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Posts with tag: virtual-worlds | Return to GamersGame.com Homepage

Making Virtual Crowds More Realistic

This video from New Scientist shows how researchers in Dublin are looking at how to make virtual crowds more realistic. Developers want to make sure the animated clones get lost in the crowd. It looks more realistic if people playing a game or watching a movie don't notice the duplicated clones in a given scene.



Posted on August 21, 2008
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Google Takes on Second Life and the Sims With Lively

Google LivelyGoogle isn't leaving much left unchallenged in its battle for Internet dominance but it's new virtual world entry will need work. Lively is the name of Google's embeddable new virtual world. The downloadable service offers avatars that chat, emote and dance and users can create rooms replete with furniture and other objects. The Lively avatars can also interact with these objects and with the avatars of other Lively users. What's missing is the expansive interactive world that Second Life has. It also isn't available for the Mac yet as Businessweek's game blog notes.
Lively is a mash up of instant message, chat room, virtual world, and Web page. Think: Second Life in a web browser. Rooms, like the avatars that represent the users within, can be customized and individually linked to. "If you enter a Lively room embedded on your favorite blog or website," Google's Niniane Wang said in the announcement post, "you can immediately get a sense of the room creator's interests, just by looking at the furniture and environment they chose."

Lively is a 20% project, still in Beta, and it shows. Even on a powerful machine the performance is clunky and, for the moment, it's Windows only. (Mac and Linux clients are on their way.)
Jose Gormez has an interesting review (via Slashdot). In it he notes that porn has already made it was into Lively.

The fact that Lively isn't complete means that Google could make many changes to this service over the next 12-24 months. It is certainly worth keeping an eye on because Google is behind it. The embedabble feature could also make Lively grow much more quickly than competing virtual chat tools. The L.A. Times reports the National Geographic is coming to Lively so maybe this service will quickly get more interesting than it currently is. Here's Google's introductory video to the Lively world.



Posted on July 13, 2008
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HBO Acquires Documentary Shot in Second Life

Molotov AltaHBO has acquired a documentary film shot in second life that follows the journey of Molotov Alta in Second Life. Molotov Alta is the avatar of the documentary filmmaker Douglas Gayeton. Reuters reports that Gayeton was paid a six-figure sum for the rights to the film.
HBO said on Tuesday it has acquired the rights to a short-form documentary shot entirely within Second Life, as entertainment companies increasingly turn to virtual worlds as a source for new content.

"My Second Life: The video diaries of Molotov Alta" purports to tell the story of a man who "disappeared from his California home" and began issuing video dispatches from Second Life. The popular virtual world, which has its own currency and a growing economy, has drawn millions of users who create alter egos called avatars and interact with people from around the world.

HBO, the premium channel owned by Time Warner Inc, paid a six-figure sum for the rights, Douglas Gayeton, who made the film, said in an interview. Gayeton, who uses the avatar Molotov Alta in Second Life, said the documentary is scheduled for release in 2008.

Second Life has hosted dozens of real world companies in the past year, usually as a means of promoting products like cars or movies. However, Hollywood has been increasingly interested in using worlds like Second Life as virtual movie sets, a process known as machinima.
A website for the documentary can be found here. The documentary film contains seven parts. 1UP reports that HBO is so excited about the film that are submitting it for an academy award in the animated short subject category.

The film was first reported at a mystery documentary by Boing Boing back in March. It was also covered by New World Notes.


Posted on September 17, 2007
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Disney Acquires Club Penguin

Club PenguinPaid Content is reporting that Disney has acquired Club Penguin for $350 million. Paid Content says Club Penguin has over 700,000 paying members that pay $6 to $58 a year to access Club Penguin's virtual world.
The virtual world for kids 6-14 launched in Canada in 2005 and claims 700,000-plus paying members; subscriptions run about $6 or $58 a year. The site also makes money from virtual goods and other online merchandise sold through the site.

Founders Lane Merrifield, Dave Krysko and Lance Priebe will join Disney and remain the senior execs responsible directly for Club Penguin. Former Disneyland employee Merriefield, now the CEO, will be an EVP of the Walt Disney Internet Group reporting to WDIG president Steve Wadsworth. The founders are the only shareholders; each stands to make $115 million.

The combination of Disney and Club Penguin made sense all along but Disney seemed to be more inclined toward growing its own communities-Toontown (2003), Disney Fairies (launched in 2007 with a game coming in 2008), the upcoming Pirates-in house. Iger said the company is still committed to that strategy and thinks it will be successful but sees in Club Penguin a successful standalone business. With the exception of changing the name to include Disney and supporting the company, Iger promised: "Club Penguin is going to continue to exist as is... The experience will not change at all. It will continue to evolve." Iger added: "We really don't intend to get in the way of that or do anything by virtue of the way we own it."
It seems like that Disney will run a multitude of virtual worlds - possibly even one for each of its popular brands. Club Penguin bills itself as a "kid-friendly virtual world" where kids can meet online and play web games.


Posted on September 8, 2007
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Virtual Worlds Twitter

Virtual WorldsWe have launched a twitter profile which provides news about virtual worlds. You can find it here. This is in addition to our gaming news Twitter we announced a couple months ago. Twitter is a microblogging service and communication tool that allows you to post short 140 character updates. To get our updates on Twitter you need to join Twitter and then follow our Twitter profile.

You can keep up with news about Twitter by reading BloggersBlog.com's Twitter news section or by following the BloggersBlog.com Twitter. Examples of some of the other news Twitters available include business news, celebrity gossip, sports news, tech gadgets, jobs, green news, health news, fashion news and politics.


Posted on July 27, 2007
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Virtual World News Highlights 6-16-07

Here are some virtual world news highlights from around the web.

  • Doppleganger partners with with Kitson Boutique and Rocawear to sell virtual clothing in The Lounge.
  • Co-Core is a virtual world modeled on Tokyo. Co-Core amis to get 1 million users by end of 2008.
  • Multiverse raises $4 million in VC funding.
  • Metaverse Ecommerce: Retailers entering virtual worlds with have low expectations.
  • Virtual Crime: ZDNet says "Police in Belgium and Germany are looking into crimes that been committed by 'avatars'"
  • Entropia Universe teams up with CRD to create virtual universe capable of housing 7 million users at once.
  • Bruce Willis made a visit to Second Life to promote the Live Free and Die Hard movie. See here, here, here, here, here, here, here and here. There's also a video of it.
  • Gartner predicts 50 million users in virtual online worlds by 2011.
  • MediaShift asks what's the right age for kids to start visiting virtual worlds?
  • IBM has opened a sales center inside Second Life.
  • Europeans outnumber Americans by more that 3 to 1 on Second Life.
  • NBA enters Second Life. Includes mock NBA arena and press center.

    Posted on June 16, 2007
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  • Virtual Worlds Worth One Billion

    An article in the BBC says that analysts Screen Digest believe the valuation of MMOs and online worlds has passed the $1 billion mark.
    Games such as World of Warcraft and worlds like Habbo Hotel are fast becoming "significant platforms" in the converged media world, the report said.

    "There's a whole ream of different genres and spaces emerging," said the report author Piers Harding-Rolls.

    Revenues from subscriptions to MMOGs will hit $1.5bn by 2011, he said.

    But the growth in MMOGs remains limited compared to developing markets such as video on demand, which is expected to be worth $11.4bn from revenues in four years' time.

    The range of MMOGs has started to diversify in recent years with new genres and types of games. There has also been an expansion in the different ways the games generate revenue.
    The $1 billion evaluation mark is going to seem awfully low very quickly especially if an online world browser allows these universes to expand. The study did find that "10 million people will subscribe to MMOGs by 2011."


    Posted on April 17, 2007
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