The SLENZ Update – No 23, November 08, 2008

**ALERT: FOR SLENZERS **

Version 4 of the “Process for learning design for the SLENZ project” has been published by joint project leader Terry Neal and Leigh Blackall. Its aims are to set out a process for designing learning activities to achieve the SLENZ project objectives. The full text is available for SLENZERS at http://docs.google.com/View?docid=dd2zdcf6_0c5trmf3n or on this blog under the heading to the left, SLENZ Project.

Social network + Web 3 = VWs

If you have been thinking that Virtual Worlds are not the wave of the future a recent report from In-Stat should help to dispel those thoughts.
But, given the current world economy, there might be few at the New Zealand end of the world who can afford to read the US$2995, 58-page report.instat
“Evidence supports the conclusion that the ‘killer application’ that is critical to virtual worlds-and, by extension, to Web 3.0-is, in fact, already here and it is none other than social networking,” said Vahid Dejwakh, an analyst with In-Stat, a part of Reed Business Information and a segment of the US$8 billion Reed Elsevier global information network.
As blogging and the ability to comment on news items online are, in essence, popularising and decentralising the news industry, so too are virtual worlds popularising and decentralising the gaming, meeting, and 3D graphic design industries, In-Stat reported. (http://www.in-stat.com/press.asp?ID=2405&sku=IN0804326CM)
Virtual worlds – especially the 3D kinds, such as Second Life – were classified under the Web 3.0 category because of their profound ability to integrate multiple types of content, information sources, and feeds into one highly engaging and interactive format, the research organisation said.
In-Stat found:
* Total registered users of virtual worlds are expected to exceed 1 billion and total revenue is expected to exceed US$3 billion by 2012.
* 70 percent of the more than 300 million registered users of virtual worlds are younger than 18.
* Virtual world companies earn close to 90 percent of their revenue from the sale of virtual items, currency, land, and fees associated with these items.
In addition to Web 3.0 applicability, In-Stat identified nine other critical components of virtual worlds, including user-generated content, social networking, virtual items, an economy, and business integration. In-Stat then rated each virtual world company according to these ten components. All ten platforms scored the maximum points possible in the social networking category, which emerged as the one critical element to virtual worlds.
The research, Virtual Worlds and Web 3.0: Examined, Compared, Analyzed (#IN0804326CM), covers the worldwide market for virtual worlds. It provides analysis of this form of gaming and social networking including profiles of 17 virtual worlds.
It also includes forecasts of worldwide registered users and revenue for virtual worlds through 2012. User demographics and market shares of virtual worlds are also provided.
Info: http://www.instat.com/catalog/mmcatalogue.asp?id=212

Where will the girls be?

Given the ubiquity of Playstation buffs, especially  young (18-35) men, could “Home”, the upcoming, console-based virtual world for the PlayStation 3, eventually develop into  a serious rival for the current crop of  Virtual Worlds?

That question arose from a recent interview with Jack Buser, Sony’s Director for PlayStation Home who told Virtualworldnews that the immersive platform which is due to launch as open beta late this year “will always be evolving and living and breathing.”http://www.virtualworldsnews.com/2008/11/playstation-home-to-be-evolving-living-and-breathing-platform.html

“We’ll launch within open beta,” he said. “That means two things. It will be available to all PlayStation users at no cost. But there will obviously be a certain percentage of people who want to stand out from the crowd andplaystation3 customise their avatar with certain items or have a premium space and they will have that option within the PlayStation Mall, but it is not required. Second, we are calling it an open beta for a specific reason. Home will always be evolving. You will be seeing new stuff, including new technology.

“It’s important to realise the scope of PlayStation Home. When you look around, it’s just the icing on the cake,” Buser was quoted as saying. “The cake is that it’s a development platform for third parties to develop content on. We want Home to scale rapidly, and we figured the best way to do that is to get third parties involved. After launch, you’re going to see Home grow rapidly with new media, new content, and new experiences, coming quite rapidly. That’s absolutely been the demand from the users.”

Given the demographic and social networking needs of the age group the only question is where will the girls be?

Stopping trash talk

censored

I’ve always been dead against censorship in Second Life believing that thought processes should never be censored but I recently received  my comeuppance while showing an elderly and rather conservative new user into  a PG-rated welcome area.

I had not been into a Welcome area for a long time (pre-voice days) and I was appalled -she was too – by the bad language in SL voice and trash talk by all and sundry, but especially loud-mouthed yobbo males, who referred continuously to various parts of their anatomy and what they planned to do with it or what they wanted to do with the girls present.

Muting worked but  my uncalled for feeling was that the Lindens should police PG welcome areas much more proficiently if businessmen and women, educators and their students are going to move freely through this michael-leeworld.

Thus I was interested in Michael Lee’s (pictured) blog  http://www.redherring.com/blogs/25281 in which he noted Microsoft had been granted a patent to filter and censor undesired words in real-time. The automatic system would process everything being said and alter the unwanted words so that they are, according to the patent, “either unintelligible or inaudible.”

Microsoft, he said, understood that “censorship of spoken language can be annoying if each obscenity or profanity is “bleeped” to obscure it so that it is not understood, particularly if the frequency with which such utterances occur is too great.” The company, theefore, has opted to either lower the volume below audibility, replacing the word with an acceptable word or phrase, or taking out the word completely.
Lee said Microsoft’s proposed technology would work in real-time – a practical solution when it comes to the many simultaneous conversations that take place in online multiplayer games.

Now when is SL going to avail itself of the technology?

Virtual crime

thief2

With virtual crime in virtual worlds on the rise, Nick Abrahams,  a Partner and Sydney Office Chairman of law firm, Deacons, has published an interesting article in the Sydney Morning Herald looking at online and virtual world theft, fraud, sex and relationships and their failure .http://www.smh.com.au/news/technology/biztech/virtual-crime-is-on-the-rise/2008/11/03/1225560726242.html

[Illustration: Screenshot from: “Thief: Deadly Shadows,” published by Eidos http://www.eidos.co.uk/gss/thief_ds/]

EVENTS

November 15 (SL time, 9am- 5pm): Virtual Praxis: A Conference on Women’s Community in Second Life will be held on Minerva, the teaching and research space in Second Life maintained by The Department of Women’s Studies, Ohio State University. Registration free, conference registration/information. http://people.cohums.ohio-state.edu/collingwood7/minerva/conference.html. Workshops for conference attendees who are new to Second Life will be held at noon and at 5:00 pm SL time on Friday, November 14. To participate IM Ellie Brewster, or e-mail collingwood.7@osu.edu.

September 24-26, 2009: SLACTIONS 2009, research conference in the Second Life® world as well as real world: “Life, Imagination, and work using Metaverse platforms”. Important dates – Current: Scope and call for papers covering full spectrum of intellectual disciplines and technological endeavors in which any Metaverse platforms are currently being used: from education to business, sociology to social sciences, media production to technology development, architecture and urban planning to the arts. February 28, 2009 – Deadline for paper submissions. OpenSim, Open Croquet, Activeworlds, Open Source Metaverse and Project Wonderland are among the other VWs are on the agenda. SLACTION currently has chapters in Brazil, Hong Kong, USA and Europe. The organisers, from some of the world’s leading tertiary insitutions, have invited Australian and New Zealand academic institutions or private research institutions to set up  local physical chapters. Information:  http://www.slactions.org/

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One Response

  1. I found your site on Google and read a few of your other entires. Nice Stuff. I’m looking forward to reading more from you.

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