Quantcast

The Watch – virtual worlds in the news

1. The Independent (UK) – Cybersex rules: Inside the world of ‘teledildonics’. “When I first deposited Journalist Hellershanks in Second Life, I wanted him to stand out. I gave him a shock of bright- orange hair, and a crisp white shirt, and I adjusted his height to about six-foot-four. He looked pretty good, I thought; but he was still missing something. And so, one morning earlier this month, I sent Hellershanks off to buy a penis.”

2. E-Commerce Times (USA) – Healthcare for Avatars? Medicine in the Metaverse. “In December 2007, Palomar Pomerado Health broke ground on a 600-bed hospital in Escondido, Calif. Just two months later, officials held a ribbon-cutting ceremony, allowing patients, staff and others to tour Palomar Medical Center West and play with new technology deployed throughout the facility. No, this wasn’t the most rapid hospital construction in history. The ribbon cutting took place in Second Life, a 3-D, virtual world that exists entirely on the Web.”

3. CNET (USA) – Avatars to run Altadyn business meetings. “Altadyn, a company that specializes in 3D virtual-world creation platforms, announced on Tuesday that it has released a new product that will turn business meetings into a living virtual world. Dubbed Online Meeting, Altadyn’s service aims to bridge the gap between 3D virtual worlds and Web conferencing. The service offers basic conferencing features like shared presentations, instant messaging, and live conversation through Skype, but it believes its main selling point is that it uses the company’s 3DXplorer virtual platform to create a virtual world that resembles a conference room.”

4. New York Times (USA) – Immersion. “Photographer Robbie Cooper shows just how focused young video-game players can be.”

5. iTWire (Australia) – Second Suicide as Google drops bomb on Lively avatars. “Back in July, when news of the Google Lively launch reached us here at iTWire, we said that the immersive 3D world populated by avatars in which you could create your own space to chat sounded a lot like Second Life. In fact, we went as far a to call it a ‘me too avatar world’ which it really very much was. Not just Second Life but with shades of There.com and IMVU thrown in. ”

6. The Globe and Mail (Canada) – So much for my so-called second life. “My name is Edith Firanelli and I was born in Antarctica. I have short dark hair, which I hide under a wool tuque, and a hot, if unrealistically proportioned, body. I’ve got no money, no job, no home, no skills and no friends. The good news is, I can fly and teleport. The bad: I still occasionally walk into trees and buildings. I spend my days wandering around a strange, computer-generated landscape, having disjointed, acronym-heavy chit-chat with strangers called things like Dimitry Barbosa and Beautiful Barbara. Maybe one day I will fulfill my dream and get a job as a nightclub dancer (like I said, I have no skills), but until then I will stand around like a wallflower in the suburbs of cyberspace waiting for my controller to finish checking her e-mail. It’s an aimless existence, being an avatar, but someone’s got to do it.”

7. The Escapist (USA) – Over 100,000 PlayStation Home Invites Tonight. “The PlayStation Home team hit a milestone last night with the release of beta 1.0 for testers of Sony’s virtual world application for the PlayStation 3. While the release marks a series of improvements for the service, the real news for those outside the secret confines of Home is that tonight, over 100,000 beta invites for Home will be sent out to European PlayStation Network users.”

8. MSNBC (USA) – Second Life bank crash foretold financial crisis. “A string of bank collapses prompted Alan Greenspan, U.S. economic guru and former head of the Federal Reserve, to admit last month that lending institutions could not always be trusted to regulate themselves. He could have taken a cue sooner by looking at the 2007 collapse of Ginko Financial, a virtual investment bank in the online game “Second Life.”

9. Silicon Valley Insider (USA) – Exclusive: Why Reuters Left Second Life, And How Linden Lab Can Fix It. “So what happened? Is Second Life dying? No, but the buzz is gone. For all the sound and fury over recent price hikes and layoffs at Linden Lab, Second Life has a community of fanatically loyal users. Since Linden Lab derives its revenue from user fees, not advertisements, Second Life is much more likely to survive the Web 2.0 shakeout than most other startups.”

10. The Industry Standard (USA) – Linden Lab focusing on higher-end systems for Second Life. “A senior Linden Lab executive has indicated that Second Life’s client software is being developed to take advantage of more powerful computers, but did not rule out future efforts involving low-end systems. Ginsu Yoon, Linden Lab’s VP of business affairs, told The Industry Standard in an interview last week that the “core part” of the Second Life experience were best shown on higher-end computing platforms.”

Popularity: 2% [?]

Weekend Whimsy

1. Second Life : Felix Meritis Monastery with Clementia Merlin

2. Space Navigator Demo – Google Earth & Second Life

3. Tour of CONSENT! game in Teen Second Life

Popularity: 2% [?]

Avatar: representation, communication, experience

The many faces of Feldspar

“Virtual Worlds Research: Consumer Behavior in Virtual Worlds” 
Vol. 1. No. 2  ISSN: 1941-8477  November 2008
Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment

Source

This experiment focused on the corporeal body (real, physical or atomic embodiment), and the virtual body (digital, non-corporeal embodiment), also called an avatar in some digital environments. Each embodiment can be for social and self-presentation as a part of communication, and as a project, for creating experiences by altering one’s appearance and living new lifestyles associated with that appearance.

Prior to this research being undertaken, there were two primary competing views regarding virtual embodiment:

  1. Disembodiment – the user is able to break away from their corporeal embodiment, into a virtual embodiment.
  2. Embodiment is essential, even in virtual worlds, to whatever degree it can be achieved.

This research team has concluded that the embodiment/disembodiment debate is non-resolvable and futile. Instead, they introduce the concept of symembodiment: that is, that an avatar is a symbolic embodiment but not a physical embodiment. There is always a partial degree of embodiment.

The body in modern, Western, society has more meaning placed on it than perhaps at any time in the past, because it is easier to modify the body, successfully and safely, than it has ever been. Body image – creating and maintaining a “perfect” look – is paramount. On the flip side, disease and disability are much harder to cope with in this modern age - because there are so many treatments available for common ailments now, anyone with a visible issue is seen not have care about their body image, or the social and moral implications of their perceived “choice”. Thus, while for some people the body can be seen as a “project”, to be worked on and altered, other people tend to view their bodies as hindrances – they have greater constraints on how much their bodies can be altered, and on the type of experiences they can have through their bodies.

The researchers contend that an avatar, as a body that is as much a representation of self as the corporeal body, can be an end that the user playfully engages in for its own sake – modifying the avatar becomes an experience in and of itself.

Their research questions included the following:

  1. How do consumers attach meanings to the digital self images they create?
  2. How are these images constructed and reconstructed?
  3. How and what do consumers experience through their virtual bodies?

Avatar: the body in the virtual world

The mind and previous bodily concepts of the user greatly influence the types of virtual bodies they inhabit. With virtual bodies, it is common to have at least two, if not many more, symbolic bodies.

Second Life

Second Life tends to support the use of multiple selves. Once the skill of avatar alteration is learnt, it becomes a very quick and simple process to change between virtual bodies. Second Life also supports using avatar alteration as a form of play or experience – avatars are very malleable, and have fewer constraints to alteration than our physical bodies.

Methodology

  1. The researchers entered Second Life as users.
  2. They fully participated in Second Life culture and conducted participant observations.
  3. They found participants by using their own personal networks.
  4. They conducted both online, in-world interviews and offline, atomic-world interviews.

Questions asked during interviews focused on the participants’ feelings and motives about their lives in Second Life, how they went about creating and recreating their avatars (virtual bodies), and what sort of experiences the participants had with their avatars.

Findings

The researchers felt that users were highly involved in Second Life due to the ability to alter and experience the alteration of the avatar, and due to the freedom afforded in such alterations compared to the corporeal form. They also noted that users create multiple avatars, or at least multiple, vastly differing looks for a single avatar, each of which is derived from a facet of the user’s own concept of self. I wonder to what extent each individual takes on a separate role to go with each representation – do they take on different morals and ethics? Perhaps, less drastically, it is more similar to our representations of ourselves that we use at work and at home – different dress, different speech /language.

In Second Life, a ‘null’ representation – one designed not to  draw attention, is just as apt to be interpreted by other users as are more interesting or daring representations. Any representation says something about you to other people.

Some people found there to be excitement associated with the experience of having different bodily features to those in the atomic world. I note that there can also be a sense of normalcy associated with the difference, particularly for those people whose atomic body does not fit their mental concept of self, or for those whose atomic body varies greatly from some desired, unreachable, state.

Discussion

Your representation of yourself in virtual worlds, your avatar, has a great impact on how you communicate with and convey meaning to others. However, the avatar is more than this. In symembodiment, the users playfully construct and engage with their avatars – the user experiences the avatar, and has experiences through it.

“The modern impulse of seeking an ideal life is waning, while the desire to experience multiple alternate lives that allow
extraction of different meanings from life waxes.”

Conclusion

The researchers believe that the virtual body, rather than just being on display for communication purposes, becomes an experience in and of itself.

Popularity: 4% [?]

Google Lively bites the dust

After less than five months, Google have pulled the plug on Lively.

In a fairly terse statement, no substantive reason is given for the axing beyond wanting to concentrate on “our core search, ads and apps business”.

It’s a quick demise for a virtual world that showed some initial promise. It did have its controversies over its short life, but nothing that would have driven this decision. Lack of patronage is the most obvious explanation and there’s no doubt that competitors will feel a little more sunlight’s appeared on the horizon for their products.

Will you miss Lively? Will we see Google re-enter the marketplace in the near future or will they just buy up someone else to achieve any virtual world ambitions they have?

Popularity: 3% [?]

VastPark expand developer pool, SDK on the way

Vastpark’s slow but steady progress toward launch continues, with an announcement that its Developer Program has some new faces. Two of those faces include Australian-based companies: Finpa (an eLearning outfit) and The Project Factory (a virtual worlds developer).

The other entities coming on board are MindTaffy (USA), Metaversatility (USA) and ADMINO (Finland)

Vastoark’s CEO is obviously very happy with the expansion – “Given VastPark is an Australian company headquartered in Melbourne, it is great that we’ve got some wonderful Australian developers joining us”.

There’s also a call out for further involvement by developers. VastPark’s Major Projects Manager, Liz Chung: “We’re keen to work with our developers to help them achieve their digital world project goals. For anyone with a project who is either looking for recommendations to a developer or seeking to partner with us on a project, please contact us at Developer AT VastPark.com”.

With a software developer’s kit (SDK) on the way, there’s no arguing that the momentum is building for VastPark – it needs to in the burgeoning virtual worlds marketplace.

Disclosure: The Project Factory are a former advertiser on The Metaverse Journal.

Popularity: 4% [?]

Australian politics and virtual worlds – no momentum

It’s coming up to a year since the change of Federal government in Australia. In Second Life, there was an election night party.

At the time there was lots of excited talk about the ALP’s broadband policy and the promise it may bring – there is progress on that front but it’s fraught with problems. Then there’s the internet censorship issue bubbling along. All in all, Communications Minister Stephen Conroy hasn’t shone in his role to date. There’s a real perception that we’ve got a government with 20th Century views on some distinctly 21st Century challenges.

In the year since that Second Life election party, there’s been zero interest by either political party in virtual worlds. There’s certainly been significant forays by both sides into social networking via YouTube, Twitter and Facebook. The US presidential primaries this year saw Second Life play a role, and Barack Obama’s supporters kept that going through the campaign itself. Kevin Rudd and Malcolm Turnbull have obvously been watching the US Democrats’ online campaigning efforts, but there’s no inkling of a virtual world foray at this stage.

We’ve previously queried our pollies on their thoughts with no response – it appears that the current Minister is no more cognisant of the opportunities and challenges than his predecessor.

Popularity: 5% [?]

Out of consumer error – insert more consumers

Source: Journal Of Virtual Worlds Research Vol. 1. No. 2. ISSN: 1941-8477  November 2008

“Consumer Behaviour in Virtual Worlds”

The “New” Virtual Consumer: Exploring the Experiences of New Users

By Lyle R. Wetsch, Memorial University of Newfoundland, Faculty of Business Administration, St. John’s, Newfoundland, Canada.

In essence, Lyle Wetsch’s idea is that there are insufficient numbers of people already participating in virtual worlds, so businesses need to attract new users into these worlds, to ”effectively recruit real world consumers into the virtual world and retain them through positive interactions.” Whether or not this should be the goal, or whether the goal should be to study the existing populations of virtual worlds and make the advertising and other offerings more attractive to them, is somewhat of a moot point. What is more important here is that there are new users entering these digital environments, and that we need to understand their grievances and positive experiences, in order to know how best to tailor consumer experiences for them.

40 undergraduate business students and 10 MBA graduate students spent 12 weeks in Second Life becoming acclimatised to that environment, all having entered as first-time users. Through blog entries, online discussion groups and interviews of these students, information about new user experiences was gleaned. Wetsch feels that this information is able to “guide suggestions for improving the experience of new virtual consumers in order to create long-term consumer relationships with an organization’s virtual presence.”

Second Life is one of the prime candidates being considered as a potential advertising base for real world consumers. It is one of few virtual worlds with the capabilities required for business endeavours – user-created content and user-to-user transactions.

In summary: section by section

Research Problem: We need to reduce churn – this is where users register, but fail to continue to use the product – by coming to understand the new user experience better.

Theoretical Framework: Research done on text-based chat environments. This seems inadequate – users interact with other users, but are more likely to interact with their environment, unless a business has provided a staff member to interact with at their build.

Methodology: “Student comments and discussions provided insight into the mind of the new entrant to the virtual world in real-time as they experienced it, commenting on their blogs at the time the incidents occurred to enhance the
accurate recall of events.”

Findings:

  • Technical Requirements: Many students were disappointed with the lack of capability to run Second Life that their computers demonstrated. Both the students and the researchers compared Second Life graphics and overall quality of response to other “gaming” environments, not taking into account that those other environments, using game-like graphics, can store much of their data locally, rather than having to make continual updates, as happens with Second Life.
  • Graphics: Those students able to access the digital environment easily were for the most part impressed with the graphical quality of Second Life.
  • Avatar control: Interestingly, this group of students seems to have had quite a lot of difficulty with avatar control, particularly those with prior gaming experience, who found the different controls to be disorienting. Time and practice seemed to fix the problem.
  • Griefers: “Griefing was experienced by less than 10% of the students.” However, those affected by it seemed most upset and put out by it.
  • Variety of experiences: Many of the students expressed great disappointment with the Search function, especially when comparing it with Google’s performance.
  • Lack of people/interactions: The students had quite a lot of trouble finding other users to interact with. Even when they were able to find groups of users conversing, often the other people would not talk to them. This brought about feelings of isolation and loneliness.
  • Building is not enough: A lack of effort is recognised by users, and will have a decidedly negative impact on them as consumers.

Conclusions and Implications

“The key is the INTERACTION. Without the interaction, there are better channels to present the information.”

  • Expectation Management: Users are more likely to be forgiving if you let them know what they are getting and why they are getting it – if you have a good, rational explanation for, for example, the technical requirements for your product being so steep, people tend to be more forgiving.
  • Ease of use: Improve the new user experience by making the environment easier to interact with. Provide useful tools and expectation management.
  • Interaction: Make it interactive. If there are no users to interact with, consumers need some other sort of interaction to keep them engaged.

Popularity: 2% [?]