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Posts with tag cnet

The Daedalus Project tracks MUD

Filed under: Polls, Culture, Economy, Events, real-world, Events, in-game, Massively meta, Academic, Education, Virtual worlds

Actually, it tracks MMOs, but what a clever title, huh? The Daedalus Project is the demographic/analysis website created and maintained by Nick Yee, a graduate student of Stanford University in the field of Communications who now works at the Palo Alto Research Center (PARC). Nick's site is noteworthy both for the online surveys of MMO players that are open to anyone who wants to participate, and also for the conclusions he draws based on those survey results.

This statistical data has been used by Washington Post, CBS, TechWeek, CNET, the Associated Press, Nature.com, the New York Times, and the Wall Street Journal, among other publications. Nick always has a survey or two running, so if you're interested in contributing your experiences and thoughts to the collective (and growing) body of knowledge concerning MMOs, you can do so at the 'Current Surveys' section of his site.

For those of us interested in metadata, The Daedalus Project is a genuine boon, and we hope he continues his necessary and groundbreaking work well into the future.

[Thanks, Nick!]

Ginny Talamasca Day: Cui bono, Second Life?

Filed under: Culture, Events, in-game, Opinion, Second Life, Politics

There's a lot to chew on in this recent post by CNet's Daniel Terdiman. As one of the leading figures in Second Life's huge fashion industry, Ginny Talamasca was a beloved resident. After her recent death, a message was sent to Linden Lab to declare April 17th as 'Ginny Talamasca Day'. LL's response appears to be that it merely controls the architecture and underlying tech of SL, but keeps its hands clear of any of its content, which in this case apparently includes social structures.

However, LL did take the time to acknowledge the death of Jesse Malthus, and it could be (and probably will be) argued that Ginny's influence was at least as strong as his. There's a shade of difference in the form of acknowledgment, however -- Jesse's honorarium is the "Best Community Influence" award, not a special day once a year. This will all be fodder for discussion in the upcoming days and weeks, but while Terdiman's post centers on asking whether or not it's LL's responsibility to issue an official proclamation concerning a public event like this, I think it's more reducible than that. The question to ask should be 'who benefits'?

[Via news.com]

Continue reading Ginny Talamasca Day: Cui bono, Second Life?

Virtual worlds teaching kids consumerism

Filed under: Real life, Culture, Club Penguin, News items, Opinion, Second Life, Webkinz, Education, Virtual worlds

Here's a CNet article about a USC panel discussion concerning how virtual worlds are affecting children, sponsored by the MacArthur Foundation, who are investing in research in virtual worlds. Telling points from the discussion:

Spaces like Club Penguin and Webkinz encourage consumerism as part of being a good citizen. Well, this is true, but let's lift our heads from the monitor and realize that American culture itself embraces that model, and virtual worlds are merely the latest iteration of that concept. If we're not careful, these things will become yet another scapegoat for undesirable behavior, just like videogames have been and continue to be.

Educators continue to extol the virtues of virtual worlds as beneficial for learning. One of the strengths of online distance learning is its ability to provide the chatroom experience, which is inherently social, with the ability to immediately gratify the desire to search for background information. Being in your class in Second Life and Googling facts at the same time brings to your education a valuable 'live' experience that is difficult to match with standard real life classrooms. Add to that the playful nature of speaking through a customizable avatar, and this is a worthy new color in any educator's palette.

Real world ugliness is promulgated throughout virtual worlds, including bullying, racism, and homophobia. The problem is that, no matter how you view virtual worlds, either as utopias or dystopias, human behavior is a learned thing, and that frequently begins at home. Respect for your fellow humans must be taught. If it isn't taught, it isn't learned. Of course online spaces are filled with abusive behavior; life itself is filled with it. Like consumerism, this is a problem that virtual worlds are only bringing into sharper relief, not engendering themselves.

[Via CNet]

New product will let you MMO on the go

Filed under: MMO industry, New titles, Mobile

Multiplayer online virtual worlds consume a lot of your time. It's important to put them down now and then and get out of the house to live a real life, but that's about to get more difficult; we can expect massively multiplayer online worlds to become available on our cell phones any day now. There have been a couple small scale examples already, but a company called GEMINI Mobile Technologies thinks it's produced a breakthrough product.

The product is called "the eXplo platform." It's a framework for 3D online environments running on mobile phones. Its features include customizable personal spaces (essentially player housing), messaging, photo sharing, shopping, and games. A few days ago the CNET News Blog took a look at S! Town, a product based on the platform. Initially released in Japan, it's headed to North America and Europe and will feature Facebook and YouTube integration for American consumers.

Look for S! Town in North America and Europe in 2008.

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