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Posts with tag virtual-worlds

World of WarcraftWorld of Warcraft
Augmentation vs Immersion: The debate that never was

Filed under: Culture, Opinion, Second Life, Academic, Virtual worlds

Since around the middle of 2006 a debate has swirled back and forth, over Immersion vs Augmentation, sparked by Henrik Bennetsen. Discussion groups in Second Life have wrangled over it, blogs have argued the point in no less than three directions, papers have been presented on the topic. We've been a part of that ourselves, in the past.

The curious thing about the debate, though, was just how spectacularly varied the positions were, and how none of them seemed to form divisional boundaries-- a very curious thing in what you'd expect to be such a polarized topic.

And then, just recently, we finally realized ourselves that the reason was that the terms of reference were essentially flawed and as a result, more than half the material written on the topic is invalid for all practical purposes.

Continue reading Augmentation vs Immersion: The debate that never was

World of WarcraftWorld of Warcraft
Second Life Places: NASA CoLab

Filed under: Culture, Second Life, Education, Virtual worlds

We've wanted to visit NASA (National Aeronautics and Space Administration) for years, but haven't previously had the opportunity. Some of us live on the wrong continent to do so, for one thing. We've visited NASA now however, and you can too. NASA has a presence in Second Life.

NASA created the CoLab Island to enable 'co-working and project incubation ... for NASA staff and the entrepreneurial technology community'. There's a bunch more marketer-speak on their 'NASA CoLab SL Project Overview' notecard, but the English form of it is that they want to talk to us, and want us all to talk to them.


Continue reading Second Life Places: NASA CoLab

World of WarcraftWorld of Warcraft
Linden Lab hiring, Web-development and operations

Filed under: MMO industry, News items, Second Life, Virtual worlds

Linden Lab is looking for Web developers at all of their offices, particularly at Brighton, Mountain View, and Seattle, as well as remote (telecommute) staff for Operations from all over the world, though particularly from Singapore and Australia.

If you're interested in working for Linden Lab and can pony-up with the sort of strong skills they're looking for, you should check out their job pages. From what we've been told, Linden Lab pays below market-rates for staff, but prefers top-class people who love their work and would rather have job-satisfaction.

World of WarcraftWorld of Warcraft
Second Life to be switched off, asset system repairs

Filed under: Server downtime, News items, Second Life, Virtual worlds

It's no secret that Linden Lab has been having problems with the Second Life asset system. Daily problems. Last year a major outage was traced to third-party-provided systems (other people are apparently also capable of making mistakes). We're not sure if the problem system is actually hardware or software (though we think it is related to the RAID storage array), but the vendor has apparently provided a patch or update which is supposed to alleviate some of the problems.

Linden Lab will be closing logins at 11:45PM SLT (US Pacific time) tonight, and will be disconnecting all remaining users shortly after that (probably around Midnight). Applying the patches/updates and testing has been allocated 2 hours, so the Second Life grid will remain off the air until around 2AM.

What can we say? We're wishing Linden Lab luck and hoping that this will do the trick -- though, we'll just have to wait and see. We've been through this sort of thing ourselves, actually, with vendor-provided RAID hardware, and it took multiple attempts and considerable downtime and failures to make things right.

World of Warcraft
Scientists, we need your swords!

Filed under: World of Warcraft, Fantasy, Economy, Events, in-game, News items, Academic, Virtual worlds


This past weekend, scientists gathered on World of Warcraft's Earthen Ring server to discuss how WoW changes and is changed by its ten million, hugely international player base. They might have held their "Convergence of the Real and Virtual" conference in a conference room near some airport somewhere, but that would have been dull. Airport hotels don't provide photo opportunities with Thrall -- and Thrall doesn't DO hotels. Any session notes that advise attendees to get the flight point AHEAD of time are sure to end up someplace fun.

Sessions included the use of online games as laboratories to study human behavior; the interrelationship of virtual and real-world economies; the future of virtual worlds; and why Professor Abercrombie won't let elemental shamans on her Karazhan runs. Well, maybe not the last one. We have some questions of our own. If you could do your real world job in an MMO such as WoW -- would you? And if you did work in WoW, and your boss was dressed in blues and greens he picked up from the Murlocs in Southshore while you were fitted in epics from Black Temple, would you still respect him?

[Via Virtual World News]

Playboy hints at creating their own virtual world

Filed under: Business models, Virtual worlds, Rumors

Sex sells, as they say. For this reason, it makes perfect sense for Playboy to create their own branded virtual world. They already lay claim to one of the most popular company-sponsored islands in Second Life, so why not branch off and create their own virtual world?

Playboy chairperson and CEO Christie Hefner recently discussed the company's plans for the future, indicating the possibility of their own virtual world. We think this is an inevitable step in the direction of social networking and virtual worlds in which many major companies are recently realizing the possibilities. This, of course begs the question: do we really need separate virtual worlds for each major company, or is a one-stop-shop a more viable alternative? With the advent of MetaPlace approaching, and the wild success of Second Life, it will be interesting to gauge the market trends in regards to businesses populating established virtual worlds, or creating their own.

World of WarcraftWorld of Warcraft
The emperor's new suit

Filed under: Game mechanics, Second Life, Virtual worlds

Back in the day, when Kevin Alderman (Second Life's Stroker Serpentine) was selling his hugely successful and popular virtual Amsterdam setting, he hinted that he was moving into a related line of business. Well, we know now what business it is that he's been getting into: wearable, affordable, consumer-grade motion-capture suits.

Frankly, the expensive professional capture systems that have largely been de-rigueur for motion capture for most of the history of the art require a ton of space, huge amounts of computing power, and that you dress like a luge sled pilot that's been infected with evil-alien-mime DNA and is being assaulted by amorous Pythagorean solids. Those days are soon to be over.

Alderman's company Strocap is working on a simple, wireless, wearable motion-capture suit that doesn't make you look any more retarded than the average outfit of expensive athletic gear. You can wear this with regular clothing -- or without it, depending on just exactly what sorts of motions you want to capture.

Continue reading The emperor's new suit

World of WarcraftWorld of Warcraft
A look at METAbolt -- a non-graphical Second Life viewer

Filed under: At a glance, Reviews, Second Life, Virtual worlds


Ever log in to Second Life, run around awhile, and then shake your head and think, "this place is nothing but a glorified chat room! And that's what I like! I don't care about all this graphics stuff!" Well, frustrated, graphics-hating Second Life user, METAbolt has what you crave. When we heard someone had written a text-based Second Life client for computers that just couldn't hack the graphics, we were sort of expecting something like a regular graphical client, except where all the images were made of tiny little text characters... like the picture above, which is not from METAbolt, alas. (It's Second Life on Linux run through the aalib graphics-to-text library)

As a chat room, though, METAbolt has some good points and some not so good points. For one, every time you log in, you are placed in the Welcome area. While this may be the fastest way to put you with potential chat-mates, it's not really the sort of thing you expect. Gone were all saved landmarks as well. You will arrive in the Welcome Area, and you will enjoy your time there.

Continue reading A look at METAbolt -- a non-graphical Second Life viewer

Timing virtual world launches

Filed under: MMO industry, Making money, Virtual worlds

When's the perfect time to launch your brand new virtual world? The one that will send kids hunting through their parent's wallets for money for new outfits for their virtual puppy. The one that will have people busily importing their five thousand-strong MySpace friends list into your Scooby-Doo-themed social networking site, The Haunted Amusement Park. Your Shiny Whiter Teeth virtual world that will launch aside your new toothpaste. It all depends on your target audience, says Electric Sheep's Giff Constable.

If you're going after the coveted pre-teen dollar, best to launch it just as the kids are getting out of school. Their parents will likely have their guard down and be more permissive. Though that won't work with college kids. Get them just after exams, but before the new semester. They'll be playing and getting their friends to play so when the new semester starts, your foot is in the door.

Adults aren't likely to play during the Summer (when their kids are hogging the computer, no doubt) -- grab them in the Spring or the Fall when the pressure of summer or the holiday season aren't on their minds. But if you're tying your virtual world to a toy or other consumer item, then the holiday season is your strong season, and you should launch in the Fall in order to make a big splash.

You can spend all the time you need on your virtual world, polish it to a high sheen, but if your intended audience is off doing something else ... you won't have the launch you want.

Plans underway to mirror 2010 Youth Olympics in virtual Singapore

Filed under: Real life, Events, real-world, MMO industry, News items, Academic, Virtual worlds


You've never been to Singapore? Just point and click.

Singapore's Media Development Authority have announced plans for a 3D interactive online version of their city, dubbed Co-Space. There's no shortage of interest from potential developers; fifty firms have come forward in answer to the MDA's call for proposals. Although the amount set aside to fund the project hasn't been made public, interactive and digital media are considered 'strategic' to Singapore, with a overall backing of $500 million.

Continue reading Plans underway to mirror 2010 Youth Olympics in virtual Singapore

OurWorld wants casual gamers to pay and play

Filed under: At a glance, New titles, Opinion, Browser, Casual, Virtual worlds

The new kids on the scene, FlowPlay, have recently come out with their first creation - OurWorld. Combining the elements of your standard virtual space with the addictive qualities of casual flash based games, OurWorld hopes to keep you playing the night away.

The game is built from the ground up for the average gamer by combining addictive flash games, like Raft Wars and Storm The House, with a virtual space very similar to Habbo Hotel or Club Penguin. You walk around and talk with other people, but the main pull is to play these flash games to receive "flow", the in-game currency. You use the flow to spin the prize wheel, which gives you experience to level your avatar and wear new clothing as well as coins to buy more clothing.

Continue reading OurWorld wants casual gamers to pay and play

World of WarcraftWorld of Warcraft
Odissea the Musical

Filed under: Culture, Events, in-game, News items, Second Life, Virtual worlds

Odissea the Musical by Marco and Massimo Grieco is based on the The Oddysey by ancient Greek poet Homer, and features 18 singers, 20 dancers, 8 acrobats, and assorted computer-generated 3D characters. In addition to their run in Italian theaters, there will also be a live performance in the virtual world of Second Life.

The live performance will feature ten of the twenty-five musical scenes from the theatre production performed by the theatrical cast, and run for more than an hour. The performance will be taking place at the Pæstum theater in Italia Vera, which we are told can seat more than 300 avatars.

Continue reading Odissea the Musical

The potential of advertising alliances in virtual worlds

Filed under: Business models, Culture, MMO industry, Casual, Virtual worlds


Forget scenery-blocking billboards and ad-saturated sporting events, the virtual world is the newest venture into successful marketing, according to a recent study by Pepsi and MTV. In this study, Pepsi discovered that users averaged 28-minutes per interaction with Pepsi's presence in Virtual MTV compared to its 30-second interaction in the televised version.

More importantly, the associated advertising is where this method shines the brightest. Over 90% of users said that Pepsi promoted music and artists through the vMTV survey, yet only 30% said the same thing in regards to the traditional televised version. This specialized audience is key to the virtual world's advertising potential with associate programs such as Pepsi advertising through vMTV. It can certainly make for some interesting alliances or potential buy-outs from the major businesses. Monopoly anyone?

Korea loves games, except virtual worlds

Filed under: Business models, Culture, MMO industry, News items, Free-to-play, Browser, Casual, Virtual worlds

WorldsInMotion.biz has covered a report from the Korea Times stating that the virtual world business over there is beginning to falter.

While we're embracing technology like Facebook and MySpace, bringing these social networking sites into our mainstream culture, Korea is experiencing a slump in their business. Cyworld, the leading social network in Korea, has reported 6% loss in their service revenue. To cope, Cyworld is going to be upgrading to a fully functional virtual space, instead of the current "room system" that it has now, in an attempt to attract more users.

In comparison, MySpace Korea's launch was almost disastrous, their opening week garnering 1/20th of what Cyworld gets a week in traffic. It's quite easy to say, perhaps the virtual bubble has burst?

InterPlay conference coming May 22nd

Filed under: Events, real-world, MMO industry, News items

theMIX agency and RoomFullofPeople just recently announced plans to host InterPlay, a one-day event that will explore the overlap of online games and social networks that has nothing to do with that other Interplay. The conference is planned for May 22nd and will take place at the Kabuki Hotel in San Francisco.

If you happen to attend you can expect to see speakers from companies such as Bebo, DoubleFusion and Electronic Arts. Their will also be a strong showing of venture capitalists to offer their own perspectives on several subjects. The panels being offered seem like they'll vary, some of the included examples are "Micro-Transactions and Virtual Goods", "Funding the Social Gaming Sphere "and "Advertising and Marketing on Social Games".

Sounds like a fairly well-rounded event and being that it's only one day it should be full of interesting discussions for those interested in either social networks or virtual worlds.

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