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Home | | Virtual Worlds

PlayStation's Virtual World Called Home Debuts

PlayStation Home Screenshot


PlayStation Home is a 3-D gaming community for PlayStation 3 that debuted this week. MSNBC's reviewer Winda Benedetti called home a "theater of the absurd" and a "testosterone-fueled meat market" because men greatly outnumber the women. However, Winda Benedetti also said the virtual world is a fascinating experiment.
Last Thursday, Sony launched the open beta for Home - a 3-D virtual world that anyone who owns a PlayStation 3 can visit for free. It is at once a grand, fascinating experiment in virtual community and social gaming ... as well as a theater of the absurd.

It is a place where people get together and connect over the games they love … and it's also a testosterone-fueled meat market where the men massively outnumber the women. It is absorbing, cool and frequently hilarious. But it also feels, at times, like a world where the madhouse inmates have been set free to run amok.
Director for PlayStation Home Jack Buser gave a detailed 24-minute behind-the-scenes look at PlayStation Home to GameStop. Take a look:



Posted on December 17, 2008
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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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Spore Creature Creator Will Be Released Ahead of Spore Game

Spore Creature CreatorBefore the much-discussed Spore game arrives a Spore Creature Creator stand-alone will be released for free. Wired's Chris Kohler thinks Spore is gong to be "massive." He might be right especially if the creature creator gets people fired up about Spore. Kohler says Maxis wants people to get to the Space phase of the game - you can see the different phases described here in a Wikipedia entry for Spore.
As we walked into Maxis' offices in Emeryville, there were giant posters up all over the walls that iterated the designers' mission statement. They might have been placed there for the benefit of visiting journalists, but I got the feeling they were a semi-permanent installation, meant to remind team members every time they walked by that they want players to be able to get all the way to the "space" portion of the game without feeling frustrated.

This was reflected in other design choices. Rather than force the player to start at the "cell" level, you can instead select between any of the five different parts of the game right from the start. While this is certainly sure to be a controversial decision -- it takes a lot away from the sense of growth and expansion that I believed the game would have if it forced you to start from the beginning -- it'll let anybody jump in wherever they feel most comfortable.

As we walked into Maxis' offices in Emeryville, there were giant posters up all over the walls that iterated the designers' mission statement. They might have been placed there for the benefit of visiting journalists, but I got the feeling they were a semi-permanent installation, meant to remind team members every time they walked by that they want players to be able to get all the way to the "space" portion of the game without feeling frustrated.

This was reflected in other design choices. Rather than force the player to start at the "cell" level, you can instead select between any of the five different parts of the game right from the start. While this is certainly sure to be a controversial decision -- it takes a lot away from the sense of growth and expansion that I believed the game would have if it forced you to start from the beginning -- it'll let anybody jump in wherever they feel most comfortable.
There is a lot of hype behind Spore but as everyone knows Will Wright has been one of the most successful game developers. It has been a very long time coming but many gamers will want to play Spore once it arrives -- which will be September 7th. As Ars Technica suggests the creature creator may very help to rope in new players. It is not clear how much sooner than September 7th the creature creator will be released.


Posted on February 19, 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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CSI: NY Second Life

This video clip offered a first look at the CSI: NY Second Life virtual experience. More details on this episode can be found here.
Virtual New York City is all decked out for the holidays. A festive window display in a downtown department store stunned early morning shoppers when they saw a trail of broken snowflakes leading to a beautiful blonde angel drowned in a life-sized snowglobe.

The virtual CSIs have been called in to investigate, and they need your help. Visit the crime scene and gather evidence. Then analyze it and track down the angel's killer!



Direct video link


Posted on November 2, 2007
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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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First Meta Launches Second Life Credit Card

MetacardA Singapore-based company named First Meta has introduced the MetaCard, a Lindens ($L) dollar credit card that you can charge your Second Life purchases to. TechCrunch describes the different account levels offered with the MetaCard.
The MetaCard works in the same way as a normal first life credit card works. Applicants are provided with a credit limit and present the card when purchasing goods at merchants who accept the card.

MetaCard comes in two flavors: Basic and Gold. The Basic card is subject to a avatar check and provides a credit limit of L$5000 ($18.60) per month. A Gold MetaCard offers a credit limit of L$10,000 ($37.20) per month and can only be obtained by providing real world credentials and a real life credit card for automatic payments. Interest is charged at between 0.13% and 0.15% per day, which would we roughly 54% per annum, but compounding. Payments are 2% of the total amount used plus fees outstanding at the end of the month, and users have 21 days to make their monthly payment. MetaCard holders must also spend L$500 ($1.86) per month or face a monthly maintenance fee of L$300 ($1.12).

FirstMeta also offers MetaCard holders a savings account under the MetaSavings brand, offering interest rates of between 0.06%-0.09% daily.
You can also see the rates and read a faq on First Meta's website. Virtual TO Reality notes that "slexchange.com is noticeably absent" from the list of merchants accepting the card. You can read more discussion of the new card on Digital Money World, Second Life Insider, Wonderland and Epicenter.


Posted on September 6, 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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LEGO Universe MMO Trailer

The upcoming LEGO online universe looks irresistible in this first trailer for the LEGO world. NetDevil is the company developing the LEGO MMO. Check out all the LEGO supplies they have received for creative inspiration.



Posted on June 28, 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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  • Gaming News Twitter

    Virtual WorldsWe have launched a twitter profile which provides gaming news. 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 following 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 and politics.


    Posted on May 27, 2007
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    World of WarCraft Launches Visa Cards

    WoW VisaWorld of Warcraft has launched a line of Visa credit cards. The WOW Visa is billed as the "card that pays you to play." The website says you can earn gametime with Visa purchases.
    Accrue World of Warcraft gametime at the rate of 1% of every dollar in qualifying purchases. The World of Warcraft Rewards Visa is the only card that pays you to play.
    BuzzFeed has a collection of funny headlines about the new card. Fashion Funky says gamers can't be ignored and Sliced Gaming says there's a Visa for every WoW race. Our favorite headline is Destructoid's Don't Leave Azeroth Without It.


    Posted on May 14, 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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    Sony to Launch 3D Universe

    Sony HomeAn attractive upcoming virtual world for PlayStation 3 users called Home is getting some oohs and aahs from bloggers. Engadget reports that a large-scale beta of the world will be out sometime in April. The game has also been dubbed as a "Second Life killer" by some game bloggers but whether it has any chance of doing that or not remains to be seen.
    The seeming-MMO even includes casual games such as pool, bowling and arcade machines embedded into the world, but at any time you can invite a fellow resident to join in on any PlayStation Network-capable game. As for user-generated content, PS Home allows you to hang your own pictures on your apartment walls and share videos with friends. You can of course dress up your avatar in assorted virtual clothings -- for a price -- all while enjoying "dynamic advertising" of some sort. A large scale beta goes live in April, with the full product to be launched this fall. Make sure to hit up the read link for a gallery of the beautiful scenery and idiotic conversations you too can be enjoying in a few months.
    The BBC says publishers and retailers are expected to contribute to the new virtual world from Sony. Here is a video preview of Home.



    Posted on March 19, 2007
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    NetDevil Signs On to Build Lego MMOG

    Lego MMOGLego has chosen NetDevil to help build a virtual Lego game universe. You can read the official press release here. Kotaku also offers the following scoop about the Lego massively multi-player online Lego game.
    What I've heard is that the game could be sort of like Second Life but, you know, a game. The idea, I believe, is that you will be able to construct your own in-game content using the fun and familiar mechanic of building with real world Legos.

    I suspect part of the reason NetDevil was selected is because of their amazing work with destructible environments, though I'm sure their enthusiasm for game development also played a large role in the decision.

    We'll be meeting with the NetDevil guys, fellow Coloradoans, later this week and I'll make sure to ask all of the right questions. Like, does Lego have the go ahead to build Star Wars, Batman or their other IP into this game? SO HOT!
    The Lego Star Wars games have been very popular so a Lego MMOG would probably be popular as well. If they can get the rights to use superhero and movie characters then the odds that the Lego MMOG will be popular greatly increase. A teaser page for the Lego MMOG shows Lego construction men building the online virtual world. The teaser page says the MMOG is coming out in 2008.


    Posted on March 5, 2007
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    BBC Planning Persistent Online World for Kids

    CBBC WorldThe BBC reports that the networks kids channel (CBBC) is planning to launch a virtual world for kids. However, it will not have its own currency like the popular Second Life virtual universe.
    CBBC, the channel for 7-12 year olds, said it would allow digitally literate children the access to characters and resources they had come to expect.

    Users would be able to build an online presence, known as an avatar, then create and share content.

    Bosses said CBBC World would not have the financial aspects of other online worlds such as Second Life.

    A spokesman said: "This kind of cross-platform broadcasting is becoming the norm for people who have been born into the digital world.
    The new CBBC World is expected to launch this fall. Ben Metcalfe has an informative post about the new project from the BBC. Lots more discussion can be found here on Tailrank. This will probably be a fun world for kids but it may not be something that will meet the expectations of game and tech bloggers. It doesn't sound like it will be anywhere near as complex as Second Life.


    Posted on January 23, 2007
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    Areae Promises to Change How Virtual Worlds are Made

    Areae Areae is a new massively online multiplayer world. The website says Areae will "literally change how virtual worlds are made." It also says they've "got a cool world or two incubating on the back burner." Sounds very interesting. Raph Koster, the creator of Ultimate Online and Star Wars Galazy, is the president of Areae. Koster also wrote A Theory of Fun. Boing Boing's Cory Doctorow who is on Areae's advisory board writes this about the upcoming game world.
    I actually know all about it, because I'm lucky enough to be on Areae's advisory board. I can't say any more than what's above, but I can note that Raph has hit on a really smart idea that combines fun, community, and user-creativity to make an entirely new kind of online world experience.
    Cory Doctorow also notes that Charles River Ventures, one of the investors in Areae, has written this:
    "Areae sits at the intersection between Web 2.0 and MMOGs. If you think about it, the Web 2.0 and the Massively Multiplayer Online Gaming communities have largely been pretty siloed - gamer developers go to game industry conferences and Web 2.0 folks go to Web 2.0 conferences, and there has not been enough intermingling between the two communities."
    CRV also says, "Areae is developing new technology that will change how virtual worlds are made." It looks like we have to wait for more details before we know what Areae is all about.


    Posted on January 8, 2007
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    Second Life Now Has 2 Million Registered Users

    Second Life 2 Million UsersTwo million people have now registered for the virtual Second Life world. Second Life has acquired the last one million registered users in just two months. It was just two months ago that Second Life announced it had reached the 1 million mark. The buzz from that announcement clearly helped them rapidly nab another million users. The Next Net blogs that Second Life has a high churn rate despite the recent rapid growth.
    Virtual world Second Life just surpassed two million registered users, exactly two months after it hit one million residents. Yes, the churn rate is high and only 829,537 have logged on in the last two months, but that is still phenomenal growth.

    The question is, Can Second Life get enough people to come back a second time or more? If $850,000 is truly changing hands every 24 hours and that money can be taken out of Second Life, then I think the answer will be yes.
    The Second Life blog has a post about hitting 2 million users here. The Next Net also has an interview with Linden Labs CEO Philip Rosedale here.


    Posted on December 19, 2006
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    MTV's Virtual Laguna Beach

    Virtual Laguna BeachMost of the coverage of persistent online worlds is focused on WoW or Second Life but MTV's September launch of Virtual Laguna Beach was noteworthy. MTV turned the reality-tv idea into a virtual world as the New York Times reported two months ago when Virtual Laguna Beach debuted.
    Now the cable channel aims to push the boundaries of false reality one step further. This week, MTV will introduce Virtual Laguna Beach, an online service in which fans of the program can immerse themselves - or at least can immerse digitized, three-dimensional characters, called avatars, that they control - in virtual versions of the show’s familiar seaside hangouts.

    "You can not only watch TV, but now you can actually live it," Van Toffler, the president of the MTV Networks Music, Film and Logo Group, said in an interview.

    Wednesday's introduction of Virtual Laguna Beach is the first of three virtual worlds that MTV plans over the next year as part of an effort to steal a march on popular Web sites like MySpace and YouTube that have diverted the attention of the MTV audience. Virtual Laguna Beach will be making its debut two weeks after the abrupt dismissal of Tom Freston as chief executive of Viacom, MTV Networks' parent. One reason cited by Viacom’s chairman, Sumner M. Redstone, for replacing Mr. Freston was that the company had not been aggressive enough in its online expansion. Judy McGrath, the chief executive of MTV Networks, said the timing with the Web site was unrelated to Viacom’s corporate turmoil.
    CNET also had an article about the launch of VLB which is a partnership between MTV and There.com. The site includes features like avatars, chat, shopping, games, videos and event parties. There is no charge to register. The site has included tie-ins with the Laguna Beach reality-tv show like this one:
    As Tessa, Chase, Cameron and the rest of the cast attend the Winter Formal in this week's episode (10 p.m. ET/PT Wednesday, Sept. 27), viewers can live the experience for themselves a day earlier in Virtual Laguna Beach (VLB), the new, immersive 3D social-networking experience from MTV Networks' Music Group. They can also catch the following night's episode a day before its on-air debut -- a move that marks the first time a television show premieres in its entirety in a virtual world.
    Wikipedia has a list of some of the guests that have made appearances in VLB. Terra Nova also has a post with some interesting thoughts about VLB. If MTV's idea catches on we may see many virtual worlds pop-up to live side-by-side with their tv show counterparts.


    Posted on November 13, 2006
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    Reuters Enters Second Life

    Adam ReutersThe New York Times is reporting on Reuters entrance into the Second Life world. Reuters has set up a news center inside Second Life at secondlife.reuters.com. The reporting is led by Adam Reuters, who is actually Reuters journalist Adam Pasick, a veteran tech and media reporter. The Times reports that Adam Reuters is no stranger to Second Life.
    Mr. Pasick's avatar, Adam Reuters, was modeled after the reporter, and sports a press pass so others know he buys his pixels by the barrel. He will set up shop in a virtual building made to look like a hybrid of Reuters' London and Times Square buildings.

    While players who drop in (flying is one of only a few superhuman aspects of Second Life) can access Reuters news from the real world, the articles Mr. Pasick files will be strictly about - and addressed to - Second World players. One of his first examines Second Life's biggest lender, who charges 40 percent annual interest. His dispatches will be posted at secondlife.reuters.com.

    "I've been playing in Second Life since it was a relatively small community," said Thomas H. Glocer, Reuters' chief executive. Mr. Glocer allowed that some might question the wisdom of parachuting the legendary 155-year-old news agency into such a geekfest.

    "This is a very serious, old brand that stands for things and has principles, but that doesn't take itself so seriously that it wouldn't play in a gaming space," Mr. Glocer said. "This appeals to a younger demographic. Even for people who don’t go in and play in Second Life, it shows Reuters has a certain with-it-ness."
    The Reuters Second Life site also provides currency charts showing the Linden Dollar vs US Dollar and the number of US Dollars spent in Second Life over last 24 hours. Reuters is certainly not the first dedicated reporting about Second Life -- there are blogs that offer indepth reporting from Second Life -- but it is the first mainstream media company to provide coverage focused solely on the virtual world.


    Posted on November 7, 2006
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    Second Life Gets 1 Millionth Resident

    Second Life Skyscraper Screenshot Second Life has now hit 1,000,000 residents. The news of the one millionth person in that virtual world created excitement on the Second Life blog and at Linden Labs.
    Congratulations to the whole SL community and all of us at Linden Lab on reaching 1 Million residents signed up!! Second Life is growing because together we are all building content, welcoming new people, expanding the community, and adding new capabilities to the system. It is amazing to be a part of such an experience - I can't possibly imagine any job I'd more love coming to every day. We’re trying hard to find a moment here at the office to celebrate...

    Now, on the not-so-mushy side, our performance and experience right now for new users is not good! We’ve been able to handle 10,000 new residents or more every day (which is a mind-altering 10x increase since April of this year), but right now the media coverage we are getting is taking us to unreal levels of new users - we will probably sign up more than 50,000 new people today. The new user system is fairly scalable, but it will take us a few days at least to adapt to this level of load. As a result we’ve got slow website performance, way too many people on the orientation islands, and an overloaded set of new user landing points in the main grid.
    The news generated a great deal of press for Second Labs and may slow things down for a while as a the persistent online world is flooded with curious noobs. The Next Net blogs that Second Life is starting to be noticed by the advertisers and retailers as well as gamers.


    Posted on November 6, 2006
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    The Afterlife of Avatars

    Second Life AvatarABC News has an article that discusses how avatars live on in persistent worlds like Word of Warcraft, Second Life and Entropia Universe after the gamers who controlled them have died. The screenshot on the right is an avatar from Second Life.
    More than 7 million avatars play "World of Warcraft", and approximately a half million players are within "Second Life" and the "Entropia Universe."

    "A few of those people are going to die unfortunately," Jacobs said.

    And sometimes those in the virtual community can be left in the dark about the real-life fate of a fellow gamer.

    "If a gamer dies in the real world, no one in the virtual community has a way of knowing what happened to their online friend," said Spaight, vice president of game developer Rapid Reality. "Does it just blink out of existence? Gamers will eventually need to think about what should happen to their avatar if they die in real life."
    The article suggests that online shrines or memorials may be the way gamer deaths are sorted out in the future in persistent worlds. Similar memorials have been created in social networks like MySpace when the actual person behind the profile dies.


    Posted on October 3, 2006
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    Governor Mark Warner Enters Second Life

    Mark Warner in Second LifeNew World Notes (NWN) has an interesting report about Mark Warner, the former governor of Virginia, who became the first politician to enter Second Life. There is speculation that Warner, a democrat, may run for president in 2008. NWN has a transcript of an interview with Warner's team about how the Second Life idea was formulated.
    "Well," Nancy Mandelbrot (RL info here) explains, "we were sitting in our offices one day and kind of goofing around, just geeking out about social technologies, gaming, that sort of thing, as we're wont to do. Someone made a joke about how great it would be if we brought an avatar of Governor Warner into Second Life.

    "When we all quit laughing, we kind of looked around and said, 'Hey, that's not a bad idea.'

    "One of Governor Warner's operating principles is to go where the voters are," she continues, "not make them come to you. We saw how rich an environment [SL] was. I mean, you can sit next to someone's avatar, strike up a conversation, and forget that you're not in the same room. We started to see that in Second Life, people can get together and talk politics with other folks without the obstacles of real life."

    I ask her if she's concerned about skeptics who may wonder why Governor Warner would spend his time in something that seems like an online game.

    Ms. Mandelbrot is undeterred. "The Governor likes to tell how when he decided to get into the cell phone business-- he co-founded the company that became Nextel-- his friends said he was crazy. 'No one's going to want a phone in their car!' So he doesn't have a lot of time for people who will write off new technology without trying it. There's nothing trivial about social technologies. They connect people together, we need more of that. Why waste time trying to second guess innovation? Let's try it out, see if it works... He's used to giving speeches, answering questions, in the physical space. This will be a new experience for him."
    If persisent worlds like Second Life continue to grow in popularity as is expected then there is a good chance we will see many more politicians enter persistent worlds over the next couple years. There probably won't be many before the November elections but by the 2008 elections it couldn't be a completely different story. You can read more about Mark Warner's appearance in Second Life here.


    Posted on September 7, 2006
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    NOAA Sets Up Meteroa in Second Life

    NOAA Second LifeSecond Life Insider reports that NOAA has set up a Second Life sim called Meteroa
    The NOAA's sim is called Meteroa, which is derived from the Greek adjective meteoras which means 'suspended in the air' (Full disclosure, I'm Greek). On this lovely island sim you can find fully interactive educational demonstrations about the ocean and weather. Examples include a sea life submarine ride created by The Magicians, and two different tsnuami demos by Aimee Weber Studios and Electric Sheep Company. Other fun stuff includes a demonstration of a real-time temperature map powered by Yahoo, narration by Exploratorium Chief Scientist Paul Doherty, an airplane ride into a hurricane, and a melting glacier demonstration.
    Meteroa includes instructional tsunami videos and a sea life submarine ride.


    Posted on August 24, 2006
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    Weblogs, Inc. Launches Second Life Blog

    Second Life BlogWeblogs, Inc. has launched a blog called the Second Life Insider.
    If you already know a little something about the surname Linden, you should check out our shiny new blog just for you: Second Life Insider. If you haven't tried Second Life, you might want to check out the blog anyway, as it made me try the game. Here's a sampling of the posts so far:

  • Virtual ride sold for $2k USD
  • Wanted: Second Life Tour Guides
  • Suzanne Vega to Perform Live in Second Life
  • Slash Fiction Comes to Second Life
  • Why is Weblogs, Inc. starting a Second Life blog? Because there is so much interest in it. Just look at all these other Second Life blogs. People interested in Second Life blogs might also like New World Notes, Second Life Art News, Second Life Future Salon, Second Life Herald, Second Style, Caveat Emptor, Linden Lifestyles, The Daily Graze, SLOG, Second Thoughts, Olympia Rebus, Dwell on It and Speculaativity. And that's just to get you started. There is also the official Second Life blog, which can be found here.


    Posted on August 22, 2006
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    Habbo Hotel to Offer Mobile Version

    Habbo HotelHabbo Hotel is a persistent online hotel world that lets people create a room in the hotel, decorate the room with Habbo furniture, adopt pets and hang out with other Habbos.
    Habbo Hotel is a virtual five star Hotel. You can hang out with friends, meet hundreds of people, create your own room and decorate it however you like and yes, you can even bounce around on a bright red rubber ball!

    It's completely free to 'check in' and once you've registered, you can chill with your friends, meet new ones or take part in a wide variety of activities and competitions. Habbo has been designed for 14 to 20 year olds in the UK, but everyone's welcome!
    GigaOM reports that Sulake, the developer of Habbo, has raised nearly $8 million to create a mobile version of Habbo. GigaOM forecasts a bright future for Sulake thanks to cell phones.
    Sulake can stand to make significant money off porting Habbo to cell phones. The company plans to work with handset manufacturers, to preinstall the mobile community, carriers, to boost mobile portal traffic, and other entertainment brands to distribute content wirelessly. A Habbo-themed handset could even be in order–Habbo MVNO? It's such a good idea that combined with the success of the Internet site, a company exec said Sulake is planning an IPO at the end of next year.

    One reason Habbo Hotel will likely be so successful on the mobile, is because its virtual-only animations and avatars, exclude some of the real-world problems associated with a MySpace-style social network. It's the same thing with Cyworld, Korea's mostly virtual world, which has also been successful on mobile.
    It certainly is not as sophisticated as Second Life but it might be interesting as a virtual social network. There is a whole crowd of teens on MySpace, Facebook and Bebo that might eventually start looking for something new.


    Posted on August 14, 2006
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    Fashion Retailer to Open Second Life Store

    American Apparel Second Life StoreNow even real retailers are building stores inside the popular Second Life persistent online world. 3pointD.com reports (thx Micropersuasion) that fashion retailer American Apparel has hired designer Aimee Weber to build them an online store inside Second Life. American Apparel will sell apparel for Second Life residents that looks similar to the apparel they sell in their bricks-and-mortar stores.
    The store, located on a private island in Second Life, is set to open as soon as this weekend. The news has SL residents considering what it means that the first real-world fashion brand has made an entrance to Second Life. Fashion is one of the virtual world's biggest industries, and the fashion business in SL is extremely competitive. So it's not a surprise that the first real-world retail brand to set up shop in SL is a fashion retailer.

    The fashions themselves are patterned after American Apparel's real-world clothes, and were designed by several designers, including Aimee, though she wouldn't say who else was involved. The clothing will be priced "high-priced reasonable" compared to other SL fashions, Aimee says. No comment either on where the revenue from clothing sales will go — which leads me to believe it will go to the designers as part of their compensation
    It is an interesting development. A Forbes article on the virtual store says American Apparel calls the Second Life build an experiment.
    Schionning says that it's just an experiment and that the company is not trying to make money with the venture. A token sum will be charged for clothing, but the prices are not yet set. This is "not a profit-making venture," he says.

    Its real-life retail outlets typically feature racy, disco-era photographs of scantily clad girls and have been at the center of controversy over the kitschy decor, which has used 1970s Penthouse magazine covers. The 6,000-square foot virtual store is modeled after the hipster brand’s bi-level Tokyo outlet.

    The initial fashion selection will offer 20 styles of American Apparel’s signature logo-free casual wear: basic T-shirts, tank tops, undergarments and swimwear. Second Life residents may be privy to real-world promotions and discounts from American Apparel, and the marketing tactic may boost actual sales with a link to the online store, the company said.
    You can bet there will be more of these so-called experiments. Second Life Creativity seems to think so too.


    Posted on June 20, 2006
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    Gamer Creates Virtual Ecosystem in Second Life

    Virtual Ecosystem in Second LifeA Second Life user named Laukosargas Svarog has created a virtual ecosystem inside the game. You can read about how she did it and what the world is like here.
    A two decade veteran of the UK music and game industry, Laukosargas recently left work for family reasons, mostly. "The main reason I stopped is because I had a child," as she puts it, "but I was also getting very disapointed with the lack of inspired work in the games industy." As it happens, she worked for a time on Black & White, the classic "god game" from legendary British designer Peter Molyneux.

    "It was an experience that gave me a real insight into how great games can be," she says. "It was a truly brilliant idea but it lacked play testing, I think." She's referring to the constant micromanagement required by the player, acting as a tribe's god, to provide a steady stream of resources to survive on. "It required TOO much attention." She nods to her island. "It's a balance I'm still working on here."

    So while she raises a child at home, she takes creative respites to nuture a self-sustaining ecology in Second Life, adjusting variables here and there, working for the moment when she can stand back like Newton's clockmaking God and let her world unfold on its own. And, well, have her Sunday of rest.

    Even this early into its creation, she's noticed some limited forms of emergence (the holy grail of artificial life developers) particularly in the development of her plant life.
    The artificial ecology system includes clouds, sun, bees, birds, flowers, etc. She may be the first to do it but others will no doubt try and duplicate it. (via Destructoid)


    Posted on June 5, 2006
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    All Game Genres Soon to Have Persistent Online Worlds

    Test Drive UnlimitedMSNBC.com has an informative article that explains some of the upcoming MMO games announced at E3. There are quite a few of them. Most of them offer up a direct challenge to the currently leader in this category: World of Warcraft (WOW). WOW currently dominates with its 5.5 million subscribers. The challengers listed in the article include: Age of Conan: Hyborian Adventures, Tabula Rasa, Archlord, Gods & Heroes: Rome Rising, Soul of the Ultimate Nation, Vanguard: Saga of Heroes and Lord of the Rings Online: Shadows of Angmar.

    MMORPGs are also expanding into new categories that offer interesting gameplay outside of the typical fantasy adventure type of scenario, or "beyond orcs" as MSNBC writes. The MSNBC.com article describes three of these kind of games including Huxley, Project Wiki and Test Drive Unlimited. Huxley takes the first-person shooter concept into a persistent world. Project Wiki targets teens and young females with its fairy-tale world online game concept. And Test Drive Unlimited combines an online gaming world with auto and motorcycle racing. You can see a theme here where all gaming genres will eventually have a persistent online world. The graphic above is a screenshot from Test Drive Unlimited.


    Posted on May 31, 2006
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    Impressive Second Life Stats and Tringo

    TringoThe B2Day blog has posted stats for the last 30 days for the virtual game Second Life. The numbers are very impressive.
  • 70,000 residents
  • 240,000 items created
  • $6.5 million internal economy
  • 75 million IMs
  • Players spend 25% of their time creating virtual objects
  • That's one active community. B2Day says if Second Life had to pay programmers to duplicate all of the content and virtual objects created by Second Lifers it would "cost $400 million a year." B2Day also says that a popular Bingo-like game inside the Second Life game called Tringo is going to become a real Game Boy game. The Second Life newsletter also has an article about Tringo and Donnorwood Media's purchase of the rights to the game.
    In a revolutionary first, the Resident-made game that swept Second Life will be commercially licensed to sweep the world-beginning with the Game Developers Conference. It began as a simple, multiplayer board game with elements of Bingo and a fast-action jigsaw arcade game, created by Australian Resident Kermitt Quirk. Since its appearance in Second Life this year, however, the addictive gameplay of Tringo has dazzled Residents beyond all expectations. In recent weeks, for example, one in four Resident-run events were based around Tringo matches.

    One Resident took particular interest in Tringo, but he wasn't just a fan. He also happened to be Sean Ryan, former CEO of Real Networks, now founder of Donnorwood Media. After some heavy in-world negotiations, Kermitt sold the worldwide licensing rights for Tringo to Donnorwood, and in the process, business history was made: a game originally created in an online world had been sold by its designer for commercial distribution outside it.


    Posted on March 8, 2006
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    Games Designed by Gamers

    Spore News.com has an article about how games are focusing more and more on customization and letting players design the worlds and characters for the game using the game's game engine. The article includes quotes from Sims developer Will Wright, who is working on the new Spore game for Electronic Arts.
    His new game "Spore," still under development at Electronic Arts, is built wholly around this phenomenon. Players will control a species at it evolves from single-cell organism all the way to interstellar space-traveling "Galactic God," creating the look and personality of the species and, later on, the tools, cities, and even planets they used and inhabited.

    The game is created so that simple choices on the part of the consumer--mouth shape, leg placement and so on--will be amplified by the computer's physics and behavior models to create creatures worthy of a Pixar movie, he said.

    But the real secret weapon for the game is that each player's creations will be uploaded to the company and then downloaded to other player's computers. Once a species reaches space, for example, it will visit other worlds inhabited entirely by cities full of beings created inside another player's game.

    "Instead of putting players in the role of Luke Skywalker, or Frodo Baggins, I'd rather put them in the role of George Lucas," Wright said.
    Some of the virtual worlds are already offering customers lots of customization. We have been hearing of Spore since May, 2005. The game needs to not wait too much longer before being released -- before the concept is considered old fashioned.


    Posted on February 2, 2006
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    Misbehaving Second Life Players Banished to Corn Field

    Second Life Corn FieldClickable Culture reports that players in the Second Life online game are banished to The Corn Field if they misbehave in the game.
    Nimrod Yaffle, a resident of the virtual world Second Life, has revealed details of a bizarre and dark prison Second Life's maker Linden Lab is now using to lock up criminal avatars. Dubbed the "The Corn Field," the moonlit environment contains only rows of corn, two television sets, an aging tractor and a one-way teleport terminal allowing no escape. It exists as an alternative to standard disciplinary measures, which traditionally prevent access to Second Life completely.

    After breaking Second Life's rules, Yaffle was informed via email by Linden Lab that he was being sent to The Corn Field. "I thought it was a joke," Yaffle told me in-world. "I never even knew it existed before I went there, and by the looks of it, a lot of other people didn't either." Rumour and speculation about the prison has been running amok in the Second Life community since word of The Corn Field spread, but until recently the prison simulator hadn't been officially confirmed.
    The Corn Field was apparently only a rumor at first but Clickable Culture says it was recently confirmed when a Linden Lab's Senior VP of Community and Support wrote a note in the Second Life discussion forums.
    "Sometimes when someone is suspended for a short time they are sent to the cornfield," Linden Lab's Senior VP of Community and Support wrote on the official Second Life discussion forums yesterday, adding that building the cornfield didn't require any significant development work and reassuring the community that "Once someone is permanently banned they are no longer welcome in Second Life, anywhere, including the cornfield."
    Sounds like you better shape up if you are sent to the cornfield. Is that clear Nimrod? (Via Boing Boing)


    Posted on January 12, 2006
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    China Limits Online Game Play

    China has imposed new restrictions on online video game play in the country. According to a news story on Xinhua, the Chinese government will run net-wide software that causes players that spend more than three hours gaming in a row to suffer damage to their characters.
    Players that spend more than three hours online at a time will lose experience points and weapons in the cyber world.

    Once a player has played for more than five consecutive hours, the system cuts the ability level of that player's character to the lowest level allowed by the game, often zero.

    Players must take a two hour break before logging into the game again to avoid being penalized.

    The new system will soon be adopted in all Chinese online games.
    Currently the system is running for games like The Legend of Mir II, Westward Journey and World of Warcraft (WOW). It sounds alomst like AOL's old timer kill but on a larger scale. A WOW gamer interviewed in the Xinhua story said: "I am sure cheating programs that can make the system think we have logged off will soon be formed." That sounds very likely. (Via EEG News).


    Posted on October 25, 2005
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    Second Life Offers Free Accounts

    News.com reports that the Second Life, an online virtual world with an online currency called Linden, is now offering free basic accounts (Thx AFK Gamer). News.com said that Second Life used to charge a one-time $10 fee for a membership and that the company hopes revenues from new members spending Linden dollars will make up for the loss in subscription revenues.
    Rosedale said the company hopes a lot of new members will buy Linden Dollars, the online game's in-world currency, which ultimately ends up in the hands of members who create vehicles, buildings, clothing and other virtual goods. Some of that money, in turn, would then be spent on land, further bolstering Linden Lab's bottom line.

    "Second Life" is a completely open-ended virtual world in which members can create nearly anything they can imagine and have the 3D modeling skills to build. Anything they create in-world can be sold, often for significant amounts of money.

    The company said there are more than $18 million worth of virtual "Second Life" goods sold each year.
    The buying and selling of virtual property has become more commonplace over the last couple years. There is even a currency exchange called the Gaming Open Market for Second Life's Linden dollars. A wiki about the exchange can be found here.


    Posted on September 15, 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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  • Sony Online to Build DC Comics MMOG

    Gamers will soon be able to immerse themselves in the online world of some of their favorite DC Comics superheroes including Superman, Wonder Woman, Batman and Sandman. Sony Online Entertainment (SOE) has a cut an exclusive licensing deal with DC Comics for the right to make massively multiplayer online game (MMOG) based on DC's popular superheroes. SOE will be creating a DC Comics game for the PC and next generation gaming platforms. They are currently planning on a fourth quarter release in 2007. SOE has also bought the rights to the popular Matrix Online game from Warner Bros. Interactive. Gamespy has more on the Matrix Online rights purchase.

    Posted on June 22, 2005
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    Second Life Game Builds Virtual Feature for Novel

    Second Life Screenshot Second Life has been running a contest for the best design for a virtual display of an ebook written by Cory Doctorow. Second Life will be placing an entire copy of Cory Doctorow's latest novel, Someone Comes to Town, Someone Leaves Town, inside the game where it will be available for free for a few weeks. Next month author and blogger Cory Doctorow will virtually visit Second Life and Second Lifers will be able to ask him questions about the book. A screenshot from the winning design is shown on the right. The Second Life blog has more about the winning design:
    Falk Bergman, that is, winning the NWN Book Expo yesterday by a handful of votes, thus earning the right to publish the "official" Second Life edition of Cory Doctorow's new novel. All the entries were admirably ambitious in their own way, but in the end, Falk's more traditional prototype won out. Guess it's hard to escape the appeal of a solid book open in front of you.
    The IWJ also has a post about this book promotion within an online multiplayer game.


    Posted on June 21, 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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    Spore Game Generates Buzz

    Spore, a new game from Electronic Arts, is generating a big buzz. Spore is designed by Will Wight, the creator of the Sims games. Spore allows you design life starting with a single-cell organism in the primordial goo. GameSpot.com and GameSpy.com have both have written favorable articles about the game which have generated additional buzz. Wired also has an interview with creator Will Wight. The Wired feature also provides a good description of Spore:
    Starting with single-cell organisms, players work on designing life with ever more complexity. As the game progresses, players must figure out how to take creatures from individual animals to small tribes and then to cities, whole planets, solar systems and galaxies.

    Wright and his team of about 30 claim to have broken new ground with Spore.

    While it's a single-player game, everything players create, from huts to spaceships, can make its way into a giant database, which will be used to populate planets in the online Spore universe.

    It's what they call a massively single-player game.


    Posted on May 22, 2005
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    Grant Theft Auto Creator Developing MMORPG

    Webzen, Inc. has bought online game publishing rights to All Points Bulletin (APB), an online game developed by David Jones, the creator of the popular Grand Theft Auto, and his UK-based game development company, Real Time Worlds (RTW). APB is scheduled to release in early 2007 and will be showcased at the 2005 Electronic Entertainment Expo, in Los Angeles this May.

    APB is a massively multiplayer online game about a turf war involving two main factions, the Squads, whose goal is to uphold the law, and the Gangs, who seek to break the law at all costs. Players will be able to choose their side, in a classic good guy versus bad guy scenario. The Gangs are all about graffiti, attitude, custom cars and earning cash any way they can. The Squads stand for honor,teamwork, firepower and destroying the Gangs. APB will provide the player with the ultimate customization options from their weapons, vehicles and clothes to their attitude, music and environment. Thousands of players will form gangs or squads all around the world, and will play in hundreds of online cities.

    In addition to APB, Webzen, Inc. plans to bring multiple online game titles to the U.S. market. The titles include the MMORPG SUN, releasing in the third quarter of 2005, and a massively multiplayer online first person shooter called Huxley, that uses the Unreal 3 game engine and is scheduled to release in 2006.


    Posted on March 9, 2005
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    Cyberanthropology: Emerging Field?

    Alan Meades, a student at Middlesex University, is conducting an interesting study of culture and gaming. He has posted a survey on his website as part of his post-graduate cyberanthropology research at Middlesex University, UK. Meades is trying to determine how culture differences influence how people approach multiplayer online games. He is surveying players of Square-Enix's Final Fantasy XI -- as part of the study. Surveys forms are available on the site in both English and Japanese. About the study Meades writes:
    This study aims to identify if people from different cultural backgrounds choose to play in different ways within virtual worlds. Simple questions such as: Do players from certain places bond with some game races more than others? How do people feel about leading or being led within parties? Do players enjoy working with people who speak different languages? What weapons do people prefer? take on added significance in this light, as they may begin to show cultural variation.


    Posted on March 1, 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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