The Watch – virtual worlds in the news

1. CNET (USA) – Metaplace secures funding for its virtual world. “Metaplace, a company that plans on letting users build a virtual world and use social networking conventions to allow groups to enjoy them, announced today that it raised $6.7 million of funding in a round that was led by Charles River Ventures and Crescendo Ventures, as well as independent investors, Marc Andreessen and Ben Horowitz.”

2. Salon (USA) – Muxlim Pal to be world’s first Muslim-themed virtual world. “For the last couple of years in Second Life, there have been reproductions of Islamic holy sites, including a virtual Mecca (with a virtual Kabaa), and a small handful of virtual mosques, including replicas of the Hassan II mosque in Morocco, the Chebi mosque (a replica of the Mezquita mosque in Cordoba, Spain), Istanbul’s Blue mosque and a few others.”

3. Times Online (UK) – Jilted Japanese woman questioned by police after ‘murdering’ her virtual husband. “It was a classic crime of passion: a bored husband walking out on his marriage, his spurned wife so enraged by the desertion that she was driven to kill him. The murder, in May, was swift and cold-blooded but justice is inexorable. The perpetrator, a piano teacher from the southern Japanese island of Kyushu, sits in police custody awaiting charges that could send her to jail for years. One thing sets this apart from the standard crime passionel, however: it happened in a virtual world to online characters in an interactive game. But the legal consequences for the “killer” are being played out in the real world.”

(The mainstream media have loved this story in the past few days – nearly 600 publications have run the story so far)

4. The Canadian Press (Canada) – Compulsive gamers build strong emotional attachments to online world. “When 15-year-old Brandon Crisp occasionally got out of line, his parents would discipline him with the method they believed worked best: take away his prized Microsoft Xbox. Steve and Angelika Crisp would eventually return the gaming console to the Barrie, Ont., teen, who would resume playing his favourite game, “Call of Duty 4,” late into the night.”

5. Sydney Morning Herald (Australia) – Reality bites? A second life is virtually yours. “Ricardo Malveira has a simple piece of advice for those faced with the grim reality of the slowing global economy: avoid it. While the Australian dollar and the All Ordinaries shed huge chunks of their value in recent months, Mr Malveira’s business has been booming; where other businesses in the retail sector have seen a downturn in demand, he has a long list of clients. The business Mr Malveira created with his wife, Maria, exists in the virtual world Second Life, though his profits and business prospects are more stable than those of the outside world.”

6. iReport (USA) – Virtually Very Angry. “n real life you have to deal with all sorts of emotions, joy, sadness, love and anger. CNN have asked the members in their Second Life group of ireporters to tell them about how people deal with anger in the virtual world and what makes them angry. Well, real life is stressful enough, as most people know, and sometimes anger is a hard emotion to cope with. I have seen people angry in Second Life when personalities clash and they argue, resulting to name calling and even using the limited power of SL weapons to pay their enemy back.”

7. Wired (USA) – Dutch youths convicted of virtual theft. “A Dutch court has convicted two youths of theft for stealing virtual items in a computer game and sentenced them to community service. Only a handful of such cases have been heard in the world, and they have reached varying conclusions about the legal status of “virtual goods.”

8. Globe and Mail (Canada) – U.S. campaign heats up in Second Life. “It’s not just Earthbound voters who are intensely following the U.S. presidential campaign: The race also is a hot topic in the virtual world of Second Life. John McCain supporters and Barack Obama supporters – more accurately, the personas they have created – meet regularly in Second Life, described on its website as “an online, 3D virtual world imagined and created by its residents.” They watch the presidential debates together. They make T-shirts, banners and yard signs. They hold voter registration drives and rally on Capitol Hill.”

9. PSFK (UK) – Augmented Reality, Virtual Insanity. “There is an old curse that goes like this: “May you live in interesting times” It doesn’t get any more interesting than two recent strange news stories about digital worlds sparking irrational behavior in the real world. These two items illustrate the weird problems we could be encountering on a regular basis as bleed-through increases across the border of the real and virtual worlds.”

The Watch – virtual worlds in the news

1. The Industry Standard (Canada) – Virtual world advertising: A wasteful expense, or a bargain for marketers? “Are virtual worlds like Second Life and There.com about to feel a chill from advertisers? It depends who you talk with. This week, an article in the Wall Street Journal reported that marketers are cutting back on digital and “experimental” ad buys, including video game advertising, cell phone advertising, and virtual world advertising.”

2. Minneapolis Star Tribune (USA) – Game strives for Web success. “”I don’t think there’s any other field where you can find a failure rate this high and still find people willing to invest,” said Mark Jacobs, general manager of game studio EA Mythic. “The failure rate is unbelievable.” Jacobs was talking about his section of the video-game industry, the realm of online games where players pay a monthly fee to participate as characters in a virtual world. In the past 11 years, by his count, fewer than 10 titles have met some level of financial success. The number of expensive flops is a lot larger.”

3. nextgov (USA) – Web 2.0 technologies are seen as vital to attracting younger employees . “The federal government must adapt and embrace Web 2.0 technologies such as virtual worlds, wikis and social networks to attract and retain younger employees, because the technologies are here to stay, two federal knowledge management practitioners said in a presentation in Washington on Thursday. Comment on this article in The Forum.Speaking at a conference on knowledge management and business intelligence organized by the Digital Government Institute, Giora Hader, the Federal Aviation Administration’s knowledge architect, said agencies must embrace the world of social networking and collaborative technologies or risk losing out on a generation of new workers who are needed to fill gaps left by the upcoming wave of retirements.”

4. CNET (USA) – Hello Kitty gamers take on New York. “If your kids start to show serious signs of loving New York and you don’t know why, this might be the reason. Sanrio Digital, maker of the Hello Kitty Online 3D virtual world that’s currently in beta, announced Friday the game’s largest in-game event: the building of New York City. Players of the Hello Kitty Online Founders’ Beta can take part in a series of quests to collect and organize materials for the building of a new New York area that will appear in the next phase of the game–and will undoubtedly be far more pink than the real Big Apple.”

5. BBC News (UK) – The Cost of Warcraft. If you’ve got any bandwidth limit on your internet use, you may have bust through it this week, especially if you have a teenage son. Why? Well it could be the cost of war – or rather World of Warcraft.
I’ve been keeping a close eye on my bandwidth use at home because I keep breaking through my 25gb per month limit. When I signed up to my ISP I thought that would be ample, but then found that we were using as much as 1gb a day, which seemed a lot. Then on Wednesday this week we broke all records, with more than 2gb downloaded. I was away from home, my wife’s surfing habits are mostly limited to reading obscure economics blogs, so the spotlight fell on our teenage son, who spends a certain amount of time online in his room in the loft.”

6. Gamasutra (USA) – Ubisoft Opens Far Cry 2 Space In PlayStation Home. “Ubisoft’s just-launched Far Cry 2 “space” in PlayStation Home’s closed beta in North America and Europe is the first third-party game area to hit Sony’s PlayStation 3-based virtual world, the company says. The Far Cry 2 space in Home features details taken from the game universe and promises it “will become a fully-interactive experience” and “continue to grow and evolve alongside PlayStation Home.”

7. Express Computer (India) – Got your enterprise avatar? ” A Balasubramanian on why enterprises should experiment with virtual worlds, but look for community benefits rather than commerce. Returning, once again, to the hustle and bustle of the Techno Over-exposition of Geeks and Gizmos for Lazy Enterprises (TOGGLE), you Papyrus Bytewala, CIO of Baffle Corporation, are in the jaunty company of Danny DeVito, your CTO at Baffle.”

8. LA Times (USA) – PlayStation Home: Sony’s open house. “This fall, Sony will throw open the doors to PlayStation Home, an ambitious project to turn its online game network for PS3 console players into a lifelike 3-D virtual world where people can cruise around with their avatars. Sony has mentioned the project in past years, but had not released details. Last week, the company held an open house to give reporters an early tour. The software gives players the ability to create highly customized, realistic avatars. Each player also will be given a waterfront condo with a walk-in closet where they can try on various accessories purchased at Home’s virtual mall.”

9. SOA World (USA) – iTech Fitness and Softkinetic Collaborate on Groundbreaking Active Gaming Project for XRKade. “iTech Fitness, the industry leader in active gaming development, and Softkinetic, the leading 3D gesture recognition software provider, today announced a partnership to develop the future of active gaming experiences. For the first time ever, users can exercise in a virtual world by simply moving their bodies, without the use of any game controller or peripheral.”

10. Daily Yomiuri (Japan) – ‘Born-digital generation wants to share’ “If you haven’t yet digested the concept of massive, multiplayer online games, or MMOs, then watch out: James Crowley has announced the advent of what he calls MMO 2.0. And if you can’t guess what that means, you probably weren’t “born digital.” Crowley is the president of Turbine, Inc., which runs such MMOs as Lord of the Rings Online and Dungeons and Dragons Online. In an Oct. 10 speech at the Tokyo Game Show in Chiba, Crowley called MMOs the place where social networks, virtual worlds and conventional online games overlap. But he also said that MMOs would have to reinvent themselves to appeal to the new “born digital” generation.”

The Watch – virtual worlds in the news

1. TMCnet (USA) – Diabetes UK: Second Life launch for diabetes campaign. “Diabetes UK has this week launched its Silent Assassin campaign’ within the virtual 3-D world of Second Life. The charity launched both its headquarters and the campaign in the virtual world that boasts 15 million residents’ to coincide with its biggest ever UK-wide campaign – created to raise awareness of the seriousness of diabetes.”

2. CCTV (China) – Beyond space and time: 3-D Forbidden City. “A three dimensional Forbidden City is now open in a virtual world. People can get a glimpse of the imperial palace and experience the lives of ancient emperors without having to be there. And the interactive platform allows online tourists to take on an ancient identity.”

3. Herald Sun (Australia) – Microsoft’s Xbox, Sony’s Playstation launching rival ‘virtual worlds. “Microsoft and Sony are taking their battle for gaming supremacy into cyberspace, launching competing virtual worlds.
Microsoft announced its New Xbox Experience at this weekend’s Tokyo Games Show.”

4. DMNews (USA) – Machinima is a futuristic, viral option for marketers. “Although still in its infancy, machin ima — animated films created by using a number of different game or virtual world engines — is rapidly emerging as a surpris ingly effective new tool for marketers. Currently, most machinima is produced through the online virtual world Second Life. However, it is expanding to include other online games and virtual worlds.”

5. Stars and Stripes (USA) – Game developers tap into social network. “As the Internet continues to increase in complexity and social networking grows in popularity, game developers are working to utilize the full potential of these technologies. “Social technology has fundamentally altered the means by which we communicate,” Jim Crowley, president and CEO of Turbine, said during a presentation Friday at the Tokyo Game Show.”

6. VentureBeat (USA) – Twofish raises $4.5M to create economies for virtual worlds. “Twofish has raised $4.5 million in a second round of funding for its business of creating the economic infrastructure behind virtual worlds. The deal is another indication that the virtual goods economy is heating up, even as the real world economy spirals downward.”

7. Gaywired (USA) – A Virtual Lesbian Life: Revisiting Second Life. “Although I dabbled in the massive online world of Second Life back when it was first becoming really popular 3 or 4 years ago, I didn’t have time to really explore and didn’t end up playing for long. It was not until Showtime made a big splash in SL by creating a virtual L Word island in the game a couple of years back that I ventured back in for another go. My passion for the immense virtual world comes and gos, but there is no denying that Second Life is an addition that’s hard to kick.”

8. bMighty (USA) – Welcome To Fantasy Island. “With fewer dollars to spend in the real world, consumers have been hanging out in virtual worlds — where their money goes farther, according to operators of such sites. Take Habbo, a self-described hangout for teens that charges a small fee for access to specific site features. Visitors are spending twice the amount of time on Habbo than in days past, the site’s EVP told Forbes.com. U.S. users, who account for 25% of Habbo’s 10 million customer base, spend around $18 per month buying virtual items. You do the math.”

9. Pittsburgh Post Gazette (USA) – The Next Page: The triumph of the gamer. “If he were alive today, Shakespeare might very well have rephrased his famous observation stating “All the world’s a stage and all the men and women merely players” by describing this worldly existence of ours as more closely resembling a videogame than a theatrical production.”

10. BBC News (UK) – Virtual worlds carve out new path. “If you are walking with orcs in the World of Warcraft or setting up a business on planet Calypso, the real world is probably very far from your mind. But for attendees at the Virtual Worlds Forum in London this week, the question of how to bridge the gap with the real world is a very pertinent one. As well as gaining an audience beyond the core teenage male gamer, virtual worlds with real world connections offer a whole new way to make money.”

The Watch – virtual worlds in the news

1. Fox News (USA) – ‘World of Warcraft’ Gets Kids Interested in School. “t’s not unusual for video game players to speak of a routine that involves ordering pizza, getting a sugar jolt, and then playing “World of Warcraft” for hours. But the person talking in this case is Constance Steinkuehler, an educational researcher who organized an afterschool group for boys to play, for educational purposes, the massively multiplayer online role-playing game.”

2. MarketWatch (USA) – Virtual World ‘Planet Cazmo’ Integrates AllPosters.com Content. “Today Planet Cazmo, http://www.planetcazmo.com, a virtual world that hosts a global audience of ‘tweens and teens, announced a major update which includes integration of ad content from AllPosters.com, the world’s largest online retailer of quality wall decor, with over one million items including posters, prints, and specialty items. Planet Cazmo is one of the first virtual worlds to partner with AllPosters.com — a relationship which gives Cazmo players access to thousands of poster images with which to decorate their virtual rooms.”

3. BBC News (UK) – Future football stars start here. “If you ever had the desire to live the life of a top football player both on and off the pitch but lack the real world ball skills, then Football Superstars might be able to help. The online game combines a football simulation with a virtual world and lets players work their way up towards superstar status, earning money as they go.”

4. ScienceDaily (USA) – Virtual World Offers New Locale For Problem Solving. “Second Life, a virtual world created in 2003, currently boasts more than 12 million users worldwide who go there for everything from college recruiting to shopping. Now, Penn State researchers are investigating how virtual teams can better solve real world problems by collaborating in Second Life. Nathan McNeese, undergraduate, psychology; Gerry Santoro, assistant professor, and Michael McNeese, professor, information sciences and technology and psychology, Penn State; and Mark Pfaff, assistant professor of media arts and sciences, Indiana University-Indianapolis, created an experiment in which students formed teams and were asked to solve a problem, posed by a video, using different meeting styles.”

5. Ottawa Business Journal (Canada) – Living in a virtual world. “It was when he mentioned we could teleport to our next meeting that I got a little skeptical. I’d been chatting with Eilif Trondsen, program director of the Virtual Worlds Consortium for Innovation and Learning at California’s SRI Consulting Business Intelligence. He was in town last week to deliver a series of presentations to Industry Canada, OCRI and the National Research Council on the growing importance of ‘virtual worlds’ (VW) – those quasi-geeky, online simulated realities such as Second Life – in the business world. “The key message is corporations are recognizing that these are technologies they need to understand better,” said Mr. Trondsen, with a distinguishable Scandinavian lilt, just before heading off to the NRC early last week.”

6. Online Media Daily (USA) – HipChicas.com Targets Tween Latinas with Eco-Friendly Virtual World. “Hip Venture Co. is the latest company to enter the crowded virtual worlds market for kids, tweens and teens (KT&T) with the imminent launch of HipChicas.com. But what separates this Flash-based virtual community from some of its competitors is its focus on socially conscious, young Latinas, and its “eco-friendly” stance, differentiators that analysts say may help it stand out from the pack. HipChicas.com members can create and customize avatars and living spaces, as well as purchase items with virtual currency called Hip Change. Girls can chat in English, Spanish, Portuguese or French, with an automatic translator that displays the appropriate language for each user.”

7. io9 (USA) – Real Economist Studies Virtual Economy in EVE Online. “Today’s virtual worlds have their own virtual economies, whether you’re coughing up enough gold to buy an epic mount in World of Warcraft or converting real money to Linden dollars so you can buy realistic genitalia for your Second Life avatar. EVE Online, a sci-fi online game of space warfare and commerce, may have the deepest, most complex virtual economy in the world. It’s so deep, in fact, that EVE Online has a chief economist, Eyjolfur Guomundsson. What do real economists think of fake economies?”

8. The Guardian (UK) – We’ll all be citizens of virtual worlds. “Most people still look askance if you admit to using virtual worlds where you move around with an avatar or 3D version of yourself. It recalls the technophobic reactions in the early days of the internet. But attitudes may now change for two reasons. First, children are piling into their own virtual worlds, so their parents can get a glimpse of what it is all about. And second, a huger user base is being created, one that is accustomed to virtual worlds and is ready to trade up to more sophisticated ones as they grow older.”

9. TMCnet (USA) – Vollee Enables Nokia N96 for Second Life Mobile. “Vollee, a 3G streaming services provider, announced support for Nokia (News – Alert) N96, and also its start of sales worldwide. With Nokia’s new model, N96, users can access Second Life, the 3D virtual world platform by Linden Lab. Other than new Nokia N96, other Nokia, Sony Ericsson, Motorola, Samsung, LG and other manufactures models are being supported for access to Second Life as well. In fact, with N96, there are now more than 70 3G handset models supported by the Vollee service.”

10. The Daily Telegraph (UK) – Space travel: The urban spaceman. “Richard Garriott grew up surrounded by astronauts, keeps two Sputniks in his home, and claims to own the Moon. And next week, the British-born video-game pioneer will become the sixth person to make a private flight to the International Space Station. Peter Lyle joins him in Russia as the countdown begins.”

The Watch – virtual worlds in the news

1. PC World (USA) – Real Life will Trump Second Life, Microsoft Says. “Microsoft’s Craig Mundie has dismissed the potential of “synthetic virtual worlds” like Second Life, saying that the potential for immersive environments will be likely realized through 3D tools that capture and model the real world. Mundie and robot/Photosynth demoMundie, who oversees research and long-term strategy for Microsoft, devoted a significant portion of his “Rethinking Computing” presentation at MIT’s Emerging Technology conference to what he called the “Spatial Web,” a blend of 3D, video, and location-aware technologies. At the center of several of his demos was Photosynth, a Microsoft software tool that can create 3D models using 2D photographs taken with an ordinary digital camera.”

2. Kotaku (USA) – ‘Next Big Thing, or Next Big Bust?’: Virtual Worlds. “The Cutter IT Journal is offering their latest issue — on the subject of the challenges of virtual worlds — for free (registration required); the issue includes articles on ‘real world’ applications of virtual worlds and the pitfalls and promises of such a presence. I’ve only had time to read the introduction and breeze quickly through the rest of the issue, but if you’re interested in the rise (?) of virtual worlds, it looks to have some interesting fodder.”

3. Associated Content (USA) – Armed Services Train in Virtual World. “It all began in 2001 when a Czech game studio released an award winning video game title on the PC called Operation Flashpoint. Developed by Bohemia Interactive Studio, the game was praised as being the most realistic war game to ever hit the market. Booming in sales with millions of copies sold, Bohemia Interactive decided to take what they have created, only this time create a product that deviates from gamers, and focuses on the United States Armed Forces and others. A new Bohemia Interactive was built in Australia, where Operation Flashpoint would be amped up into what’s called Virtual Battle Space 1 (VBS1). The USMC now uses VBS1, training soldiers in combat and strategy. It is also used by Australia and New Zealand.”

4. Law.com (USA) – An Avatar’s Bill of Rights. “The 3-D Internet, or “Web 3.0,” is an amalgam of virtual reality, convention center, circus, college campus, nightclub, mall, playground and Main Street. Users are getting their first taste of Web 3.0 on virtual world sites like Second Life, which are typically “members only” proprietary sites accessed through the Internet. People are drawn to the interactive, immersing experience these sites offer, and by some estimates there are as many as 300 million active users. Businesses are also intrigued by the promise of making real money there.”

5. Design News (USA) – Dassault Helps Microsoft Shape Virtual Earth. “outing a new 3-D remix capability, Dassault Systemes has released the latest version of Shape, its free 3-D modeling software, which also lies at the core of the newest release of Microsoft’s Virtual Earth platform. The new Shape 2.0, aimed at consumers who want to get their feet wet building 3-D models and similar to Google SketchUp, will now allow users to construct or “remix” 3-D scenes using models contributed by other users on the 3DVIA.com community’s content library.”

6. Gamasutra (USA) – How Do You Kickstart The Virtual Worlds Movement? “Defining the future of virtual worlds is difficult when clear guidelines for what they are and what they can do have not really been established — hence, the formation of the Virtual Worlds Roadmap Special Interest group, which plans to have its first formal workshop next month in the San Francisco Bay Area. The group, which is formed by high-placed members from a variety of technology companies, aims to meaningfully define what is required from virtual worlds in a variety of social and technological contexts, hoping to grow the nascent space beyond just a group of children’s online hangouts (like Habbo Hotel) and game-related MMO applications (such as World of Warcraft).”

7. InformationWeek (USA) – Second Life’s Popularity Rests On Breadth Of Activities. “The Second Life phenom could not have happened without the many in-world avenues for users, or residents, to express themselves, often through through collaborative play and performance.
As the company tries for a second act under a new CEO and targets new markets, users are busy doing what they’ve always done in Second Life. What is there to do in Second Life? Finding your way around and learning about what to do there can be tricky for newcomers. Here is some information to help you get started.”

8. Haber 27 (Turkey) – Textual Satisfaction: Beyond the Sex Machine. “It was just a matter of time before what we knew about autoeroticism became old news and conventional cybersex became just another devolved masturbation technique. In this era of sexual technology revolution, people are always toiling away at making things better, getting the bugs out and making a product more satisfactory. Masturbation has come a long way from finding creative ideas using items at home, other than your hand, to do the job. ”

9. The Sun (UK) – Super Mario vs … Sackboy. “Stand aside Super Mario and Sonic The Hedgehog –— this is Sackboy . . . and he is about to become a worldwide celebrity. The little cloth man is being pushed by video games giant Sony as their defining mascot for the Noughties — and he’s British. The Japanese computer giants, who are pumping millions into the character, reckon every kid in the world will want their own virtual one in the next few months.”

10. The West Australian (Australia) – A Second Life chance on the beat in WA. “WA Police have entered a new world in police recruitment – a virtual, 3D universe to attract real life budding police officers. The Second Life “Step Forward” Virtual Recruiting Pavilion is WA Police’s way of boosting new officers to the beat via the social network, Second Life.”

The Watch – virtual worlds in the news

1. Centre Daily Times (USA) – Virtual worlds provide real interaction. “When I was a boy, I loved the Tom Swift books. Whether Tom was plumbing the depths of the sea in his Jetmarine or flying into space on his Rocket Ship, technology and quick thinking always managed to save the day. Those books delightfully immersed young readers in exciting worlds of imagination and possibility. Books have long served as “immersion technologies” that transport people to alternate worlds. Today, computer technology takes immersion several steps further.”

2. GigaOM (USA) – Virtual World Marketing That Works: My Top 3 Tips. “So last year, most people decided that marketing real products in virtual worlds like Second Life doesn’t work. Since then, however, I’ve come across some avatar-driven advertising campaigns with very impressive numbers. In Gaia Online, for example, users grabbed over a million virtual copies of a Toyota Scion; in Second Life, a promotion for the IMAX screening of the latest “Harry Potter” movie was credited for boosting the movie’s ticket sales online.”

3. Orange County Register (USA) – UCI tackles ‘World of Warcraft’ mystery. “The National Science Foundation has given UC Irvine $100,000 to figure out why Americans go to greater lengths than the Chinese to modify “World of Warcraft,” the hugely popular multiplayer online game produced by Blizzard Entertainment of Irvine. About 5 million Chinese play “WoW,” which is twice the number of American players. But Americans produce far more modifications, or “mods,” to enrich the gaming experience.”

4. VentureBeat (USA) – Robotgalaxy raises $5M to launch virtual world. “Robotgalaxy, a retailer that lets kids build toy robots, is developing a virtual world where players can take those robots on science fiction adventures. The New York-based company has raised a second funding round of more than $5 million to launch the game, as well as for other expansion.”

5. AsiaOne (Singapore) – Chat, shop and play in virtual S’pore by year-end. “Local Internet users and their life-like 3D digital avatars can soon sip virtual cuppas in virtual Shenton Way cafes. What’s more, they will also be able to chat, work and play in other true-to-life, online 3D cityscapes of Singapore.
This virtual world that looks and feels like Singapore is the brain child of German firm Metaversum. Virtual Singapore, which will be based on a Metaversum platform called Twinity, will be rolled out by year-end, a senior company official told BizIT this week.”

6. The Canberra Times (Australia) – Real interest in Canberrans’ virtual worlds. “Canberra software company Simmersion says its new 3D program Mycosm could rival YouTube with 30million users.
Two years ago chief executive Bob Quodling told his creative team to come up with something that would ”blow the world”. At the Virtual World Expo in Los Angeles two weeks ago, multi-national software companies said his team had done just that. Mycosm, a 3D version of Facebook, allows users to build their own worlds and share them online to play games, exchange media, make money and socialise with friends.”

7. InformationWeek (USA) – Second Life Tries For A Second Act. “I first joined Second Life in January 2007, near the peak of the hype cycle. Second Life was supposedly the next technology megatrend. It would transform the face of the Internet and make present-day technology obsolete. Then the hype cycle burst. Second Life didn’t change the Internet much. Journalists quit the service en masse to follow the next big trend. But I didn’t leave Second Life. I stuck around. I cut back my professional involvement to an article or blog every few months. But I still spend a few hours a week in Second Life, just playing and keeping in touch with friends.”

8. Sydney Morning Herald (Australia) – Exit reality with 3D web browser. “A total internet revolution is here. That’s according to ExitReality founder Danny Stefanic, who launched his 3D web browser software at Melbourne’s Federation Square today. ExitReality purports to be for 3D internet what Google was for web searches, what You Tube was for video and what MySpace and Facebook were for social networking. Available for free at www.exitreality.com as a four megabyte download, ExitReality operates as a plug-in for existing web browsers. The developers say it was designed with the average computer in mind.”

9. Ars Technica (USA) – Hands on: ExitReality, another useless 3D Internet tool. “Yep, it’s that time again kids. Gather round and hear the story of yet another “we’re giving you the Internet—but in 3D!” product. ExitReality (get it?) is a company based in Melbourne, Australia that apparently isn’t very happy with browsing, searching, and socializing on the web in its current state. Thursday, it released a plug-in named after itself that “allows anyone to view every web page in 3D.” Its ExitReality plug-in is built for IE and Firefox on Windows (though you won’t find any of those details on its barren download page), and also offers 3D search, chat with other users, customizable avatars, social networking, and virtual recreations of real-world destinations.”

10. Silicon.com – Naked CIO: Virtual worlds will disappear. “At a recent golfing outing I found myself paired with a software salesman from a company that develops ‘virtual worlds’. I then reviewed silicon.com to find a CIO Jury, which discussed social networking possibilities within the IT field. Not long ago I also read an article about the CIA developing a social networking virtual world program to allow its employees to share intelligence information in a more proactive fashion.”

The Watch – virtual worlds in the news

1. Globe and Mail (Canada) – You’ve got the whole world in your hands. “Best to get the hyperbole out of the way early: Spore, the new computer game from Sims creator Will Wright, rolls the past, present and future of interactive entertainment – not to mention life as we know it – into an absorbing ball of fun and big ideas. No matter what you think of video games, it is something everyone, young and old, should see and experience.”

2. Market Watch (USA) – Motorhead Frontman Lemmy to Launch Own Private Army Inside Virtual World Entropia Universe. “Mindark, developer and operator of Virtual World Entropia Universe, and rock icon Lemmy from Motoerhead, today announced a partnership in which Lemmy and his band will team up with Mindark to create Motoerhead Stadium and Lemmy’s Castle within Entropia Universe. The Stadium and Castle are being built utilizing the award-winning CryENGINE(R)2 graphics engine. This will be the virtual universe’s first major virtual rock arena and castle that will enable fans to hear exclusive music as well as battle Lemmy’s Guardians in hopes of joining his private Virtual Army. ”

3. Science Daily (USA) – Real-world Behavior And Biases Show Up In Virtual World. “Americans are spending increasing amounts of time hanging around virtual worlds in the forms of cartoon-like avatars that change appearances according to users’ wills, fly through floating cities in the clouds and teleport instantly to glowing crystal canyons and starlit desert landscapes. Simply fun and games divorced from reality, right?
Not necessarily so, say two social psychologists from Northwestern University who conducted the first experimental field studies in the virtual world.”

4. Kotaku (USA) – Future Trends for Virtual Worlds. “he Virtual Worlds Expo took place last week in Los Angeles, and there’s been bits and pieces of news from the event floating around — the wrap ups of roundtables and panels are the most interesting. Over at Free To Play, they have put together five big trends in virtual worlds, ranging from ‘the war on geekiness’ (oh, ouch) to one I’m most interested in, the movement from virtual world to real world instead of the other way around.”

5. Market Watch (USA) – Forterra Systems Named Winner of “Innovation in Virtual Worlds for Enterprise” Award. “Forterra Systems, the market and technology leader in enterprise virtual worlds, announced today that it was awarded the prestigious Innovation in Virtual Worlds for Enterprises award at the Virtual World Expo held September 3rd and 4th in Los Angeles. These awards recognize the significant achievements in innovation to companies in five categories: Consumer, Enterprise, Youth, Pioneer, and Overall Innovation.”

6. CNN (USA) – Virtual September 11 memorials bring back memories, emotions. “People around the world who are unable to visit Ground Zero and pay their respects to September 11 victims can still find solace in contacting others through the technological wonders of their home computers. Especially if they’re willing to venture into a virtual world. A series of September 11 memorial events in Second Life, a virtual world run over the Internet, were created to give visitors the ability to connect with others scattered around the country and world.”

7. CNET (USA) – Multiverse touts extensible virtual-world effort. “The Multiverse Network, a developer of virtual world platform software, announced Wednesday that it was unveiling what it calls Places, two related social elements that tie Multiverse users together. Essentially connective tissue for users of the Multiverse platform, Places has two separate components. The first is a social networks application that automatically connects people using Multiverse virtual worlds together with others who are also friends in social networks like Facebook.”

8. Los Angeles Times (USA) – Six Degrees Games hopes to become a heavy hitter in the virtual world. “Virtual worlds, once a niche market within the video game industry, are heading to the big leagues. Six Degrees Games Inc., a Marina del Rey company, is planning this fall to launch a sports-based virtual world for kids called ActionAllStars.com. Members will be able to create avatars, chat with buddies as well as collect virtual trophies for competing in games based on baseball, basketball and extreme sports.”

9. IT Business (Canada) – Using the virtual world of Second Life to snag young IT talent. “The competition sure is fierce when it comes to landing good young talent these days. Organizations are standing shoulder to shoulder around the global talent pool, trying to hook their share of Gen X and Gen Y keepers. But despite their youth, these new recruits are as wary and tight-lipped as a wily old bass. If you don’t find just the right way to attract them, they won’t give you a nibble.”

10. NT News (Australia) – Telstra plasters Uluru in Second Life. “It has long been the subject of great controversy and debate in the real world, but now the Territory’s most famous landmark is at the centre of a virtual storm. Telstra is under fire after it posted billboards advertising its BigPond internet service in front of Uluru in the online virtual world, Second Life.”

The Watch – virtual worlds in the news

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

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

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

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

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

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

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

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

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’.”

The Watch – virtual worlds in the news

1. The Times Online (UK) – Lifelike animation heralds new era for computer games. “Extraordinarily lifelike characters are to begin appearing in films and computer games thanks to a new type of animation technology. Emily – the woman in the above animation – was produced using a new modelling technology that enables the most minute details of a facial expression to be captured and recreated.”

2. Press of Atlantic City (USA) – Virtual Realtor home finds real fans online. “I like stories that have something surprising about them, as I’m sure most readers do. While it’s nice to have what I know or suspect confirmed, it’s more valuable and maybe entertaining to find out something I didn’t imagine. Early last month, the New Jersey Association of Realtors announced it had opened offices in Second Life, a virtual world online. That was surprising enough, since its members’ obsession with real estate in this world leaves little time to worry about one where there’s no commission for property sales.”

3. The Independent (UK) – Stroke sufferers take virtual road to recovery. “It may look like a futuristic video game, but this virtual reality treadmill could hold the key to rebuilding lives for stroke and injury sufferers. A scientist at Portsmouth University has developed technology that can speed up recovery for patients by tricking them into believing they are moving more slowly than they actually are.”

4. Top 40 Charts (USA) – Worlds & Paid, Inc. Partner To Deliver Advanced 3-D Virtual World with e-Commerce For Darryl ‘DMC’ McDaniels. ” Futuristic 3-D social networking community Worlds.com (OTCBB: WDDD) and PAID, INC. (OTCBB: PAYD) have joined forces to develop a cutting edge, rich immersive 3-D environment for hip-hop legend Darryl ‘DMC’ McDaniels, who co-founded the pioneering hip hop group Run-DMC. The highly symbiotic relationship is expected to open an ever-evolving series of pathways to increase web site traffic, enhance the experience of WORLDS.COM users and PAID celebrities’ fans and grow the revenue and profits of both companies and their clients.”

5. The Vancouver Sun (Canada) – Break the rules in cyberspace and suffer exile in a virtual cornfield. “Where’s Roy Bean when you need him? The legendary hanging judge claimed he delivered the only law west of the Pecos back in the Wild West days in Texas. The modern-day equivalent of is nowhere to be found in the modern frontier known as the Internet. The Internet remains a dangerous place where real-life hucksters, thieves, sexual predators and fraud artists roam all too freely. But it is also home to imaginary worlds that are not unlike the gated communities of cyberspace.”

6. BBC News (UK) – Poor earning virtual gaming gold. “Nearly 500,000 people in developing nations earn a wage making virtual goods in online games to sell to players, a study has found. Research by Manchester University shows that the practice, known as gold-farming, is growing rapidly.”

7. Information Week (USA) – Google’s Lively Unloved. “So Google (NSDQ: GOOG)’s Lively isn’t so lively. According to The Economist, “Hardly anyone is using Lively.” That’s not exactly a surprise. As I said when Lively was released, “Lively feels more like a Google Talk-powered chat room with 3-D camera controls than an immersive environment like Second Life.” And that’s not to praise Second Life, which I find equally tedious.”

8. Christian Science Monitor (USA) – A second income on Second Life. ““Blaze Columbia” is, by any measure, doing well with his line of designer clothing. He’s on track to generate more than $100,000 in annual profits, barely a year after launching his business. And that’s in addition to a first career as a professional photographer. There’s just one big difference between the clothing that this Missouri resident produces and that of any other top-of-the-line dress or business suit: His don’t exist – at least not in the physical world.”

9. OStatic (USA) – An Introduction To OpenSim: the “Apache of Virtual Worlds”. “You’ve probably read a bit about OpenSim, the BSD-licensed virtual world server, and recent news that IBM and Linden Lab are working to make Second Life and OpenSim interoperable. Besides that project, what’s OpenSim about, who’s working on it, what are they doing with it, and how do you get involved as a developer and participant? Here’s a starter’s guide, created with the help of Tish Shute, whose virtual world blog UgoTrade is an indispensable resource on the latest in OpenSim news.”

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