backstroke to some nonexistent beat. The randomness of the scene doesn’t seem to faze Cylindrian. She isn’t shocked even when hordes of other fans — including one man who wears a kilt and is followed by a small herd of sheep — start teleporting into the room.”

7. Macau Daily Times (China) – Second Life finding new life. “Linden Lab chief executive Mark Kingdon shakes his head when he sees news stories heralding the demise of former Internet darling Second Life. Reporters that rushed into Second Life to cover cyber-events and portrayed the online fantasy realm a science fiction future come true have been pulling up stakes and tearing down the community they had embraced. Well-known Silicon Valley gossip website Vallywag even started a death watch for Second Life. “You read those stories; as CEO I have to shake my head,” said Mark Kingdon, who last year ago took over for founder Philip Rosedale as chief executive of San Francisco-based Linden Lab, the company behind Second Life. “The reality is that Second Life continues to grow; every second someone joins. Second Life is hopping.” The number of “active users” at Second Life has grown 25 percent since September of last year, while the amount of time and money spent in the virtual world has climbed by similar percentages, according to Kingdon.”

8. The Business Insider (USA) – Second Life’s Second Act: Business Teleconferencing? “Another high-profile exit from Linden Lab, the company behind Second Life: VP for Biz Dev Gene Yoon (a/k/a the avatar “Ginsu Linden”) is leaving the company. Gene’s departure follows the exit of John Zdanowski, Second Life’s CFO, less than two weeks ago. There’s been a lot of turnover at Linden. The core executive team that gave birth to Second Life, witnessed its meteoric rise, and endured some of the backlash are now mostly gone.”

9. Massively (USA) – Infringers of Dune: Dune role-players shut down by Herbert Estate. Spice keeps flowing. “Among the various business, educational and social uses to which Second Life is put, Role-Playing gamers have quite a number of thriving communities. If you want to role-play in the world of Joss Whedon’s Firefly, or Straczynski’s Babylon 5, Lucas’ Star Wars universe(s), Tolkien’s Middle Earth, John Norman’s Gor, Frank Herbert’s Dune, Roddenberry’s Star Trek, or the settings of Doctor Who, Torchwood, Battlestar Galactica, Harry Potter, Final Fantasy VII or CCP/White Wolf’s World of Darkness, Second Life is home to all of these and more.”

10. Washington Post (USA) – At Least Retailers Are Upbeat About The Virtual Economy. “More proof that the virtual goods business continues to do well: Linden Lab is forecasting that users will conduct about $450 million dollars worth of virtual transactions in Second Life this year, up 28 percent from 2008. The company also surveyed more than 2,600 of its virtual business owners, including landlords, event promoters and retailers, and found that they’re quite optimistic about the state of the virtual economy: 64 percent reported that they generate positive net income from the products/services they sell. 52 percent said they generated up to 20 percent of their total income from Second Life. 61 percent were optimistic that their revenues will grow this year, with 19 percent saying they were “very optimistic”. 31 percent planned to invest slightly or significantly more in their virtual business over the next six months.”

The Watch – virtual worlds in the news

1. The Economist (UK) – Intangible value. “Perhaps it should not be a surprise. In the midst of a global capital shortage, the first company to list this year on New York’s NASDAQ exchange not only needs no money; its source of profit is receiving cash for items that do not exist. Changyou is a three-year-old online-gaming business being spun out of Sohu, China’s second-largest internet portal. The deal was due to be priced on April 2nd, as The Economist went to press, in a nostalgic reminder of what the stockmarket used to look like. At the top of the expected price range Changyou will be valued at about $820m, after a special distribution of $100m to its parent. The opening price may be higher still, given strong demand.”

2. Virtual Edge (USA) – Virtual World Evangelist at IBM Produces Virtual Meetings in 3D. “Big Blue has a lot of irons in the fire these days. As a virtual event platform agnostic company, IBM has worked with Second Life, Open Sim, Torque, Active Worlds, Unity 3D and Olive. Karen Keeter, a marketing executive with IBM research, believes that, at this point, no single platform is the magic bullet for all 3D virtual business demands. IBM virtual event clients (internal and external) demonstrate needs across a wide spectrum, from strategy workshops to marketing and sales to collaboration among a global workforce, and the company utilizes a variety of platforms, in some cases integrated with IBM tools and applications, to meet these new demands. IBM has a strong presence on Second Life, growing from approximately 12 virtual islands to somewhere between 45 and 50 which are managed independently of IBM’s corporate home base.”

3. Washington Post (USA) – Virtual World Habbo Sold $60 Million In Virtual Goods In 2008. “Sulake Corp., parent company of Habbo, one of the most heavily-trafficked, advertiser-friendly virtual worlds for teens, is privately held, so financial details about Habbo have been a bit of a black box. But the company recently served up some details: It says it brought in roughly $74 million (50 million euros) in revenue last year. And just about $60 million of it, or 80-85 percent, came from users who bought virtual goods like furniture, clothing or paid for access to the Habbo Club.”

4. Idaho Business Review (USA) – U of I virtual technology program aids microbiology research. “What if doctors could perform surgery from thousands of miles away? Or an architect could walk into a virtual building plan and move beams and joists to test for structural integrity? What if you could meet with potential business partners online, shake hands and physically feel it? Those are just a few of the long-term implications of the work being done by the University of Idaho’s Virtual Technology and Design department – a program in the College of Art and Architecture on the bleeding edge of virtual reality, where complex sets of data like building specs or disease pathology are transformed into interactive 3-D models that allow students, businesses and researchers to gain new insights into the information they work with.”

5. The Times of India (India) – For training, medicos turn to Second Life. “A British medical institute has given e-learning a whole new dimension. Med students at Imperial College London navigate a full-service hospital where they see patients, order X-rays, consult with colleagues and make diagnoses. But none of it is real. These prospective doctors are treating virtual patients in Second Life, the internet world where users interact through online alter egos called avatars. The third-year med students are taking part in a pilot program for game-based learning, which educators believe can be a stimulating change from lectures and textbooks, reports CNN.”

6. The Telegraph (UK) – Second Life’s span is virtually over as firms decide to get real. “While the site is still beloved by geeks and the socially awkward, Deloitte’s director of technology research, Paul Lee, says it has been “virtually abandoned” by “normal” people and businesses. In 2006 multinational companies, including BT, Coca-Cola, Adidas and Toyota, were scrabbling to create “in world” presences to profit from what was expected to be the next great internet cash cow. But today the Second Life high street is mostly deserted, as businesses have realised that despite management claims that the site has 15m members, far fewer people actually play the game. Research for The Daily Telegraph shows just 580,000 people logged on to the game last week.”

7. InternetNews.com (USA) – SimCity’s Will Wright: ‘Web Colliding With Reality’. “The richness of Web-based environments is starting to blur the distinction between games and reality, according to Will Wright, the gaming industry legend perhaps best known as the creator of SimCity and Spore.
“I think the Web is letting people think more about their identities and we’re starting to see overlap of [the real] and virtual environments,” Wright said during an onstage keynote interview here at the Web 2.0 Expo Thursday. “We’re at the point where we can pretty much hold up a cell phone to get someone’s profile. I think the Web is starting to intersect and collide with reality in interesting ways.”

8. The National (UAE) – The net effect of digital Islam. “I am writing in the shadow of a small mosque. This morning I visited several other mosques, admiring their architecture, and then listened to some sermons and recitations from the Quran. While having my coffee I talked to acquaintances on Islamic issues and went to other sources for information on Islamic medicine, fatwas and jihad in Somalia.
The fact that I happen to be in the heart of Wales and stuck in my university office has not prevented me from making these visits and engaging in these discussions.”

9. Scientific American (USA) – Therapists Use Virtual Worlds to Address Real Problems. “When a troubled 13-year-old named Joe first entered the Kids in Transition program in 2007 in Camden, N.J., he hardly spoke to his therapist. Like many teens at this residential mental health treatment facility, he was admitted because he had trouble controlling his anger, had run away from home several times, and had a history of run-ins with the law, according to Heather Foley, a social worker with the program. Therapists typically encourage patients like Joe to get at the core of their problems via face-to-face role-playing—pretending to be in a situation and having the patient practice how to handle it. But Foley says this approach was a nonstarter for Joe, whose confrontational behavior and attention deficit hyperactivity disorder (ADHD) impair his ability to engage and focus in this way.”

10. Vineyard Gazette Online (USA) – Islanders Create Online Community Devoted to Wildlife Conservation. “The internet may have been designed for scientists to collaborate across vast distances, but it has since become all things to all people. Accessing seemingly infinite information and instant communication across the globe are still the main uses of the Web, but there’s a new trend swiftly becoming standard online practice: social networking. This is about creating a personal presence in cyberspace. Facebook and MySpace were some of the first major social networking sites, but another fast-growing sector of the social web, called Massively Multiplayer Online Role-Playing Games, or MMORPGs, represents a different kind of online community. Rather than creating a personal page that shares your thoughts, contact information and photographs as on Facebook, these MMORPGs ask the user to invent an avatar, a character that represents less of who you are and more of who you’d like to be. Players then move their avatars throughout vast virtual worlds, doing battle, completing quests, buying virtual goods and real estate, or just chatting with other players. Second Life, World of Warcraft and Everquest are among the more popular, with World of Warcraft now boasting over 10 million subscribers worldwide.”

The Watch – virtual worlds in the news

1. Examiner (USA) – Small Worlds lets ‘tweens take control. “Most kids today have no concept of a world without the Internet. They’re used to using electronic means to find information, communicate with each other and share things like pictures and videos. The success of social sites like Myspace and Facebook is based on the users’ ability to share experiences with each other; a natural outgrowth of sites like these are online communities like Second Life which are largely supported by user-generated content.”

2. FOX Business (USA) – Fundraising Conference Takes on a ‘Second Life’. “Grizzard Communications Group recently held a conference, Winning Strategies in Challenging Times, focusing on effective and efficient ways of communicating to donors during difficult economic times. The conference was held February 24th – 26th and featured a live panel discussion presented in the online virtual world of Second Life. Major George Hood, National Community Relations Secretary of The Salvation Army, along with other IT communications associates from Alexandria, VA and Reston, PA participated in a panel discussion as animated “Avatars.”

3. IGN (USA) – GDC 09: Breaking Down World of Warcraft. “Blizzard’s Jeffrey Kaplan was at the Game Developer Conference 2009 to talk about directed gameplay. Over the course of the crowded, hour-long session he kept the attendees laughing with a number of World of Warcraft inside jokes as he discussed the ins and outs of what he sees as proper quest design and how to forge the best possible relationship with the player. Kaplan, who previously handled design on World of Warcraft and is now working on Blizzard’s unannounced MMO project, kicked things off by explaining that directed gameplay should guide a player to a fun experience.”

4. TechCrunch (USA) – Sparkle: The iPhone Gets Its First Virtual World (And It’s Completely 3D). “The number of apps for the iPhone/iPod Touch is nearing the 30,000 mark but hardly any application takes advantage of the network effects that lie within the Apple ecosystem. Most developers simply ignore the fact that all iPhones and iPod Touches are interconnected globally and roll out stand-alone applications. This is one of the major reasons why the vast majority of fun apps lack stickiness and are easily forgotten after a few quick bursts. But a Tokyo-based start-up called Genkii is building a unique app that has the potential to not only let a few iPhone users connect with each other, but thousands of them – at the same time or asynchronously. Sparkle is poised to become the first virtual world for the iPhone. What’s more, it’s being developed completely from scratch, exclusively as an MMO for the iPhone/iPod Touch.”

5. Washington Post (USA) – Industry Moves: Second Life CFO Departs For The Real World. “Linden Lab CFO John Zdanowski has resigned, headed off to “find the next business adventure,” according to the company blog. Known as “Zee Linden” in-world (his avatar is pictured here), Zdanowski said it was time to move on given that Linden had successfully grown from a cool tech startup, to a profitable company with a “very healthy cash balance.” He joined in 2006, right before everyone from Reuters and Showtime, to the U.S. Army became obsessed with Second Life, and he’s one of the few members of the company’s initial executive team that lasted this long: founder and CEO Phillip Rosedale stepped down in early 2008, and co-founder and CTO Cory Ondrejka (now at EMI) left in 2007.”

6. Information Week (USA) – How One Small Town Is Using Twitter And Other Social Media. “ollowing my post earlier this week about why local governments aren’t making use of Twitter, Facebook, and other social media, I found myself in Second Life with the city engineer of the town of LaSalle, Ill, talking about how the government of her little town uses Twitter, blogs, Facebook, Skype and Second Life to better serve their citizens and stay in touch with other small-town officials across the United States and Canada.”

7. Internet Business Law Seminars – Trademark Protection in Second Life: USPTO Grants Protection to an Avatar. “The United States Patent and Trademark Office (USPTO) approved a trademark registration filed by a person seeking to protect her avatar image, which represents the content services provided by the avatar’s creator in the Second Life virtual world. Commentators have noted that this decision is groundbreaking as it opens doors for further real life trademark protection for images used in virtual worlds.
Alyssa LaRoche runs a virtual content and services business in Second Life, a three-dimensional virtual world which opened to the public in 2003. As part of the promotion of her business, LaRoche created an avatar image of herself – her alter ego,– which represents her business. The image is called “Aimee Weber” and features a young woman with pigtails and glasses, wearing high black boots, striped tights, green tutu, a see-through green shirt, and brilliant blue wings.”

8. San Francisco Examiner (USA) – The 3-minute Interview: Mark Kingdon. “The CEO of San Francisco-based Linden Lab, maker of the virtual Internet world Second Life that’s imagined and created by users, explains why his company launched the $10,000 Linden Prize to honor the site’s most innovative user. The winner is slated to be announced by April 30. Why give this award? There’s an incredible amount of innovation inside of Second Life. There are many examples … where resident or community groups created something really wonderful that had a real-world connection and impact.”

9. Virtual Worlds News (USA) – UK Government’s “Indulgence” In Second Life Shows Problems Of Perception. “Earlier this week I saw an report by Sky News Online taking the UK’s Department for Work and Pensions to task for “wasting” £20,000 to build a site in Second LIfe and £12,000 a year to maintain it in this time of economic downturn. One complaint is that the virtual world activity wasn’t advertised on the DWP’s website. That makes perfect sense as it sounds like the effort is a test case for an area for companies and government institutions to show off technological innovation. And, as Nortel’s Nic Sauriol pointed out, if that’s the most they waste on a pilot program, it’s pretty well done. ”

10. The Irish Times (Ireland) – Social networking ‘a business opportunity’. “Companies that block access to Facebook, Twitter and networking sites like LinkedIn do so to the detriment of their businesses, warned Web 2.0 evangelists at an event in Derry this week. A conference for business start-ups, Awakening Creative Entrepreneurship , highlighted how social networking was a business opportunity and not a threat. “These are disruptive technologies that change everything. It scares some companies, but if they don’t embrace it they will wither and die,” said Ian Hughes, formerly of IBM, where he held the role of “metaverse evangelist”.

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