The Watch – virtual worlds in the news

1. The Guardian (UK) – Ten years of virtual worlds: Habbo hits a decade. “Virtual worlds might have been an entertaining diversion for big media a couple of years back, but for a massive swathe of web users these are a powerful and important part of their online lives. Far from being a flash in the pan, sites like Habbo Hotel can claim both longevity and profitability – both often elusive qualities for social web institutions.”

2. The Telegraph (UK) – Club Penguin: parents and the power of the penguins. “Club Penguin is an internet phenomenon like no other – this virtual world, inhabited by millions of four to 14-year-olds, is the most popular children’s website in Britain. But when Canadian Lane Merrifield founded the site in 2005, it wasn’t an attempt to cash in on pester power: “I really did start this for my kids,” he says. “There was nothing online that was fun and safe, and that took advantage of the fact that children really want a social experience.” Just two years later, Disney bought the site, with its games, chat-rooms and virtual pets, for $350 million (£230 million).”

3. VentureBeat (USA) – Playdom buys Metaplace, which forsook virtual worlds for social games. “Fast-growing social game company Playdom has acquired Metaplace, which failed in its attempt to create a site for user-generated virtual worlds. The price of the deal wasn’t disclosed. The move is the latest in a spree of acquisitions by Playdom, which is racing to catch up with social game rivals such as Zynga in one of the hottest markets in games. Last month, Playdom said it raised $33 million to fuel its rapid acquisition pace. The outcome could be a good one for Metaplace, which did a two-step and shifted strategy earlier this year. Metaplace shut down its meta world, which consisted of 30,000 user-created virtual worlds, at the end of December. At the time, founder Raph Koster said the San Diego company was pursuing an exciting opportunity but declined to comment further on it.”

4. Technorati (USA) – Virtual Worlds Continue To Make Real-World Gains. “Opensim, the open source server platform used for hosting virtual worlds has reported growth of over 13% last month. Opensim has two modes. Standalone and grid. Standalone essentially hosts the entire virtual experience on one server which limits the number of users, whereas the grid option spreads the number of simulations across a number of different machines.”

5. Kotaku (USA) – Blizzard’s Naming Policy Is Smaller MMO Publisher’s Marketing Opportunity. “Who benefits from Blizzard’s controversial decision to use players’ real names in forum posts? War Rock publisher GamersFirst hopes it will, issuing an official press release to let gamers know it’s all still anonymous there. Blizzard’s decision to modify its forums in the near future so that players’ real names are displayed instead of their character names has caused quite a stir. While others debate the pros and cons of using your real name on the internet, others smell opportunity. Public relations folks always smell opportunity. GamersFirst is a publisher of quick and dirty online games, many of which you might never have heard of on Kotaku if not for today’s press release. You might have heard of War Rock, but Knight Online World? Sword 2? Our World? Never heard of them, until now.”

6. USA Today (USA) – NASA releases free-to-play online game. “NASA’s latest endeavor to educate people on space exploration has taken them to the world of video games. The space agency has released a new PC video game available through Valve Software’s Steam service called Moonbase Alpha. The game, which features single-player and multiplayer components, places players inside an astronaut suit, as they must rebuild a lunar base crippled by a meteor strike. To complete the objectives leading to the revival of the base, players will use a variety of tools include mobile robotic repair units and a lunar rover.”

7. Image and Data Manager (Australia) – Surveying the collaboration battleground. “In June 2009, we set out to assess the state of play in the collaborative software market in Australia. We wanted to get behind the hype of the “collaboration” buzz-word to discover how organisations are selecting and implementing these tools, and whether they are benefiting from them. We used an online survey to collect our data, and received 42 responses. In the following article, we will present some of our high-level findings. We began by asking our respondents to define the term “collaboration” in the first place. To give you some idea of the responses, we have put the text through Wordle, an online tool that creates ‘word clouds’ from text based on the frequency of words within that text.”

8. Virtual Worlds News (USA) – 3Dchat Launches Today. “New social virtual world 3Dchat officially “beta launches” today. The world is billing itself as an adults-only virtual scene that will feature an identity verification process for users who want to log in using their real name. The virtual world plans to use this process to verify user ages, as well, so it can screen out any users that are under 18. User gender will also be verifiable through the process.”

9. MTV.com (USA) – ‘Star Wars: The Old Republic’ Closed Beta Kicks Off, Invites Sent. “Even though Blizzard went back on its controversial decision to require real names in the official “WoW” forums, fans might still be sore. What better way to inflict revenge than to join another MMO? The time may soon be ripe, as “Star Wars: The Old Republic” has just entered a closed-beta phase in which outsiders will be able to test out BioWare’s biggest and most epic timesuck yet.”

10. The Drum (Australia) – This is Web 2.0, and it’s changing our world. “I’m looking at a series of pictures by the photographer Robbie Cooper and they’re making me think about computers, the cyber world and our changing relationship with reality. They’re from a book called Alter Ego – a project in which Cooper travelled the world taking pictures of people alongside their ‘avatars’ – the images they construct for themselves in cyberspace games like World of Warcraft and Everquest. Some of them are funny, like the skinny kid who appears as a superhero or the obese boy whose avatar is a Viking-like warrior – and some of them make you wonder what’s the point, such as the woman whose avatar looks exactly like her – but one pair of images really stays with me. It’s the little boy in an oxygen mask, with stick-like, atrophied arms and hands resting on foam support cushions, next to the image of a menacing figure in full space armour. It tells a story without words, and it’s a story of liberation – a child whose life has been expanded by the ability to travel to new (even if imaginary) places and experience a world outside his room.”

The Watch – virtual worlds in the news

1. LiveScience (USA) – Virtual Government (vGov) Aims to Improve National Security. “The federal government is launching a cyberspace initiative this summer that sponsors say has the potential to enhance national security, improve government collaboration and save taxpayer dollars to boot. Called vGov, it is a virtual world that will function much like a secure “Second Life” for government agencies. “Second Life” is a virtual world where users, or “residents,” can interact with each other and participate in individual and group activities online. It has nearly one million active users, including 1,400 businesses such as IBM, according to Linden Labs, the creator of the virtual world. Launched under the aegis of the Department of Agriculture (USDA), vGov will initially serve as a digital sandbox for the USDA, the Air Force, Department of Homeland Security and the National Defense University (NDU).”

2. Virtual Worlds News (USA) – Pillsbury IP Practice Adds Virtual World Counsel. “Pillsbury Winthrop Shaw Pittman LLC’s Intellectual Property practice is adding a new counsel, Sean F. Kane, who will focus on issues involving virtual worlds and online games. Kane is a member of the American Bar Association and co-chairman of the board’s Computer Games and Virtual Worlds Committee, co-chair of the Section of Science & Technology Law’s Virtual Worlds and Multiuser Online Games Committee, and a member of Board of Editors of the LJN publication Internet Law & Strategy. ”

3. CNET (USA) – Groups push feds for video game age restrictions. “Video game aficionados might have to enter a credit card or find another way to verify their age before playing a networked game, thanks to a new push from advocacy groups who say they want to protect minors from in-game advertising messages. In-game marketing has become so advanced that it “allows advertisers to track game users” and detect if people who are exposed to certain ads eventually use or buy the advertised product, a coalition including the Campaign for a Commercial-Free Childhood, the Center for Digital Democracy, the American Academy of Pediatrics, and U.S. PIRG told federal regulators this week.
They say that because “mobile devices, instant messaging, social networks, virtual reality, avatars, interactive games, and online video” have become so pervasive, the Federal Trade Commission must enact new regulations to protect minors from electronic advertisements and other marketing messages. Not only young children are at risk, but the FTC “should seek ways to provide protections to teens,” the coalition recommends.”

4. MSNBC (USA) – Second Life: Reality Intrudes on Virtual Reality. “While you were worrying about keeping your home, you may have missed the popping of the virtual-reality real estate bubble. In Second Life — Linden Lab’s immersive, 3D game that allows players to trade real dollars for virtual dollars — a nice stretch of mainland coastal property that would have fetched around $65 in 2007 today goes for $16.
That’s partly because the financial crisis crimped spending for the 1.38 million users, known as residents, who have logged into Second Life in the past 60 days. “The real real estate crisis had a direct effect on the real estate” in virtual worlds, says Guntram Graef, a business partner at Anshe Chung Studios, which sells “land” in Second Life. It’s also because the pell-mell growth of Second Life has slowed dramatically since four years ago, when BusinessWeek put Anshe Chung — the avatar for Ailin Graef, Guntram’s wife — on its cover.”

5. VentureBeat (USA) – 3D maps: you’ll be able to walk around in them like in a virtual world. “Online maps are extremely useful, but not very innovative in their present form, as most maps we use today merely mirror paper maps. The road map serves most of our everyday needs, but as more and more data with a location component to it is accumulated – geo-tagged photos, videos, or information from social networks like Facebook and Twitter – we’ll need to represent that data in a way that adds value without overwhelming users. And as mobile devices gain more processing power, they’ll be able to access raw data stored in a server and display it in whole new ways. Mapping technology specialists say that these two developments — the increase of geo-tagged elements and the increased power of mobile devices — mean that browsing a map will increasingly mean moving around in a virtual, three-dimensional world like in the state-of-the-art video games seen on consoles like the PlayStation 3 or Xbox 360.”

6. MIT Technology Review (USA) – Treating Cockroach Phobia With Augmented Reality. “Augmented reality–overlaying the virtual world on top of the real world–has been used in everything from neurosurgery to iPhone apps. But until researchers at the Spanish Universitat Jaume got the bright idea to simulate hoards of cockroaches swarming over insect-phobic volunteers, no one had thought to use it as part of what’s known as exposure therapy.”

7. CTV News (Canada) – Feds head to virtual world to find workers. “If the heroes of the recent science fiction film Avatar showed up at a career fair, their blue skin might elicit a few stares. But at the federal government’s next fair, avatars are welcome. The Public Service Commission is going virtual to recruit new people to join Canada’s rapidly aging ranks of civil servants. In September, they’ll open an island on Second Life, an online universe that sees about 830,000 people wander hundreds of virtual communities each month. The PSC’s island will have information booths, presentations on jobs and a chance to interact live with current federal bureaucrats and ask questions. “Yes, we’re doing what we can do in the real world but there’s an additional dimension we can add to this,” said Marvin Bedward, director of project planning and innovation with the Public Service Commission of Canada.”

8. BNET (Australia) – Second Life Needs to Stop Having a Separate Life from Other Social Nets. “If you’re like most people in social media, you don’t spend much time anymore thinking about — let alone playing in — Second Life, the virtual 3D world that, a few years ago, had “it” social networking status. But with the news on Friday that Mark Kingdon, the current CEO, was stepping down, it’s time to think about it again — and wonder if its reputation for being a geeky hangout for people with no real-world life has proven somehow self-fulfilling. Other social nets, such as Facebook, Twitter and Foursquare, have a degree of interoperability — people can broadcast their location using Foursquare, for instance, and also have it sent to their Twitter followers. But not so with Second Life.”

9. The Malaysian Star (Malaysia) – Risk failure to succeed, says technopreneur. “Societies must encourage innovation by creating a culture that tolerates risk, said famed San Francisco-based technopreneur Mitch Kapor. “Risk involves failure and failure isn’t so shameful. People assume that if you’re a failure, you’re finished. This is not true,” he said at the Innovation and Entre preneurship: Lessons Learned From Silicon Valley talk here on Friday. Kapor explained that failure was part of the risk culture needed to raise a breed of able technopreneurs in the country. He said that besides having a risk culture, there needed to be other practical considerations, such as investing in affordable broadband and having a well-trained IT workforce.”

10. Escapist Magazine (USA) – The Escapist’s Publisher Speaking on Interactive Storytelling via Second Life. “If you’ve ever wondered about the function of storytelling in an interactive environment (i.e., videogames), pop in to Second Life this afternoon to hear Escapist publisher Alex Macris enlighten you. Linden Labs’ Second Life has quite a few uses outside of its (in)famous depth of user-generated content. Some tech-savvy teachers use it to hold classes in the virtual world, and then there’s Metanomics. A “passionate community” of people who are interested in exploring “the serious uses of virtual worlds” – that is, videogames and places like Second Life – Metanomics is perhaps best known for its weekly web show Wednesdays at 3PM EST (12PM PST), in which speakers discuss the nature of the virtual worlds surrounding us.”

The Watch – virtual worlds in the news

1. BusinessWeek (USA) – Linden Lab’s Virtual Second Life Eyes Second Life. “Linden Lab’s virtual world called Second Life was seen as the Web’s next big thing following its 2003 debut. Investors including Amazon.com Inc. Chief Executive Officer Jeff Bezos and EBay Inc. founder Pierre Omidyar poured millions of dollars into the project, where 3-D avatars sunbathe on virtual islands and operate virtual companies. Businessweek featured Second Life on a 2006 cover, and Reuters opened a virtual bureau. Coca-Cola Co. held a virtual contest. Philip Rosedale, who founded San Francisco-based Linden Lab, said Second Life has yet to reach its potential. He was named interim CEO today, replacing Mark Kingdon, who stepped down. In 2008, Rosedale predicted that virtual worlds will become “bigger in total usage than the Web itself.”

2. Ars Technica (USA) –Saving “virtual worlds” from extinction. “Sometime this August, librarians at the University of Illinois will finish archiving over a dozen famous computer games, then step back to consider where to go next with their project. These programs go back over four decades, and include a 1993 version of Doom, various editions of Warcraft, and even MIT’s Spacewar! circa 1962. We wondered, given the gaming nature of most of the software being preserved, why the venture is calling itself the Preserving Virtual Worlds project. So we called up the project’s coordinator, Jerome McDonough, Assistant Professor of Library and Information Science at the University of Illinois, to ask him about the name.”

3. University World News (UK) – Save money switching to OpenSim. “Educators in post-secondary institutions, colleges and schools looking for lower costs, better controls and no age restrictions might consider switching from Second Life to its open source alternative, the OpenSim virtual world server platform. The OpenSim server software can be used to power an entire public grid or a small private, behind-the-firewall installation, and can be run on an institution’s own server or hosted with third-party providers. Educators say they find OpenSim offers significant cost savings over Second Life although there may be hidden costs. “OpenSim is far less expensive to us to run,” said Shenlei Winkler, President of the Fashion Research Institute, in an online comment to the International Society for Technology in Education. “We pay less a year for most of our regions than we do for a month of our Second Life region’s hosting bills,” Winkler said.”

4. Inside Higher Ed (USA) – ‘Rebundling’ Liberal Education. “In 2009 a group of 42 researchers, educators, and entrepreneurs met together at the invitation of Union Square Ventures, a venture capital firm, to discuss how the Web could transform education. A major theme of the daylong discussion, which took place under the theme “Hacking Education,” was “unbundling,” the process through which online distribution of digital media and information breaks apart and erodes existing industries. At the center of “unbundling” are new technologically-enabled relationships that democratize access to the means of production and collectively create plenty where scarcity once existed. An often-cited example of “unbundling” is newspapers: with blogs and other online tools, one no longer needs a printing press or fleet of delivery vehicles to be heard. The newspaper editorial room competes with an army of bloggers and other online media outlets. Craigslist emerges as the marketplace for used household items, local job listings, and community announcements, replacing the advertising function of the traditional print newspaper. The combination is a perfect storm leading to a steady, nationwide stream of newspaper closures.”

5. VentureBeat (USA) – VenueGen lowers pricing to take virtual meetings to the masses. “VenueGen said today that it’s taking its 3D virtual meeting tools to a new audience, with a version aimed at freelancers, small businesses, bloggers, and do-good organizations. Company president Jeff Crown said that most of the existing virtual world products for businesses, such as those offered by Inxpo and Unisfair, are out of reach for smaller organizations, because they cost tens of thousands of dollars per year. And VenueGen’s initial service, which it launched at the DEMO conference coproduced by VentureBeat, was similarly priced for large enterprises.”

6. BusinessWeek (USA) – Second Life: Reality Intrudes on Virtual Reality. “While you were worrying about keeping your home, you may have missed the popping of the virtual-reality real estate bubble. In Second Life—Linden Lab’s immersive, 3D game that allows players to trade real dollars for virtual dollars—a nice stretch of mainland coastal property that would have fetched around $65 in 2007 today goes for $16. That’s partly because the financial crisis crimped spending for the 1.38 million users, known as residents who have logged into Second Life in the past 60 days. “The real real estate crisis had a direct effect on the real estate” in virtual worlds, says Guntram Graef, a business partner at Anshe Chung Studios, which sells “land” in Second Life. It’s also because the pell-mell growth of Second Life has slowed dramatically since four years ago, when BusinessWeek put Anshe Chung—the avatar for Ailin Graef, Guntram’s wife— on its cover.”

7. Scientific American (USA) – Grand Theft Auto Is Good for You? Not So Fast… “If your children are like 99 percent of boys and 94 percent of girls, they play video games. And, if they are like 50 percent of boys and 14 percent of girls, they prefer games with “mature” – read: violent — themes, such as Grand Theft Auto, an urban dystopia of gun fights, car chases, pole dancers and prostitutes, where blood splatters realistically on the “camera lens.” Should you worry whether such a game will warp your children’s minds? A new paper by Cheryl Olson, a public health specialist at Harvard, suggests the answer may be: au contraire. Olson surveyed children’s reported motivations for video game playing and found that their top rated choices were to have fun, compete well with others, and to be challenged. She then elaborates on the psychological benefits such play might afford, describing how video games facilitate self-expression, role play, creative problem-solving, cognitive mastery, positive social interactions and leadership. Sounds more utopian than dystopian, right?”

8. Wall Street Journal (USA) – Real Economist Learns From Virtual World. “In the first quarter of this year, while Chinese demand for copper, aluminum and nickel helped the London Metals Exchange’s index of prices rise to a 4% gain, the minerals price index for EVE went in the opposite direction, dropping by 1.8% over the same period. The deflationary trend in EVE was led by sharp declines in high-end metals Zydrine and Megacyte, mostly explained by a positive supply shock. A hitherto inaccessible asteroid belt was opened up in null security space, which created an important new source for the two metals and counteracted the upward effect of stronger demand from spaceship builders. These observations and more are laid out in the latest quarterly report on economic activity in EVE by Eyjolfur Gudmundsson, chief economist for Reykjavik, Iceland-based CCP Gaming, the company that designed, created and now manages EVE.”

9. TechCrunch (USA) – Amidst Turmoil, Linden Lab’s CEO Steps DownJune has not been a good month for Linden Lab, the creator of virtual world Second Life. A few weeks ago, the company announced that it was laying off 30 percent of its staff and taking Second Life into a new direction. Today, Linden Lab is announcing that current CEO Mark Kingdon (pictured here) is stepping down. Company founder Philip Rosedalehas been named interim CEO, and CFO Bob Komin has assumed the additional role of COO. The company did not give a reason for the reshuffling of the executive team but it’s safe to assume that it reflects Linden Lab’s new strategic direction. When announcing the layoffs in early June, Linden Lab also said that it aims to make SeconfdLife more browser based, eliminating the need to download any software. The company is also pushing for Second Life to extend to social networks.”

10. Escapist Magazine (USA) – Rumor: Star Wars: The Old Republic Closed Beta In Progress. “The Star Wars: The Old Republic community has been in a fervor over nearly confirmed rumors that the game has entered a public closed beta phase for this weekend only. The game isn’t expected until mid-2011 at the earliest, but those with the force in them may be playing as we speak… err… write… as I write… and you read. They’re playing it now is what I am saying. BioWare has not confirmed the beta, but rather than a denial, Star Wars: The Old Republic community manager Sean Dahlberg wrote in this forum thread: “Thanks for the information and it’s definitely interesting that people are posting about our Game Testing Program. We don’t have anything official to say at this moment.” He also said that members of the beta were only allowed to say that there is a beta, and that they are in it, if one were to be ongoing.”

The Watch – virtual worlds in the news

1. Sydney Morning Herald (Australia) – Log on for a dose of reality. “Fifteen years ago, or thereabouts, my then employer sent me to a conference on “business communications”. It was a largely forgettable and dreary two-day event, the high point of which, I seem to recall, was the muffins at morning and afternoon tea. Baked goods aside, the only thing I remember with any clarity was part of a presentation by a chap from, of all places, the NRMA. Mr NRMA recommended some rules we should adopt at work when using this newfangled email thing. Bear in mind that this was in the dim pre-history of the web. Tools such as Facebook, Twitter, Flickr and YouTube were barely a gleam in the eyes of a few hardcore geeks.Most of us were still grappling with the ground rules of how we should behave towards each other online.”

2. Stuff.co.nz (New Zealand) – Big brother watches in this virtual world. “RICK Earl is a virtual world sheriff. The 34-year-old Aucklander is executive producer and director of Customer Support for SmallWorlds, a Kiwi-created international virtual community with more than 350,000 active users every month. Earl is largely responsible for writing the rulebook on SmallWorlds’ crime and deciding the consequences for breaking it. He deals with everything from swearing to attempted grooming for under-age sex. In the R13 SmallWorlds, users can create up to five avatars [on-line alter egos] to interact with each other and trade virtual property. Virtual users’ representations are often idealised versions of themselves, and are free to engage in activities often beyond users’ abilities in real life. Earl said SmallWorlds, which has been designed with age 13+ players in mind, is cartoon-like with no nudity and it filters swearwords automatically.”

3. Inside Social Games (USA) – World Cup Goods Fill Facebook’s Virtual Stores. “The sale of virtual goods has always been a primary monetization method for social games, and with the world’s most popular sport, soccer, already in the heat of the 2010 World Cup, you can bet that a number of social developers are taking advantage. We’ve already tracked a number of recently-released soccer apps, so below we’re taking a closer look at what non-sports games are doing in recognition of what is, arguably, the world’s largest sporting event.”

4. VentureBeat (USA) – Which startups will bridge the physical and virtual worlds? “In our pockets sits unprecedented processing power, in the form of smartphones that are morphing into superphones. And they’re on the verge of having next-level software that can provide us with deeper immersion and more interactive experiences. As networks improve, we’ll roam the world virtually, seeking relevant information regardless of time and place. Still, there is a gap between the physical world and the digital experience of it. The question: How do we cross it?”

5. ZDNet Asia (Singapore) – S’pore tech shines at CommunicAsia 2010. “Singapore’s Agency for Science, Technology and Research (A*Star) showcases some of its market-ready technologies at the trade show. The exhibition is organized by two of its arms–Institute for Infocomm Research which focuses on research and development and commercialization wing Exploit Technologies. In what looks like a CSI (Crime Scene Investigation) setup, A*Star shows off its digital forensic evidence and file recovery technology. A spokersperson explained that the files are stored in fragmentation on the hard disk, and contrary to popular belief, files do not disappear when deleted but become shreds of unrelated memory. Contrasted with “state-of-the-art”, commercially-available technology seen on the right, which is only able to recover two-thirds of a deleted image, A*STAR’s technology is able to completely recover a deleted file. A*Star achieves this through its “patent-pending technology” using a novel algorithm with more complex scenarios, she said.”

6. BusinessLine (India) – World’s becoming more ‘playful’. “What do video games do? They amplify particular human tendencies — our innate hunger for learning, our delight in solving problems and challenges, our sociability and rivalries, our pleasure in escaping the uncertainties of the world for more predictable rewards — says Tom Chatfield in Fun Inc. (www.landmarkonthenet.com). He adds that, additionally, ‘games as interactive systems increasingly connect to the ways in which we work, communicate, plan and express ourselves in a digital age, a process that is making the world more playful, and where the business of play is becoming ever broader and more profitable.’ Over the next half-century, in the author’s view, video games are going to become as much a part of everyone’s daily experience as television, radio, automobiles, refrigerators, type and the written word. Another certainty that he sees in video games is money, lots of it!”

7. San Diego Business Journal (USA) – In a Galaxy Far, Far Away … “While console games such as those played on a Sony PlayStation or Microsoft’s X Box still dominate the video gaming industry, a shift is under way that will result in a much larger amount of revenue coming from online games such as a new one now in beta testing at San Diego’s Sony Online Entertainment. “Star Wars: The Clone Wars Adventures” hasn’t been released yet, but when it is sometime in the fall, the game is expected to garner a lot of attention, not only from a target group of young boys from ages 6 to 14, but from their parents, who grew up with characters such as Luke Skywalker and Obi-Wan Kenobi. “We want to make this game a destination where kids can play with their parents,” says Taina Rodriguez, spokeswoman for SOE, which makes its headquarters in Sorrento Valley with some 500 employees locally. To ensure that the Star Wars game has the highest level of authenticity, the folks at SOE worked closely with LucasArts, the video game division of Lucasfilm, which created the blockbuster movie that is still generating revenue for the company.”

8. VentureBeat (USA) – Rixty, Coinstar turn spare change into virtual goods. “Rixty has a system that lets kids and other gamers turn in their coins at stores and then get credits that they can spend in online games. Today, the company says that more than 50 companies have signed up to integrate its alternative payment method into games. With Rixty, you can break that piggybank and take your coins or cash to 20,000 locations such as Coinstar coin-counting machines in grocery stores. The machines count your coins and give youcredit (via a 16-digit pin code) to spend on games. So far, Rixty’s users are spending an average of $30 a month on games. The users spend about $28 a month for games on Facebook.”

9. Tekrati (USA) – Immersive Tech Experts at ThinkBalm End Research Operations. “Erica Driver has announced that she will depart ThinkBalm next month, citing slower than expected enterprise adoption of immersive technologies. While partner Sam Driver will continue consulting with clients on immersive technologies, the firm will discontinue industry research operations and disband the ThinkBalm Innovation Community. Ms. Driver will join QlikView in July as senior director of Global Partner Marketing. ThinkBalm has been dedicated to enterprise adoption of immersive technologies — including virtual worlds, immersive learning environments, and virtual event platforms — since its founding. The small firm has racked up an impressive list of accomplishments during its two-year run: a blue ribbon client list, valuable research available free of charge, and a vibrant community of innovators. ”

10. The Ledger (USA) –Merely Human? That’s So Yesterday. “ON a Tuesday evening this spring, Sergey Brin, the co-founder of Google, became part man and part machine. About 40 people, all gathered here at a NASA campus for a nine-day, $15,000 course at Singularity University, saw it happen. While the flesh-and-blood version of Mr. Brin sat miles away at a computer capable of remotely steering a robot, the gizmo rolling around here consisted of a printer-size base with wheels attached to a boxy, head-height screen glowing with an image of Mr. Brin’s face. The BrinBot obeyed its human commander and sputtered around from group to group, talking to attendees about Google and other topics via a videoconferencing system. The BrinBot was hardly something out of “Star Trek.” It had a rudimentary, no-frills design and was a hodgepodge of loosely integrated technologies. Yet it also smacked of a future that the Singularity University founders hold dear and often discuss with a techno-utopian bravado: the arrival of the Singularity — a time, possibly just a couple decades from now, when a superior intelligence will dominate and life will take on an altered form that we can’t predict or comprehend in our current, limited state.”

The Watch – virtual worlds in the news

1. Wall Street Journal (USA) – Second Life Creator Linden Lab Downsizes, Morphs. “Despite some perceptions to the contrary, backers of the virtual community called Second Life say it is growing and healthy. But substantial changes are afoot. Linden Lab, a San Francisco company that was founded in 1999 and launched Second Life in 2003, said this week it will cut 30% of its 300-employee staff as part of a restructuring to more tightly focus on its core business–consumers selling virtual goods to each other–and strengthen its profitability. Among other things, the company plans to close a software development office in Singapore and reduce its customer-support staff, expecting to outsource some of the latter operations, said Mark Kingdon, who succeeded founder Philip Rosedale as Linden Lab’s chief executive two years ago.”

2. ExecutiveGov (USA) – Virtual Worlds Project Helps Service Members Combat Deloyment Issues. “The National Center for Telehealth and Technology will launch a new virtual worlds project for service members who struggle with deployment or psychological healthcare issues related to deployment. During a June 3 DotMilDocs interview on Pentagon Web Radio, Dr. Kevin M. Holloway, a T2 clinical psychologist and the project lead for the Virtual Worlds project, explained how the web-based project uses a 3-D computer-generated environment to help improve psychological services and care.”

3. The Economist (UK) – From Gollum to “Avatar”. “During the ten years leading up to the release of “The Wizard of Oz” in 1939, the world of cinema underwent a dramatic transformation. Films that had been silent and colourless suddenly gained vibrant hues, sound effects and speech. Indeed, “I’ve a feeling we’re not in Kansas anymore” was as much a commentary on the state of the film industry at the time as it was about being dropped into a magical world by a tornado. Colour and sound led to huge changes for actors and designers alike. The over-expressive acting techniques demanded by silent films were dropped, and designers scrambled to work with colour materials. Hollywood really did enter a new world. Since then imagination and technology have pushed the boundaries of film ever farther. In modern disaster movies, New York is routinely destroyed, in vivid detail. Actors fit seamlessly into computer-generated landscapes depicting this and other worlds. Gone are the dodgy models, unconvincing scenery and painted backdrops of days gone by. But the ability to create convincing computer-generated or “virtual” characters has not kept pace. Historically, such characters have been depicted using animation or puppets—think of the animated monsters in “Clash of the Titans” (1981), or the puppet Yoda in “The Empire Strikes Back” (1980). More recently, however, computer animation has extended the possibilities.”

4. news.com.au (Australia) – Fears rise over kids hooked on gaming and virtual worlds. “School children are becoming dangerously hooked on computer games, with one being offered live-in treatment at adolescent psychiatric facilities to wean him off his addiction. The first teenager admitted to hospital partly due to computer addiction was living full-time at Sydney’s Rivendell Adolescent Unit at Concord, receiving therapy and doing schoolwork. But psychiatrists said they were receiving a flood of calls from distressed families seeking help for children who had fallen victim to the condition known as “pathological internet use”. Mental health professionals said schools were reporting students falling asleep in class after marathon online sessions playing highly addictive games such as World Of Warcraft.”

5. BizReport (USA) – Pente Group, PlaySpan partner for virtual currency hub. “Called UltimatePay, the platform allows merchants and brands monthly metrics and reports to stay up to date with their consumer base. Consumers, meanwhile, have a single solution to pay for virtual goods and services rather than using private credit card information within a host of sub-sites.
PlaySpan is developing the hub, which will be used in coordination with Pente Group’s stable of brands and businesses as the full service payment solution which can be used by consumers around the world. The solution allows consumers to pay for virtual goods, games and other tools via credit card, PayPal, mobile provider and other internationally recognized options; it will embed into the Pente Group application so that merchants don’t have to worry about upkeep.”

6. Forbes (USA) – Top Moneymaking Online Games Of 2009. “In the Forbes article “The Next FarmVille” on Thursday, we take a look at the biggest online games worldwide among massively multiplayer online games (MMOGs) like “World of Warcraft,” virtual worlds and social games, ranking them by total revenue in 2009. The figures we arrived at were based on estimates by video game research firm DFC Intelligence, and public information from companies’ filings. Unsurprisingly, Blizzard Entertainment’s “World of Warcraft” continued its unmatched success, raking in more than $1 billion in revenue last year. But what is interesting is who dominated the rest of the list — virtually all titles from China and Korea.”

7. Reuters (USA) – Gameworld: Games are going 3D in wake of Hollywood’s success. “With 3D movies boosting both audience experiences and box office coffers, videogame publishers are following Hollywood’s lead and developing 3D games to immerse players more into virtual worlds. Game makers like Sony Computer Entertainment, Nintendo, Electronic Arts, Capcom, Take-Two Interactive, and Warner Bros. Interactive Entertainment will unveil stereoscopic 3D video games at the E3 Expo in Los Angeles next week where over 45,000 game industry professionals check out the big titles of the next year. “Gamers are the early adopters and once they experience games in 3D, they’re not going to want to go back,” said Oscar-winning producer Jon Landau, who worked with Ubisoft last year to release the first 3D console video game, “James Cameron’s Avatar.”

8. Nextgov (USA) – With possibility of no funding, Defense still moves on PTSD online project. “The Defense Advanced Research Projects Agency plans to hold a conference on Friday to inform industry about a project that would create virtual worlds, social media sites and telehealth services to help treat troops suffering from post-traumatic stress disorder and brain injuries — even though Congress killed funding for it earlier this year. DARPA officials said it will develop its ambitious Healing Heroes project using guidance by a board of advisers drawn from the Defense and Veterans Affairs departments, particularly the Defense Centers of Excellence for Psychological Health and Traumatic Brain Injury. In April, Army Brig. Gen. Loree Sutton, director of the center, described the project as a new way for troops suffering from PTSD and traumatic brain injuries, their families and communities to communicate and connect in a way that “transcends time and space.”

9. it World (Canada) – Vancouver grads build game with government data. “A group of Vancouver grad students are believed to be the first to use open government data for game development with TaxiCity, a Web-based driving game. TaxiCity lets players take on the role of a taxi driver, pick up passengers and deliver them to landmark destinations in downtown Vancouver, said Dashan Yue, a graduate student at the Center for Digital Media at the Great Northern Way Campus in Vancouver. Yue co-developed TaxiCity with six other students. The game was created in three months using Microsoft Corp.’s Silverlight development platform, Bing Maps and the City of Vancouver’s Open Data Catalogue, he said. The students used multiple data sets from Vancouver’s open data catalogue to generate the maps in TaxiCity, such as block outlines, parks, building shapes and the centre midline strokes on streets, he said.”

10. Los Angeles Times (USA) – Second Life’s thriving music scene. “”If I could get some bubbles, I’d be forever indebted,” singer Craig Lyons tells the packed house at his Monday night gig. The crowd promptly complies, filling the room with bubbles while Lyons plays his tune “Under Water.” Two nights earlier, the audience made it snow as he strummed the chords to his song “Winter.” Strangely enough, the Los Angeles-based singer-songwriter has come to expect this type of supernatural behavior at his shows, which take place several times a week in Second Life, the virtual online world that allows users to interact with one another as avatars.”

The Watch – virtual worlds in the news

1. BBC News (UK) – Police investigate Habbo Hotel virtual furniture theft. “Thieves have struck again in the virtual world Habbo Hotel. Finnish police are investigating up to 400 cases of theft, with some members reporting the loss of up to €1000 (£840) worth of virtual furniture and other items, according to Detective Sergeant Marko Levonen. “We have done five home searches in five cities in Finland,” he said. This is not the first time Habbo Hotel, which allows users to meet friends and buy virtual goods, has been targeted. In 2007, a Dutch teenager was arrested for allegedly stealing virtual furniture worth thousands of euros on the site, which is believed to have more than 100 million registered “avatars”.”

2. AsiaOne (Singapore) – Students create virtual-world temple. “Internet users can now visit a three-dimensional virtual world of Thailand’s past, presenting a new and surprisingly real insight into Thai heritage, arts and culture. Called 3D Virtual World Heritage Wat Chaiwattanaram, the glimpse into Thailand’s history is a joint effort by Kasetsart University, Sun Microsystems and the Inter University Network, UniNet, using Sun Wonderland technology. Above all else, the project, at http://niramit.hpcnc.com/WatChaiWatanaram, involves pride in the Thai heritage, by promoting a kind of Internet tourism. A professor at Kasetsart University’s Computer Engineering Department, Putchong Uthayyopas, said the three-dimensional virtual world of Wat Chaiwattanaram had been developed by students of his department.”

3. New Scientist (UK) – Impossible figures brought to life in virtual worlds. “Ever found a computer game truly impossible? If not, you soon might, thanks to Chinese computer scientists who have found a way to depict physically impossible figures in 3D virtual environments. The endless staircases of the Dutch artist M. C. Escher appear impossible and possible at the same time, and able to go in all directions. Such visual trickery depends heavily on the observer’s viewpoint – and that makes it difficult to animate Escher-type figures in games. If the viewpoint pans around a 3D computer depiction of such a staircase, “the impossibility is lost”, says Tai-Pang Wu at the Chinese University of Hong Kong.”

4. Entrepreneur Magazine (USA) – Should We Meet in Another World? “Like so many things in cyberspace, Second Life, a 3-D virtual world, began with a lot of hope–and hype. Who could resist what was promised? Islands full of new friends! A new era of human interaction! Hundreds of retailers opened virtual stores, and Reuters even launched a Second Life news bureau. Well, the bureau closed early last year, and Linden Lab’s virtual utopia is full of malls selling nothing but pixilated genitalia. But Second Life is hoping to polish up its reputation in the business world by solving virtual reality’s very real problem: the absence of security layers and administrative control functions that would make such an environment a safer place to do business.”

5. Destructoid (USA) – Browser-based Star Wars Clone Wars Adventure revealed. “This fall, Sony Online Entertainment will release Star Wars Clone Wars Adventures, a free-to-play, browser-based virtual world based on the popular animated series. Based on SOE’s Free Realms engine, the game will allow players to create a character and then enter a world where they’ll have immediate access to a host of mini-games, with an emphasis on action, competition, and socializing. The game, like the show, is clearly aimed at a younger audience. But after a short time with an early build of the game — from pick-up-and-play speeder bike racing to a typing mini-game, to a super-addictive tower defense game — there may be a bit of something for everyone in Star Wars Clone Wars Adventures. ”

6. Department of Defense (USA) – Technology to Drive New, Better Ways to Educate the Force. “Got a cell phone handy? It could be your ticket to keeping up with your professional development requirements. That’s just one concept being explored at Air Education and Training Command, the Air Force’s training and education component. Like its counterparts in the Army, Navy and Marine Corps, AETC hopes to take advantage of new and emerging technologies to provide more efficient, effective educational opportunities to the force. Most servicemembers are familiar with the concept of distance learning, with training delivered through the Internet or snail mail. Distance learning is a big money saver for the military, reducing travel and temporary duty costs associated with classroom training. And in light of heavy mission requirements, it enables servicemembers to meet many of their educational requirements without extended absences from their duty stations and loved ones. But with ever-expanding technologies and young “digital natives” now entering the force, officials hope to take military education to a whole new level.”

7. Kotaku (USA) – When World Of Warcraft And The Real World Come Together. “This is a charming short film about everyday people and their World of Warcraft avatars, interviewing a few players while their characters stroll around in the real world. It’s only four minutes long, but in that four minutes you get to meet a number of Irish players who give honest, enjoyable stories of just why it is they play the game, and what it is they’re getting out of it.”

8. Otago Daily Times (New Zealand) – Screen technology taste of the future. “Imagine ultra-high definition TVs not much thicker than a millimetre, electronic books made with plastic screens that flex like a magazine and displays that let you touch a virtual version of yourself on the other side of the glass. The technology to build these crazy new gadgets was shown in Seattle last week during Display Week, the Society for Information Display conference. A combination science fair and industry bazaar, the event attracted almost 6000 people from most of the companies developing TVs, monitors, touch screens, electronic books and cellphone screens.”

9. Kotaku (Australia) – World Of Warcraft Creatures Prowl The Waters Of Southern Australia. “Behold the Pink Handfish, one of fourteen species of bottom-dwelling marine fish endemic of the waters of Southern Australia and Tasmania, or, as World of Warcraft players know them, Murlocs. It’s easy to imagine the handfish as the inspiration for some of World of Warcraft’s most hated and beloved enemies. They’ve got the same hands and feet as the fantasy race, after all, as well as that striking crest, formed out of its secondary dorsal spine and a flap of skin.”

10. The Daily Mail (UK) – ‘Avatar’ mother goes missing after becoming obsessed with online 3D world. “A mother has gone missing after becoming obsessed with a 3D virtual world on an internet chat site. Annemarie Squires has not been seen for three weeks after leaving her home without warning. Her partner of eight years, Andrew Jobe, and her son have not heard from her and her mobile phone is switched off. Miss Squires’ family said in the months before she vanished, the 40-year-old spent most of her spare time on imvu.com.”

The Watch – virtual worlds in the news

1. USA Today (USA) – Spending on virtual goods continues upturn. “Spending on virtual goods in games, virtual worlds and on social sites such as Facebook continues to show real increases. About 13% of Americans bought virtual goods in the last 12 months, with average spending of $99, up from $87 last year (a 14% increase), finds a new survey from research and consulting firm Frank N. Magid Associates and virtual goods monetization firm PlaySpan. The nationally representative online survey of 2,412 was conducted May 7-14, 2010. (1,955 were aged 18-64; 457 were 8-17). And more than one-fifth (21%) of spenders say they expect to spend more in the coming year. Biggest spenders? iPhone owners, with 43% of them saying they made virtual goods purchases (up from 28% last year). Next came virtual worlds visitors, 41% of whom say they have bought digital goods.”

2. Institute for Ethics and Emerging Technologies (USA) – Caprica, Gamer, & Surrogates: Overlooked Benefits of Virtual Worlds. “In its first season, Caprica has done an excellent job of exploring the ethical issues relating to V-World (the virtual world created by the ultra-rich Daniel Graystone), looking at the dangers of becoming overly immersed in V-World, and whether an avatar constitutes a real person. Also in the past year, we’ve seen Gamer and Surrogates, two movies that explore some common themes with interesting parallels to those in Caprica. In Caprica, Tamara Adama’s storyline is what gives us the richest opportunity to explore V-World. Killed in Zoe Graystone’s MAGLEV bombing, a copy of her lives on in V-World as an avatar. Her father Joseph, although he’d never used a holoband before, becomes obsessed in his quest to find her avatar, neglecting his son and turning to drugs to make himself faster in the game. Joseph says Tamara isn’t dead, because according to him the avatar is his daughter. At the same time, Tamara meets a man who’s obsessed with the game as it finally allows him to be something. Tamara suggests that maybe if he didn’t spend all his time in here he would be something out there.”

3. Federal Computer Week (USA) – Government-only virtual world on the way. “Federal employees and managers will be able to meet, interact, train and learn together in a government-only online virtual world being created in the vGov project. The Agriculture and Homeland Security departments, Air Force and National Defense University iCollege have joined to create the vGov virtual world behind a secure firewall that can only be accessed by federal employees with authenticated identities. Paulette Robinson, assistant dean for teaching, learning and technology at the iCollege, said at the Gov 2.0 Expo today the project will use the three-dimensional immersive experience of virtual worlds to bring employees together from locations worldwide for real-time interactions. People will use avatars to appear in the virtual world, where they can chat with other avatars and interact with the environment.”

4. 3 News (New Zealand) – Like a drug: Videogame addiction. “A lot of us can confess to being addicted to videogames. Whether it’s spending your hard-earned moola on the latest console, suffering sleep deprivation, taking days off work or missing homework in order to get your gaming fix. Plenty of you reading this right now will be familiar with the impact that being a gamer can have on your everyday life. However at what point does an enthusiastic pastime get out of hand? Sadly, there have been many cases around the world where gamers have not only destroyed their own lives, but affected the lives of others as well.”

5. Hypergrid Business (Hong Kong) – Paper: Second Life, OpenSim best for education. “The Second Life and OpenSim platform are the best bet for educators, according to a white paper released today by virtual worlds research firm Daden Limited. “It is the only one offering reasonable graphics with in-world building tools, and as a result high levels of flexibility,” wrote author David Burden. The platform also offers the largest user community, he added, and a high degree of innovation. “If the shared hosting of the Second Life main or Teen grid are a blocker to adoption — or there is a need [for] access across the age 18 divide — then Second Life Enterprise … or OpenSim may be a solution.”

6. The Online Journalism Review (USA) – Learning by doing: Seeking best practices for immersive journalism. “Ernest Wilson, the dean of the Annenberg School of Communications and Journalism, put it like this: What if, after receiving the home and garden section in the morning, the reader could walk right into the section and visit a garden? This bucolic vision reflects one potential scenario for what we are calling at Annenberg “immersive journalism,” a new genre that utilizes gaming platforms and virtual environments to convey news, documentary and non-fiction stories. As a senior research fellow, I am prototyping immersive journalism stories, hoping to discover and create best practices for a burgeoning filed that can capture audiences increasingly accustomed to experiencing digital worlds. The fundamental idea of immersive journalism is to allow the audience to actually enter a virtually recreated scenario representing the news story. The pieces can be built in online virtual worlds, such as Second Life, or produced using a head-tracked head-mounted display system, or HMD.”

7. ARN (Australia) – CeBIT 2010: NBN will lead to crime surge, expert claims. “Vice-president of IT security group Cyveillance, Eric Olson, has warned cybercrime will surge with the increased connectivity of the National Broadband Network (NBN). Olson’s keynote presentation was delivered during CeBIT 2010 in Sydney. He said the benefits of fast and readily available Internet outweighed the negatives, but told communities and governments to be ready for the rise in crime. Large-scale data theft, wage slavery due to Internet gaming and the number of computers being taken over by bots would sharply increase because of the ubiquitous Internet provision provided by the NBN, Olson claimed.”

8. Sydney Morning Herald (Australia) – Red Dead to revive the Western. “The Western genre, long described as dead, could be set for revival thanks to the most anticipated video game of 2010. Red Dead Redemption, from the makers of the hugely successful Grand Theft Auto franchise, has been released to almost immediate and universal critical acclaim. Set in the dying days of the Wild West, RDR is inspired by such Westerns as 1969’s The Wild Bunch and Sergio Leone’s Spaghetti Western classic The Good, The Bad and The Ugly.”

9. Seattle Times (USA) – Displays of the future: Smart, bendy, 3D and more. “Talk about gazing into the future. Imagine ultra high-definition TVs not much thicker than a millimeter. How about electronic books made with plastic screens that flex like a magazine? Or perhaps a display that lets you touch a virtual version of yourself on the other side of the glass? The technology to build these crazy new gadgets is being shown in Seattle this week during Display Week, the Society for Information Display conference. A combination science fair and industry bazaar, the event is drawing 6,000 people from most of the companies developing TVs, monitors, touch screens, electronic books and cellphone screens. Inventors and component manufacturers will be showing their latest creations to consumer-electronics companies, looking for technology and materials to build the next iPad or wafer-thin 3-D TV.”

10. Virtual Worlds News (USA) – Club One Uses Virtual Worlds To Battle Obesity. “The Second Life virtual space Club One Island announced that participants in its behavior modification program had lost more than eight pounds over the course of a twelve-week period. A control group that was attempting to modify behavior using the same methods but without the aid of a virtual world lost, on average, slightly less than six pounds per week. Club One attributes the virtual world’s success in aiding weight loss to certain key features of how people interact with virtual spaces. “Club One Island is a new approach to health that encourages individuals and organizations to rethink how we deal with obesity issues in this country,” said Celeste DeVaneaux, Creative Director of Club One Island, in a press statement. “Program participants are very pleased with their weight loss results and we believe that there are tremendous implications for companies, health insurance providers, and governments looking to reduce the burden of health care costs and improve the lives of entire populations.”

The Watch – virtual worlds in the news

1. The Australian (Australia) – When games start playing you: cyber addicts. “Obsession, fantasy and the internet can be a destructive trio, as a South Korean couple learned last month. The pair were sentenced for negligent homicide after allowing their three-month old daughter to die of malnutrition. In the cruellest irony, the couple apparently neglected the infant for up to 12 hours a day while they were in internet cafes playing Prius Online, a fantasy game in which players rear a virtual girl called Anima. The disturbing case not only hit headlines worldwide, it highlighted the seemingly addictive allure of the internet. Although the medical world is divided as to whether internet addiction exists, Online Gamers Anonymous offers a 12-step program to help players wean themselves from games such as World of Warcraft, EverQuest and Final Fantasy. David Smallwood, addiction treatment program manager at The Priory in London, believes such games are particularly addictive for young men, who gain status through online prowess they couldn’t get in real life. But University of Sydney psychologist and clinician Andrew Campbell isn’t convinced.

2. VentureBeat (USA) – Sulake’s Habbo virtual world for kids keeps growing at fast clip. “Virtual worlds aren’t fashionable in the age of social networks. But Finnish virtual world operator Sulake reported strong growth in the first quarter as its Habbo Hotel expanded quickly despite the lingering recession. Helsinki-based Sulake said its revenue grew 25 percent to $20 million in the March quarter compared to a year ago. Thanks to cost savings achieved in part through layoffs in the fourth quarter, the company reported earnings before income taxes and depreciation (EBITDA) of $3 million, compared to $1.3 million a year ago. Habbo Hotel is a virtual world for kids and teens. Its more than 15 million monthly unique visitors (11.8 million a year ago) spend a total of 45 million hours playing each month versus 36 million a year ago. The simple Flash-based world is available in 32 countries and 11 languages.”

3. MedCity News (USA) – Mayo Clinic explores the virtual world of Second Life. “Mayo Clinic is a world famous hospital and research institution. But owning a tropical island seems a bit excessive, especially for a non-profit organization. Alas, “Mayo Clinic Island” isn’t real, at least not in the traditional sense of the word. The island only exists in the virtual 3D world of Second Life, where avatars, online personas of real people around the world, freely mingle and attend lectures on cancer and heart disease.”

4. afaqs! (India) – Turner Interactive to launch Tom & Jerry virtual world. “Turner Interactive, the digital arm of Turner Entertainment, is developing a 3D online virtual world which will be based on the popular cartoon characters Tom and Jerry. The virtual world will be available as a dedicated website and will enable users to create their own cartoon characters such as ‘cat’ and ‘mouse’. There will be many environments or destinations such as parks and malls inside the world, where users will be allowed to roam and socialise. The company will embed various games inside the world to raise the level of engagement. The virtual world will be launched across various parts of the world. “India could be the first market where Tom & Jerry virtual world will go live in the second half of 2010,” says Benjamin Grubbs, regional director, interactive media, Turner Entertainment, during an exclusive conversation with afaqs!.”

5. The Irish Times (UK) – Avatars play starring role at virtual seminar. “The programme for the recent Metameets conference at Dublin Institute of Technology – flagged as Europe’s Premier 3D Internet and Developer Conference – carried an unusual little note after each speaker’s name: “live” or “virtual”. For a conference about 3D and virtual worlds, perhaps it isn’t odd at all that about a third of the presentations were given not by someone standing before the audience, but by their avatars in some online virtual world like Second Life. That a good proportion of the audience was scattered across cyberspace too is the norm for this international event, now in its second year (it debuted in Amsterdam last year). Add to that the oddity of having the conference organisers listed by both their real-life and their avatar names, and you get the picture. These are people passionate about the virtual, who do not consider it just an amusing pastime, or a hobby, but a significant element of daily life and for many, their chosen area of entrepreneurship and business.”

6. Gamasutra (USA) – Analysis: Being Characters In Game Worlds. “To what extent do we embody the characters we play in games? That question was on my mind at the GameCamp in London event, at which 150 attendees spent the day discussing, debating and theorizing video games. With sessions run by a variety of games industry veterans and interested outsiders alike, the event sparked a series of enlightening conversations between a group of people fiercely passionate about the medium. This question in particular emerged from a session on video game narrative, chaired by Rock, Paper, Shotgun editor Kieron Gillen. During the discussion, Kieron invited me to speak about “context as narrative”, and the ways in which I attempted to utilise this method while creating my Half-Life 2 mods, Post Script and Nestlings, which I’ve written about on these pages before.”

7. Reuters (USA) – “R U There” moves too slowly for gaming crowd. “The films in the Un Certain Regard sidebar at Cannes seem to be holding a special sub-competition of their own, to see which will have audiences checking their watches most often. The topical story and strong leads in David Verbeek’s “R U There” feel like a great short stretched into a feature that cannot sustain the tension for which it so earnestly strives. The best target audience for this film about a young gaming champ should be the enormous gaming/”Second Life” community. Yet gamers, for one, inhabit virtual worlds that are far faster and far more action-filled than the slow-paced, moody “R U There.” Ominous music throughout sets up a thriller, but it’s actually a “boy meets girl but does better with her avatar” story.”

8. Businessweek (USA) – Alcohol Companies Use New Media to Lure Young Drinkers: Report. “Alcohol companies are increasingly using the latest new media technologies — including cell phones, social networking sites, YouTube and other features of the expanding digital universe — to reach young drinkers, a new report contends. And existing regulations may not be keeping up with the marketing trend, the report’s authors added. They’re calling on the Federal Trade Commission, state attorney generals and others to investigate the phenomenon and examine whether current mechanisms to protect youth from alcohol marketing still work effectively in the digital era.”

9. AFP (France) – Teen dramas in virtual worlds darken Cannes. “The dark side of the virtual world descended on Cannes Sunday in teen suicide dramas playing on the potentially dangerous blur between reality and the Internet. “Chatroom”, the first of a trio of cyberspace thrillers chilling the film festival, sees a dysfunctional youngster (upcoming British star Aaron Johnson) obsessively watching Japanese suicide videos in a dark locked bedroom. He sets up a chatroom with four other troubled teenagers, but seems only to want to mess with their heads.”

10. CMS Wire (USA) – The Next Wave: Enterprise 2.0, Immersive Workspaces and Virtual Worlds. “When Second Life first appeared on the web in 2003 I never got into it in a big way because it appeared to me to be more distraction than useful. My work with the disabled soon made me aware of the potential of virtual reality as a means by which those with immobility impairment could walk or even fly using this technology. But it was a remark by Dr. Cheryl Shavers, former Undersecretary of Technology and senior advisor to the Secretary of Commerce in the Clinton Administration, at a speech she gave in Toronto last week that got me thinking about avatars, virtual reality and enterprise once again. Dr. Shavers had said no one knows what you look like in a virtual reality environment. They measure you by your communication and your intelligence, not by the color of your skin, or the shape of your eyes. Dr. Shavers, an African-American woman, saw in Second Life a means to eliminate race from the conversation of business.”

The Watch – virtual worlds in the news

1. Edmonton Journal (Canada) – City leads Second Life in virtual world. “Here’s a surefire way for Daryl Katz to get the arena he wants. Join Second Life. Edmontonians, including Katz, may soon be able to revisualize the city the way they see fit when Edmonton goes virtual later this summer in Second Life. In the 3-D virtual world of Second Life, users create avatars that interact with each other just like they would in real life. They clock in hours at work, catch up over coffee, go shopping, and even buy land, which they can build up to their exact specifications. Last week, Edmonton’s chief information officer Chris Moore announced via Twitter that the city is partnering with local media design company Christie Communications and Second Life maker Linden Lab to bring Edmonton into Second Life.”

2. Ars Technica (USA) – Sociologists invade World of Warcraft, see humanity’s future. “In their continued quest to plumb the mysterious depths of human interactions, some sociologists have stopped watching people—and started watching their avatars. And the US government is paying them to do it. While playing World of Warcraft and traipsing through Second Life might not sound like traditional academic disciplines, they are increasingly important for research into virtual communities. This burgeoning subdiscipline even has its own publication, the Journal of Virtual Worlds Research. What gets studied? Gold farming, “goon culture,” griefing, entrepreneurial activity, intimacy, even “The Visual Language of Virtual BDSM Photographs in Second Life,” which appeared in the most recent issue of the journal.”

3. nextgov (USA) – Virtual Worlds — Virtually? “Today I’m covering the Federal Consortium for Virtual Worlds conference here in Washington. Sure, it’s being held just a few miles away from Nextgov’s offices, but I decided to try attending the conference about virtual worlds virtually. I had high expectations for this experience — after all, isn’t Second Life, one of the more widely used platforms for virtual interaction, cool?”

4. ZDNet Asia (Singapore) – Second Life can find niche in virtual events. “Virtual world pioneer Second Life can leverage its 3D environment to explore niche markets such as virtual event hosting in the face of competition from specialty virtual worlds, said a Forrester analyst. In an e-mail interview, TJ Keitt, analyst at Forrester research, said Linden Lab’s Second Life will not disappear anytime soon. However, it is facing stiff competition from specialty virtual worlds such as Disney-owned Club Penguin and Habbo Hotel, as well as business-targeted virtual worlds Teleplace and ProtonMedia. Keitt believes Second Life will be able to find its niche as an avenue for virtual events. Virtual event hosting is an emerging market which was spurred on by the recession’s effect on business travel, and is currently led by On24 and InXpo.”

5. Virtual Worlds News (USA) – Virtual World Web Reaches 25,000 Virtual Worlds. “This week Utherverse announced that the 25,000th virtual world had been created for its Virtual World Web platform. The Virtual World Web is a network of independent, user-created virtual worlds developed using standard platform tools and content libraries provided by Utherverse. CEO Brian Shuster says that the Virtual World Web was designed with replacing the traditional (or “flat”) Web in mind and is well on its way to doing so. Shuster compared the current state of the Virtual World Web to the state of the Web in roughly 1994 or 1995, when online commerce was in its infancy and most sites were run for the Webmaster’s entertainment. He believes that the “Worldmasters” building out the Virtual World Web are at the same point, despite the platform launching only last September. He attributes the network’s accelerated rate of growth to Utherverse’s toolset and massive library of objects, textures, and regions. Both were developed over the course of five years. ”

6. Tech News World (USA) – Where Have All the Avatars Gone? “Many have already written eulogies for the virtual worlds. Dead, they claim; the avatar is dead in the corporate realm. But the truth reads like the “Star Trek” script for the “The Trouble with Tribbles” episode: just because you don’t see them, doesn’t mean they are not breeding like mad in a closed grain bin. Without doubt, many corporations are indeed tribbling their avatar action. “The ease with which entities can close off public access in Second Life makes it difficult to know exactly what might be going on behind closed boardroom doors with regards to their presence in Second Life or other virtual worlds,” Shenlei Winkler, CEO of The Fashion Research Institute, told TechNewsWorld. Winkler is also author of Shengri La Spirit: A Designer’s Perspective of the Making of OpenSim on content licensing for virtual goods, virtualization of enterprise in immersive workspaces, OpenSim enterprise application development, and user immersion in virtual worlds. A successful designer, her real-life apparel designs have now reached more than US$70 million in sales . Her couture work has appeared on stage, movie screens and in Second Life.”

7. New York Times (USA) – Club Penguin Misses Goals, Giving Disney a Half-Price Deal. “Club Penguin, the subscription-based online community acquired by the Walt Disney Company in 2007, has failed to meet profit targets that were tied to $350 million in payouts to the Web site’s creators. Disney’s purchase of Club Penguin was valued at $700 million, with half of the total paid up front and half coming in two payments based on unspecified growth thresholds. Disney disclosed in a Securities and Exchange Commission filing last May that Club Penguin had missed the first target. On Wednesday, the company confirmed that the Web site did not meet the second one.”

8. VentureBeat (USA) – Rocktropia virtual world for music lovers debuts. “If you can’t get enough rock and roll in your life, you might want to go live in Rocktropia. That’s the new virtual world for rock music lovers that is debuting today. It’s a world where you dress up like a rock star, immerse yourself in rock lore, explore a rock-inspired landscape, and go listen to live events. Building a virtual world in the age of social networks such as Facebook may seem antiquated. But Jon Jacobs, creator of Rocktropia, believes that virtual worlds will become popular again once the Facebook crowd moves on to something new. “I think that high-end 3D virtual environments will be the next step,” said Jacobs. “Our platform has all of the features of a social network. It has immersive storytelling, and is an entertaining game.”

9. Hypergrid Business (Hong Kong) – How open are virtual worlds? “There are three ways in which a particular platform or service can be considered to be “open.” One is whether it runs on multiple systems, or is locked into a system from one particular vendor. For example, Apple’s Leonard operating system only runs on Apple computers. The Windows operating systems, by comparison, can be installed just about anywhere. The Wii Sports game only runs on the Nintendo Wii. Microsoft Word can run — sometimes with emulators — on pretty much any machine out there.”

10. VentureBeat (USA) – Woozworld raises $3M to expand virtual world for tweens. “Woozworld has raised $3 million in a first round of funding for a tween-focused virtual world. The Montreal-based company is spinning off from parent Tribal Nova so that it can concentrate on building a world for tweens, a age group which embraces kids aged 9 to 14. Investors included Canadian venture firms Inovia Capital and ID Capital. Woozworld already has 350,000 members and a million user-generated virtual places after launching in December. The product lets tweens build worlds where they can engage with their peers, design their own spaces, set up activities, and manage a business. Previously, Tribal Nova was focused on developing a virtual world for children dubbed Kid Studio.”

The Watch – virtual worlds in the news

1. Wall Street Journal (USA) – Q&A: A Real Study of Virtual Worlds. “Students of Ulrike Schultze might know her better by her Second Life avatar, Uskla. That’s because the Southern Methodist University Cox School of Business professor utilizes the online game to connect to her students in an unusual way. Ms. Schultze, who teaches management and information technology, leads both an online and physical classroom — students have the option of attending either or both. But for her, Second Life goes beyond being a teaching tool. Ms. Schultze explored the avatar-self relationship with a paper she presented at the 30th International Conference on Information Systems in Phoenix back in December. With her research, funded by the National Science Foundation, she will write a series of papers that look into the different aspects of these avatar-self relationships.”

2. Nextgov (USA) – Virtual Worlds on the Rise. “In her blog on Thursday, Paulette Robinson, the assistant dean for teaching, learning and technology at the National Defense University, posted an item on Thursday about her effort to create a group in the federal government to talk about the use of virtual worlds in the federal government. It started out slow she said, but now the Federal Consortium for Virtual Worlds has 1,600 members – and a conference starting May 13.”

3. BizReport (USA) – InXpo’s new suite integrates social, gaming, virtual worlds‎. “We are witnessing an important shift in how organizations connect with their customers and their own people,” said Chris Meyer, Executive Vice President of Sales & Marketing, InXpo. “By incorporating these three transformative technologies – virtual, games and social media -in our powerful virtual platform, organizations have entirely new ways to connect people, foster education and improve productivity, all within a single virtual environment.” With the suite of tools, marketers could engage the attendees of a virtual conference by placing an interactive social or gaming widget in one of the virtual rooms. Visitors then click to use the tool and can share information on the products or services through their own social networks. ”

4. CNET (USA) – Measuring the sales of virtual goods. “New data from PlaySpan, a provider of payment and monetization solutions for online games and virtual worlds, shows that digital and virtual goods purchases are going global, and that revenues can be tracked to better ascertain the size of the market. It’s estimated that virtual goods will generate $1.6 billion in the U.S. in 2010. Some predict that sales of digital goods will account for 20 percent of gaming revenue by 2011. As part of analyzing which players and geographies drive the most revenue, PlaySpan has settled on a metric of average revenue per paying user (ARPPU), similar to how mobile phone companies measure customer value.”

5. Gamasutra (USA) – Offerpal Launches Cross-Game, Cross-Platform Currency. “Social media and gaming ad company Offerpal Media announced the beta launch of GamePoints.com, a site where users earn points for taking part in offers redeemable for virtual currency in hundreds of games and different social networks. The site works similar to current systems, in which players earn free virtual currency in a specific social game by completing surveys, signing up for trial subscriptions, and taking part in other ad offers. GamePoints.com, however, adds an extra step that allows users to redeem Game Points in more than 1,500 games and apps across various social networking platforms, virtual worlds, MMOs, and other gaming sites.”

6. Brisbane Times (Australia) – Split Screen: The game of love. “On my first trip to the land of the rising sun, I couldn’t resist buying a Japanese dating game. At the time Konami was revered for Metal Gear Solid, but made more yen from dating simulations. After playing the game Forever With You, it was difficult to understand why. Your bedroom was (fittingly) your base for the game, and from here you would select icons to perform actions like schooling, working out, preening yourself in front of the mirror, and sleeping – activities presumably undertaken to make yourself more attractive to the opposite sex. Yet strangely, I could never find icons for popping pimples, getting insider tips from Cosmo or Dolly magazines, or showing off on the monkey bar in the playground. And unfortunately, when I finally summoned up the courage to use the telephone icon, my potential date sounded suspiciously like a bloke. ”

7. CNET (USA) – Class action lawsuit targets Second Life. “A number of paying users (or “residents”) of virtual world Second Life have filed a class-action lawsuit against the company and its founder, Philip Rosedale. Their complaint: The terms of virtual property ownership have changed, and residents were forced to agree to a new terms of service that eroded their ownership rights to virtual property and goods. In fact, the suit filed on April 15 claims, the promises of “ownership” were empty in the first place. Through extensive marketing, Second Life parent company Linden Lab, with Rosedale as its spokesman, “lured consumers across the United States to invest real money into (Second Life) by promising those users that they would own the virtual land and property they purchased as well as the content they created,” the terms of the suit allege.”

8. VentureBeat (USA) – Blizzard predicts biggest year ever with Starcraft II and World of Warcraft Cataclysm. “Mike Morhaime, the president of Activision Blizzard’s Blizzard Entertainment division, said the coming release of Starcraft II: Wings of Liberty was the company’s “most ambitious” in history. Add to that the release of World of Warcraft Cataclysm, and the two games are going to give Blizzard a license to print money. ”We are poised to have our biggest year ever,” Morhaime said. Starcraft II launches on July 27 in 11 languages across five continents, while Cataclysm, which is an add-on pack for the World of Warcraft online game, is coming later in the year. The company made the comments on its quarterly financial call today.”

9. New York Times (USA) – Avatars Go to School, Letting Students Get a Feel for the Work World. “Even as work crews and scientists mobilized over a huge oil spill in the Gulf of Mexico, high school students in this city were hard at work cleaning up another spill — in the virtual world. Students like Christian Lopez jumped into an elaborate video game, called Spill, in which they assumed on-screen identities known as avatars to run cleanup efforts for the mayor of New City. The game, devised to help students sharpen their business acumen and skills, was rolled out in more than 750 schools across the country as part of a business contest in March and April.”

10. Telepresence Options (USA) – Beaming Into the Big Meeting. “Fallout from a recession and ash from a volcano drove more companies than ever to try videoconferencing. Once the skies clear on both fronts, will it be time to plan more business trips or will virtual meetings continue to get the job done? As a technology consultant for the IBB Consulting Group, Justin Forer of Miami takes 100 to 150 flights a year and also participates in one to four audio or video conferences a day. His answer? “I do believe you can get quite a bit done via teleconferencing” — especially things like project updates and clarifications. But when it comes to creating strategies, general brainstorming or generating new business, a trip is better, he said. He sees videoconferences as just another tool in his arsenal of business interactions.”

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