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The Watch – virtual worlds in the news

1. Digital Spy (UK) – Feature: No Place Like Home. “icture the scene: you boot up the PlayStation 3 to arrive in a plaza brimming with people: avatars sculpted to pixel perfection, ripe with insightful conversation. Spotting your friends’ avatars in the distance, you take to the arcade, play a few frames of pool then seamlessly launch into a game of your choice, and later, spruce up your apartment with your game trophies for everyone to see.”

2. MSNBC (USA) – Disney’s Penguin spreads its wings globally. “Every kid in Brazil will have an igloo to live in if the Walt Disney Co. has its way. The Mouse House isn’t trying to bring a new Ice Age to the biggest country in South America; the igloo is a digital fixture of Club Penguin, a virtual world for which Disney paid $350 million 18 months ago, a deal that could cost another $350 million if the property hits performance targets. Its first non-English-language version, operating out of Sao Paulo, launched in November.”

3. Fox News (USA) – Gaza Conflict Moves to Virtual World. “A shadow war between pro-Israeli and pro-Hamas forces is taking place on the Internet — and it is getting fierce. If you’re one of millions of Americans who use social-networking sites such as Facebook and Twitter or participate in virtual worlds like “Second Life,” don’t be surprised if you get sucked into a war thousands of miles away in Gaza.”

4. VideoGamer.com (UK) – EA finds a new Home on PS3. “EA has announced its initial plans for the PlayStation Home Beta on PlayStation 3, beginning the spring launch of the EA Sports Complex within the Home virtual world. “We’re proud to support the PlayStation Home Beta with a very robust offering from EA Sports,” said Peter Moore, president of EA Sports. “As part of our continued commitment to the connected experience and the digitisation of our business, the EA Sports Complex is a rich new online environment that presents a compelling and immersive social gaming experience for the global sports audience.”

5. VentureBeat (USA) – CES: Mattel revamps web sites and launches digital toys. “Digital toys and web sites for kids have had a mixed history. But the future is so full of techno-savvy kids that toy makers are finding they have no choice but to move into the digital realm by providing better online entertainment as well as digital toys in the physical world.”

6. CNET (USA) – MindArk creates ‘Entropia Universe’ planet as independent company. “MindArk, the developer of the science fiction-based virtual world, Entropia Universe, has announced that it is spinning off the functional game side of its business into a separate company. Known as First Planet Company, the new entity will be a stand-alone company that will run the actual virtual world, which it is calling Planet Calypso. MindArk will continue to operate the platform side of its business, focusing on tools that it can make available to partners looking for a custom virtual world.”

7. Massively (USA) – Does virtual learning have to be dreadful? “Australia’s School of the Air programs have been among the most lauded distance education schemes for more than 50 years. In response to a scattered population in a less than hospitable environment and with a lack of nearby population centers and facilities, the School of the Air provided education for isolated children. The original School of the Air was opened in 1951, but had been broadcasting school lessons from the Royal Flying Doctor Service for some years prior to that. The School of the Air programs still operate today, as there are students living more than 800 kilometres (more than 500 miles) away from the nearest school.”

8. Network World (USA) – Lenovo buys into Nortel virtual shopping app. “Nortel this week said it landed PC maker Lenovo as a customer for its virtual world business application. The win comes a little over a year after Nortel announced incubation efforts to develop web.alive, a collaborative, browser-based application for enterprises that provides an interactive 3D experience with voice, graphics and avatars. Web.alive is designed to facilitate internal collaboration and customer interactions over the Web and in real time.”

9. Silicon Valley Insider (USA) – Is Second Life An Acquisition Target? No “When Cory Ondrejka talks about Second Life, we listen: The former Linden Lab CTO built a huge swath of Second Life’s technology single-handed, until he was fired after a falling out with Second Life founder Philip Rosedale, ending up at EMI Music. So when Cory (who likely still has a stake in Linden) said among his other “predictions for 2009″ that Second Life would be acquired, virtual worlds-loving corners of the blogosphere lit up. Seems to us Cory still succumbs to the classic dot-com delusion: Saying “we’re awesome and deserve to be rich!” rather than asking “who might be interested in buying our service and what might they pay?”

10. Kotaku (USA) – Second-Life Hooker Bares All. “We have street prostitution here in Italy, and I have always wanted to be one of them,” says “Palela Anderson,” who is a high priced escort in Second Life. “As a teenager I would watch these sexy women walking the streets, waiting for the cars to stop, teasing the guys, and then hopping in and getting out sometime later,” she says in an interview posted to IGN’s Green Pixels. “I’m not sure why I find it such a turn-on. I think it’s because when a man will pay to have you, you know he really desires you. It’s proof that you’re really wanted.”

Popularity: 3% [?]

Weekend Whimsy

1. 2nd Question – December 28th 2008

First up this week, Pooky Amsterdam from the SLCN production of ‘The 2nd Question’ has submitted her highlight for 2008, the December 28th show featuring Draxtor Despres, Eshi Otawara, Salamanca Congrejo and Edwound Wisent. You can view it here and can find out more about the show here.

2. PlayStation Home Uncharted space

3. DynaFleur

If you have your own machinima you’d like to submit for inclusion, don’t hesitate to contact us. Onto this week’s other picks:

Popularity: 3% [?]

How big is Second Life?

It’s this big (as of November 2008):

secondlife_map

The map comes from this site and you can download the full 13MB version to get a better understanding of the magnitude of Second Life.

We’ve featured maps of the Second Life grid before, and they’re useful to reinforce the scope of virtual worlds. Those who haven’t spent time in a large world have no concept of their size and complexity until shown something 2D like the map above. Combine it with a brief tour of Second Life and the penny starts to drop.

Back in November 2007, Second Life was roughly the size of two Wagga Waggas at nearly 900 square km- it’s grown a lot since then to 1871 square km, which isn’t that far off the size of the Australian Capital Territory at 2400 square km. That should also help provide some mental imagery for the skeptic.

Thanks to New World Notes for the heads-up

Popularity: 7% [?]

Linden Prize applications close soon: 10K up for grabs

Linden Lab have posted a reminder that applications for the Linden Prize close on the 15th January. All the details of the prize can be found here.

With ten thousand US dollars up for grabs, it’ll be fascinating to see what comes out on top. The core criteria are:

  • Work in Second Life that also achieves tangible, compelling results outside of Second Life.

  • Distinctive, original work using Second Life that clearly demonstrates high quality, execution, function, aesthetics and technical sophistication.

  • Work that has the capacity for inspiring and influencing future development, knowledge, creativity, and collaboration both inside and outside of Second Life.

  • We’d love to hear from any Australian submissions – are there any out there?

    Popularity: 2% [?]

    Anthropology in World of Warcraft

    WoW Insider have a very interesting interview with Alex Golub, an Assistant Professor within the Anthropology department at the University of Hawaii.

    Golub is well underway in research on culture of raiding in World of Warcraft, with the final product expected to be a book in 2010. There’s some discussion on behaviour in raids, gender differences and effective communication strategies. One of the most fascinating aspects is Golub’s take on ‘real-life’ versus online behaviour:

    One thing about studying WoW and other virtual worlds is that it has made social scientists realize that “real” and “in the same room” are just not the same things. Everyone in my guild knows each other in “real life,” because real doesn’t mean “physical world” — it means “things that people care about,” or as an anthropologist, I’d say, “things that people in a culture care about.” There is a guy in my guild who works in a cheese factory, turning over 90-pound blocks of cheese all day. I bet I know him better than he knows the guys in the control room measuring cheese temperatures or whatever, even if he sees them every day.

    Read the full article here.

    Popularity: 7% [?]

    Sexual expression in virtual worlds – is normalcy achievable?

    From our sister site, Metaverse Health:

    For many, the Christmas / New Year period is a time when there’s more regular social contact with people. It’s certainly been the case for me and it’s emphasised a well known virtual world conundrum – personal boundaries. Over the past month I’ve had the occasion to discuss virtual worlds with a handful of people who have no experience with them at all. In each case, the issue of virtual sex would arise – no surprise there. What did surprise me in its regularity in being raised, was the belief that real-world personal boundaries shouldn’t apply in virtual worlds.

    One friend, who’s got a postgraduate education, said to me “if you can’t get immediate and free sex in Second Life, why would you bother?”

    sexual_expression

    It’s not an uncommon opinion by any means. It actually sits on the opposite end of the continuum from “virtual sex is wrong / funny / worthy of ridicule”. In the middle is a limited amount of work being done by health professionals and educators on promoting sexual health, particularly in Second Life. Until there’s further work done in the area of establishing the ‘normalcy’ of sexual expression online (with the usual caveats around unacceptable behaviour / child pornography / extreme sexual violence etc), opinions like my friend’s will continue to hold sway. Some would argue that’s not necessarily a bad thing, and there’s still not enough evidence to determine whether acceptable online sexual expression if harmful, beneficial or both.

    There’s obviously some appeal in a different set of personal boundaries, it’s just defining the groundwork for alternate approaches that’s challenging.

    Popularity: 5% [?]

    Linkrealms – content creation in a gaming world

    Linkrealms is a new MMORPG currently in beta. On the face of it, Linkrealms appears a bog-standard role-playing gaming world. Reading through the FAQ however, reveals a few differentiating points:

    - Players will be able to have their own plot of land and can create individual content on that land

    - Unlike a lot of MMORPGs, there’s no need to commit to a specific class or race – skill sets can easily be altered over time

    - Linkrealms will only be accessible to adults, presumably to minimise risks associated with free-form content creation and chat

    Developer Mythyn Interactive states in their FAQ that there’ll be no cost to play although on exit from beta there’ll be a premium subscription option plus virtual goods for sale. Graphically, it’s not too shabby at all, with a perspective not dissimilar to classics like Diablo. There’s also some superficial similarities to Metaplace. If Linkrealms pull off simple and effective content creation tools, they may find themselves a significant cohort of gamers wanting something a little different.

    The short video below gives some overview of the Linkrealms experience:

    We’ll follow Linkrealms’ development over coming months. A big thanks to Poinky for the heads-up.

    Popularity: 2% [?]