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Home | | Virtual Property

IFAW Launches IFAW Island

IFAW Second Life Zebras


The International Fund for Animal Welfare (IFAW) has announced the launch of its new space, IFAW Island, in Second Life. IFAW Island will serve as a virtual meeting ground for those interested in animal welfare issues.

"IFAW is constantly seeking ways to connect with individuals through their preferred means. We are very pleased to be offering this virtual resource to our supporters and to those who may not be as familiar with the International Fund for Animal Welfare's activities across the physical world," said Cassandra Koenen, IFAW's Director of Online Campaigns and Marketing.

IFAW Island offers visitors a virtual African savannah space with species information on elephant populations and background on poaching, illegal trade and migration. Additionally there is a theater presentation space for multimedia campaign updates, a skybox with photo galleries, trade maps and donation tools.

Second Lifers can visit the space by searching "IFAW Island" in the Map tool. The SLURL is http://slurl.com/secondlife/IFAW%20Island/111/179/37

IFAW's official website can be found here.


Posted on March 27, 2008
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NASA Wants a Virtual World

NASA LogoThe BBC reports that NASA is exploring the idea of developing a massively multiplayer online (MMO) game or a virtual online world. NASA does have a project called Cola Labs that includes an island in Second Life but NASA wants a virtual world of its own.
"Virtual worlds with scientifically accurate simulations could permit learners to tinker with chemical reactions in living cells, practice operating and repairing expensive equipment, and experience microgravity," it says.

The document calls for a game engine that includes "powerful physics capabilities" that can "support accurate in-game experimentation and research".

"A Nasa-based MMO could provide opportunities for students to investigate science, technology, engineering, and mathematics career paths while participating in engaging game-play."

Other organisations such as the US armed forces already use online gaming as a recruitment tool.

America's Army for example introduces players to the "seven Army Core Values" and now claims to be one of "the most popular computer games in the world".
According to NASA's RFI (PDF) the RFI submitter is supposed to address the following five things.
  1. How a NASA-based educational MMO should be designed.
  2. How a NASA-based educational MMO should support both formal and informal education efforts.
  3. How a NASA-based educational MMO should connect to current and future NASA missions.
  4. How NASA career opportunities exploration and significant STEM learning experiences would be incorporated into the design a NASA-based educational MMO.
  5. How a NASA-based educational MMO game play would be engaging for all participants.

NASA wants responses to its RFI by February 15th so get cracking virtual world developers.


Posted on February 1, 2008
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Gold Farming Regulation in South Korea?

You've probably heard of the concept of gold farming where companies hire people to gather gold and weapons in MMORPGs which they then resell. Ars Technica is reporting that a new bill proposed by the Ministry of Culture and Tourism in South Korea may impose new regulations on gold farming in that country and maybe even make it illegal.
The South Korean bill has received strong support from some in the game industry, particularly companies that run multiplayer Internet games in which the commercial exchange of virtual currency can potentially disrupt balance and competition. On the other side of the issue are gold-farming companies that serve the growing market for virtual currency. An article in The Korea Times cites statistics from the country's Game Development and Promotion institute, which states that the size of the virtual item exchange market is roughly $1 billion and estimates that approximately 60 percent of item trading company profits come from gold farming.

As gold farmers are quick to point out, prohibition will not decrease the market for virtual currency, and somebody will always emerge to take advantage of it. Prohibition, anyone? By imposing penalties on virtual currency exchange, the Korean government will deprive native companies of access to a rapidly growing, $1 billion dollar market that will still be serviced by foreign companies. Many MMORPG developers already have policies forbidding the commercial exchange of virtual currency, and some might question if it is fair to the tax-paying public to shift the costs and burdens of enforcing those policies to the Korean government.

The bill is also relatively vague about what actually constitutes virtual currency. One wonders if this proposed prohibition would criminalize games like Second Life in which commercial transactions are a fundamental aspect of the experience.
There will always be a market for gold farming because there are always going to be players who look for an easy way to jump to a higher level character. Game Politics says South Koreas virtual gold and property market is about a billion dollars. Game Politics raises this issue of how South Korea would actually go about enforcing a ban on virtual good trading. China is also known for being big in gold farming -- they even have gold farming factories.


Posted on January 4, 2007
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Second Life to Sell Real Names

Linden LabNews.com reports that Linden Lab has decided to sell real names for use in Second Life.
To date, Linden Lab has doled these real names out on a very selective basis. Many "Second Life" residents have been asking about the company's policy, but to date it has been mum, largely because it didn't seem to know what it planned to do.

Now, according to an internal source, Linden Lab has finally settled on its plan for real names. And if you're a single mother on a budget, you probably won't be benefiting.

That's because the company has decided, CNET News.com has learned, to charge individuals who want a real last name a $100 setup fee and a $50-a-year maintenance fee. Companies that want their corporate name can have unlimited accounts for a $1,000 setup fee and $500 a year.

That means that we'll be seeing more instances of companies like Sun populating the world with last names like "SunMicrosystems."
It will be interesting to see if this becomes as big of a deal as the domain name craze has become. There will certainly be a big interest in acquiring Second Life names but those prices are likely too step for domain name grabbers.


Posted on October 16, 2006
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Aloft to Open Hotel Inside Second Life

Aloft In a gaming first Aloft Hotels is going to debut its new hotel online in Second Life before the actual bricks-and-mortar hotel opens in 2008. In September, Second Life's visitors will be able to enter an aloft hotel and interact with others as they get a sneak peek at the hotel before the first aloft opens its doors. Visitors can follow the development progress of building the 3-D virtual aloft hotel online via a companion weblog at virtualaloft.com. Each week the weblog will be updated with daily diary entries from the 3-D developers as they build the virtual hotel.
"The aloft brand is about providing an escape from the ordinary and reinventing everyday experiences," said Brian McGuinness, vice president of aloft brand development. "Our debut within Second Life will give digital travelers a chance to dream in another dimension, and unwind their virtual selves in our social spaces, such as w xyz, our aloft bar. They will be able to provide feedback on our designs and self-service features like the re:fuel grab & go gourmet food area - all before the first groundbreaking."

Created in 2003 by San-Francisco based Linden Lab, Second Life is a virtual online world where trendsetters are flocking to exchange ideas, egos and virtual property using "avatars," or highly-customized 3D representations of themselves. The act of placing a real-world entity, such as aloft brand, into the fantasy realm of Second Life has becoming a growing trend. Most recently, American Apparel became the first retail chain to open a virtual store in Second Life. Major League Baseball also created a "Baseball" island on Second Life, which hosted live television coverage of this year's MLB Home-Run Derby on virtual stadium Jumbotrons while the event was simulated on the virtual field.

Through Second Life, the aloft brand is educating thousands of potential customers about its differentiated lifestyle brand. In the same way W Hotels broke through the clutter of conformity in the upscale hotel arena, aloft will raise the bar in the select-service category, offering loft-style guestrooms, bright, airy environments with 9-foot ceilings, oversized windows and energetic social centers. By the time the real-life hotels open, aloft hotels will already feel like home for many.

In addition to the aloft brand's debut inside Second Life, the new brand's technology focus includes large, HDTV ready flat-panel televisions, plug & play (the aloft brand's one stop connectivity solution incorporating power and audio/video connections for multiple electronic gadgets), and Wi-Fi internet access throughout the hotel.
The blog is very good read and includes details from the developers as they turn 2D-drawings into 3-D modeling; terraform land; code in LSL and create textures. Aloft is a brand of Starwood Hotels.


Posted on August 8, 2006
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Don't Tax Virtual Assets Until They Are Sold

As the tax deadline looms closer it is important to look back at the issue of taxing virtual assets. News.com has an article that discusses the idea of taxing not only real world earnings from the sale of virtual assets (which are taxable) but also taxing the player's current stash of as-yet-unsold virtual assets like virtual property, gold coins, magic swords, etc. The idea first appeared in Legal Affairs magazine in an article called, "Dragon Slayers or Tax Evaders." Fortunately, the IRS has so far only said, "that it expects players to report any real-world earnings from the sale of virtual goods." One expert, a Stanford Law School professor, quoted in the article had the best answer.
To Joseph Bankman, a professor at Stanford Law School, the question is not one game players or publishers should worry too much about.

"I think the common-sense answer is that the IRS wouldn't and shouldn't go after folks until they sell the assets," Bankman said. "The common sense reason for this is that for most folks, the 'assets' represent enjoyment value--what we call imputed income--that's not taxed. It's a little bit like getting an autograph of a baseball player or movie star. You could sell the autograph, and folks do, but we don't tax folks who get the autographs and don't sell them."
That is really the way it should be handled. It would be far too annoying and complex to try it any other way.


Posted on March 22, 2006
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Working in China's Gold Farming Factories

The New York Times has an article (now in the IHT) that discusses the lives of China's gold farmers -- the people who build up virtual characters and collect gold and weapons for companies that resell them.
"For 12 hours a day, 7 days a week, me and my colleagues are killing monsters," said a 23-year-old gamer who works in the makeshift factory and goes by the online code-name "Wandering."

"I make about $250 a month, which is pretty good, compared to the other jobs I've had," he said. "And I can play games all day."

He and his comrades belong to the latest global industry to use cheap Chinese labor - the fast-growing world of online gaming, which generates $3.6 billion a year, according to DFC Intelligence, which tracks the online gaming market.

They are workers with quotas and bosses who equip them to thrash online trolls, gnomes and ogres. In the hours these workers play, they accumulate gold coins that they can sell for real money to game players around the world, who then use the coins to buy better armor, amulets, magic spells and other accouterments to climb levels or create more powerful characters. The Internet is filled with classified advertisements from small companies, many of them in China, auctioning off their powerful figures, called avatars, and individual gamers marketing virtual weapons and wares.
They work grueling 12-hour shifts but they sound like they are faring better than some of China's laborers. The article says there may be as many as 1,000 game farming factories in China "employing" as many as 100,000 people. As the popularity of online games like World of Warcraft grew a virtual black market also developed to support it. Blizzard and Sony have both called the trading illegal according to the article but the characters and items often appear in online auction listings and online classifieds.


Posted on December 12, 2005
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Virtual Property Sells for $100,000

CNN reports a space resort in the game Project Entropia has sold for $100,000. The buyer plans to turn the space resort into a theme park with monsters that other players can hunt.
Jon Jacobs, a director of independent films, plans to call the space resort, in the science-fiction themed game Project Entropia, "Club Neverdie." Like other land areas in the game that has been visited by 300,000 players, the resort grounds will spawn dinosaur-like monsters, which visitors can kill.

Jacobs will take a cut of the virtual resources that the carcasses yield, like hides.

Jacobs, 39, plans to hire famous disc jockeys to entertain visitors once a week or so at the resort but still reckons on netting $20,000 a month from the hunting tax and other income.

"I want to operate this thing at the level of a major nightclub in a major city," Jacobs said.
The Project Entopia website has more about virtual property ownership here. The Second Life online game has also seen its share of online property trades.


Posted on November 16, 2005
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Virtual Worlds Offer Real Storm Help

The BBC reports that virtual worlds like Second Life and There are building virtual memorials and raising donations to help those that were in the path of Hurricane Katrina. A memorial from the Second Life game is pictured on the right.
In Second Life and There, players or residents build the neighbourhoods and virtual structures within. They work in a similar way to the Sims games.

Both games are more like physical worlds which focus on social interaction over gameplay.

One Second Life resident called ReallyRick Metropolitan constructed the computer generated memorial for those who perished.

Within hours, virtual candles were constructed and placed around it, as well as other virtual tributes.

A clickable sign in the game takes residents to a Yahoo page where they can donate directly to the Red Cross.

A contribution system to turn Linden Dollars, Second Life's virtual currency which players use to trade in virtual goods, into to dollars is also being developed.
Here are a few example of how virtual game worlds are lending a hand.

  • Second Life: Second Life's blog, New World Notes, has been describing some of the virtual memorial and money raising activity on their blog. One blog post explains how Second Life citizens are donating Linden dollars to help raise money. Linden dollars is the currency in the Second Life world.
  • Everquest II: Everquest II has added the /donate command which takes users to a Red Cross donation area. They are also suspending billing for people with accounts in the affected areas:
    Additionally, for our 13,000+ players actually in the affected areas, we will be suspending billing until such time as they are able to play again. In addition, any items or structures in any of our games, which decay over time, will be preserved until the user's next login.
  • The virtual game community at There.com is also raising money to help.
    In support of these Community efforts and in response to this disaster, Makena Technologies, Inc., together with The Maya Foundation (CEO Michael Wilson’s foundation), will match the Community’s contribution up to $50,000.00 US. We will make the donation on behalf of the There Community, Makena Technologies, Inc., and The Maya Foundation to the American Red Cross.
  • Bungie: Bungie, the developers of the popular and award-winning game, Halo 2 for the Xbox, is selling a t-shirt to help raise money for the Red Cross.
  • Gamers Relief: Advanced Media Network has organized the Gamers Relief fund to help raise money for the Red Cross.

    For more Hurricane Katrina coverage visit BloggersBlog.com's Hurricane Katrina section


    Posted on September 7, 2005
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  • $400,000 Traded Monthly Within Second Life

    Second Life Game The Guardian's Gamesblog has an interesting interview with Philip Rosedale, the CEO and founder of Second Life. Second Life is a unique type of MMORPG that has managed to to latch onto the hot concept of virtual property. Second Life allows players to own their creations and property. Players can even build a business within the game. Second Life said that as of April 2005 there are 12,000 acres and 20,000 owned plots of land within the game. It costs $9.95 monthly to play the game. In the interview the Gamesblog asked Rosedale, "How does that Western capitalism translate into Second Life?" In Rosedale's answer he said that over $400,000 per month is traded within Second Life.
    We launched Second Life without out of world trade and after a few months we looked at it and thought, "We’re not doing this right, we’re doing this wrong." We started selling land free and clear, and we sold the title, and we made it extremely clear that we were not the owner of the virtual property.

    USD$.4m a month is traded directly to world markets in Linden Bucks on Gaming Open Market. That's USD$.4m redeemed, or Linden Bucks turned into US dollars. In May 2005, the total amount traded in-world was USD$1.47 million. There were 1.3 million transactions between 19,500 unique users.


    Posted on June 13, 2005
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    Murder in Shanghai Over Dragon Sabre Sale

    If your friend loans you his or her virtual sword they won in an online game don't turn around and sell it for money. That is just wrong. However, if your friend sells a virtual item that belongs to you it is not justification for murder -- like what happened in this Shanghai murder case. Reuters reports that Qui Chengwei loaned Zhu Caoyuan his virtual game sword from the MMORPG Legend of Mir 3 known as a "dragon saber." Zhu then went and sold the sword for 7,200 yuan (US$870). Qui reported the dragon saber to the police as a stolen item but the police said there is no law for protecting "virtual property." So, Qui took revenge into his own hands and murdered Zhu with a real sword.

    Posted on March 30, 2005
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    Buying Virtual Land in Cyberspace

    The virtual world of game playing is becoming a little more real now that people are buying and selling "property" inside the virtual worlds. The BBC reports that a Project Entropia player, who goes by the name Deathifier, has spent $26,500 to buy an island in the massively multi-player online role-playing game (MMORPGs). The buying and selling of online gaming characters, items and property is growing on online auctions like eBay. For example, a search on eBay.com for the keywords "Warcraft characters" brings up several characters being auctioned with prices in the $200 - $500 range. Deathifier actually sees his purchase as an investment. He told the BBC that he expects to profit from his purchase of the island, which contains a castle and beachfront property, by selling plots to cyber inhabitants. "This type of investment will definitely become a trend in online gaming," Deathifier told the BBC.

    Posted on December 21, 2004
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