virtual-worlds

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  • Researching consumption in Second Life

    by 
    Eloise Pasteur
    Eloise Pasteur
    11.05.2007

    The University of California, Riverside, Sloan Center for Internet Retailing will be opening a two-sim island in Second Life to study consumer behaviour in virtual worlds.They will use this space to create a "live-work-play" environment for their subjects on one island, whilst the other will offer space for observers and interested parties. More details can be found in one of their forum posts. Whilst one has to wonder just how they will test all aspects of virtual world consumerism in such a limited space, I am sure it will be of interest to many. If you would like to know more about this project their website is available here, with blogs by author and fora.(Via Sloan Center for Internet Retailing, UCR)

  • The illusion of Second Life government

    by 
    Adam Holisky
    Adam Holisky
    11.04.2007

    Tateru Nino's recent post about F.I.R.E., an organization claiming to be Second Life's first political party, reminded me of a blog I wrote in 2005 about Second Life's de facto political parties. It's well worth the read, if only for the humor factor, but the gist of the article was basically that several political parties are starting to informally emerge in the arena of ideas. In today's article I would like to discuss two of the most passionate and vocal de facto parties whose debate rages on even today...The Nation Party - Those who believe that Second Life is a "world," a "nation," or a "country," and should be treated as such which includes the formation of a government.The Platform Party - Those who believe that Second Life is client-server software owned and operated by a private company and should be treated as such. What should be an obvious and quick debate can actually become quite sticky, especially when the definitions of terms like "world" and "government" can vary from formal to casual usage, and when the legitimacy of a term's usage may vary with scope. It becomes even more confusing when the nature of Second Life itself creates an illusion that resembles something profoundly familiar to us for which we have deeply-held, preexisting expectations.

  • NFL Rush Zone: Is it a MMOG?

    by 
    Matt Warner
    Matt Warner
    10.23.2007

    Whoa, wait a minute. Exactly why am I covering this on Massively? This looks like an overrated cartoon avatar enabled chat room with a few mini-games thrown into the mix. Oh look, it is -- but what makes it stand out from the crowd is that the game has an area for each NFL team (visual chat rooms), mini-games, customizable avatars! Oh snap, that's not all but players can "collect Gameballs, meet Rusherz, and check out cartoons in the theater." Lolz, I can't wait guys. Looking at the graphics leads me to believe NFL Rush Zone totally ripped off the graphics from World of Warcraft. I kid, but seriously this is for the kids because I'm having a hard time imagining the typical 25 year old beer-guzzling NFL fanatic playing this and meeting their favorite Rusherz. ("Learn 2 pass the ball nub, I am the Law Giver!") I recently wrote about the Virtual World Boom and how these types of games will become more popular than traditional MMORPGS. The problem with calling this a Virtual World is that web games like NFL Rush Zone that employ avatar chat rooms with some mini-games, more advanced than their predecessors which were called avatar chat rooms in their heyday, will diminish what a MMOG / Virtual World really is if they get lumped into the same category. I don't think it's fair that these types of "webby games" are getting labeled as Virtual Worlds, maybe Virtual Spaces and yes, there is a difference. If we label NFL Rush Zone a Virtual World we might as well label MySpace one and every other chat room. Should NFL Rush Zone be classified as a Virtual World or should we write-it-off and never talk about this particular web game ever again? I vote for the latter. [via: Virtual World News]

  • Virtual worlds virtually exploding in popularity

    by 
    Kevin Kelly
    Kevin Kelly
    04.25.2007

    Gamasutra has a interesting article that wraps up the Virtual Worlds 2007 spring conference and asks if they are the future of gaming. They cite the growth and expansion of sites like Disney's Virtual Magic Kingom, Nickelodeon's Nicktropolis, and MTV's Virtual Laguna Beach -- which is soon to include Virtual Pimp My Ride and Virtual Hills, and be connected by a virtual superhighway.Anyone else tired of the word virtual? While virtual worlds might become the future of social networks, we're not sure that they're the future of gaming. It's hard to imagine a Virtual Halo, where you stroll around, chat with other Spartans, Elites, Grunts ... or is it? "Hey, anyone wanna pile in this warthog and go sightseeing?" Maybe it isn't so far-fetched.With Sony's upcoming PlayStation Home network, and Nintendo working on some sort of a Sims-like Wii virtual world, the virtual experience could grow beyond Second Life and into the console gaming realm.

  • Developer FAQ reveals PlayStation Home launch schedule

    by 
    Evan Blass
    Evan Blass
    03.12.2007

    Those of you who spent the weekend eagerly anticipating the chance to waste even more of your free time immerse yourselves in the new virtual world that is PlayStation Home now have a solid launch window to look forward to, thanks to a FAQ uncovered by Gamesindustry on Sony's developer site; according to the ten-page document, a closed 15,000-user beta will run from April to August, followed by an open beta for 50,000 people until October, with the service going live sometime before Halloween. The FAQ also clarifies some details that were omitted or glossed over during Phil Harrison's GDC keynote, such as integration with cellphones (hopefully not just Sony Ericsson handsets) and PSPs, and the fact that launching multiplayer games from Home and so-called "environmental persistence" will not be ready at launch. Specifically, this means that avatars will not initially be able to segue into cooperative gaming mode from within the Home environment, nor will their digital swag like apartments and cars exist when they're offline. Finally, this fact sheet also shows Sony playing both sides of the fence when it comes to in-world ads and commerce: the company is quick to reassure gamers that Home is primarily focused on socialization and entertainment and that advertisements will be kept to "palatable" levels, while in the same breathe wink-wink-nudge-nudging advertisers and content providers that there will be significant opportunities for them to capture plenty of gamers' hard-earned euros, dollars, and yen. So in conclusion, Home-lovers should be breaking out the Sharpies right about now and drawing a big circle around the entire month of October in their calendars; Home-haters may actually want to do the same, but only so they have a timetable to prepare their inaugural grey-goo or flying Wiimote attacks. [Warning: PDF link][Via Gamesindustry]

  • PS3 will see 'user-created experiences' next year, says Harrison

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    12.18.2006

    User-created content, which has long been a fixture in the world of PC gaming, has never managed to gain any real traction on consoles, be that due to technological constraints or a lack of online connectivity. With both of those issues out of the way in modern systems, the time is ripe for users to interact and share their creations and experiences. Sony's Phil Harrison gets behind the idea in a revealing interview with MTV's Stephen Totilo, opining* that gaming needs to move away from presenting "closed experiences." If games are to break free (God knows they want to break free), there needs to be a constant flow of communication between Sony and gamers -- more importantly, Harrison insists that said communication flows in both directions (give us money, here's your money). "Next year you're going to see user-created experiences in a number of interesting ways on PlayStation 3," goes the official and spectacularly vague PR line. A Second Life-styled virtual network has oft been rumored, but Harrison fell victim to "line distortion" before Totilo could get any concrete information about it.So, what entails a "user-created experience?" In the worst case, it's a custom wallpaper and a shared photo between friends. In the best case? Oh, it could be anything, from personalized in-game T-shirts to deadly dungeons designed to foil your friends. Be sure to ask us about it next year. * Basis for an awful pun later in the sentence.Read (and be assaulted by Flash) -- Full interview on MTV News

  • Gamers of tomorrow: brains in vats [update 1]

    by 
    Vladimir Cole
    Vladimir Cole
    09.11.2006

    From my favorite (private) discussion group comes this summary of Chalmers and Bostrom, written by a lawyer friend of mine: "Have you considered that if we assume computers can at some level of technology run an accurate simulation of the universe, then it's a virtual certainty that at some time somewhere in the universe, models will eventually be running? He continues, "Indeed, it's in fact likely that many models [of the universe] will eventually run, such that the odds that we're living in the "real" universe are exceedingly small. In other words, assuming that a computer network could eventually model the operation of ten million universes -- and there's probably no reason to assume that it couldn't -- consider how low the chances are that we're in the single real one." /em takes a deep hit, then croaks, "So you're saying that today's game designers are tomorrow's gods of universes? Whoa." But what form might this "living" take? At first, we'll consciously choose to spend some portion of our waking lives in these virtual worlds. That's happening now when gamers play World of Warcraft. Then we'll spend time in them out of habit, as we spend time today on the internet without really thinking about it. Eventually, we'll figure out how to engage our minds in these worlds even as we sleep. Once we've achieved that, some will choose never to wake, figuring it more fun to set their body to rest while their minds romp in well-designed simulations. Brains in vats. That's where gaming's headed. Brains in vats! [Update 1: Changed Bostron to Bostrom. The simulation updated his birth certificate instantly.]

  • Is WoW a game?

    by 
    Jennie Lees
    Jennie Lees
    09.11.2006

    This Newsweek article -- yet another mainstream look at this strange concept called World of Warcraft -- unexpectedly asks a very interesting question. Is WoW a game? Sadly, the article devotes most of its time to explaining the concept of WoW to an outside audience, rather than getting stuck into a discussion of virtual worlds, their categorisation, and their future.It's often been said that WoW can be more like a job than a hobby; the regular hours, the repetitive tasks, the camaraderie, the rewards. The question asked by the Newsweek piece, however, has a different angle from the old "work vs play" debate. Instead, it asks -- is this the future? Are WoW's immersiveness, its ability to sneak into lives, its vast popularity all indicators of what virtual worlds in the future will hold? I think so.'Serious' virtual worlds could easily take lessons from WoW on how to be fun, but while WoW may be exemplary with regards to current MMO design, it's still very much rooted in the 'entertainment' sphere -- future developments away from gaming and towards everyday pervasive virtual worlds have to cater for the seven million WoW-heads, and will be more easily received as a result. The most important question of all, though, is: when we live and work in the Matrix, will there still be night elves called Légolass?[Thanks, Dave]

  • Of Guilds and Government

    by 
    Elizabeth Harper
    Elizabeth Harper
    06.05.2006

    Terra Nova has an opinion piece up on democracy in virtual worlds.   While we organize ourselves into self-governed guilds, where does it go from there?  From my own experience as a guild member and a guild leader, the governance involved in even small organizations can be a headache, and I can only imagine it getting worse with increased size and complexity.  Anyone have any opinions on democracy, from a World of Warcraft perspective?

  • Cash card taps into virtual funds

    by 
    Jennie Lees
    Jennie Lees
    05.02.2006

    The MMORPG Project Entropia is known for its economic experiments, with pieces of virtual land being bought for high real-world prices. This latest news breaks the barrier between real and virtual money even further, however; a new cash card will let owners withdraw from their ingame balances using real ATMs.Some MMOs entirely shun the idea of converting money earned online to real money, but Project Entropia is taking this to the other extreme. The game's economy is built around real-money transfer, so a move like this simply adds a logical ending to the cashflow pipeline, with developer MindArk sitting in the middle profiting from the whole process.[Thanks, pandlcg]

  • MMO design: the job of creating worlds

    by 
    Jennie Lees
    Jennie Lees
    04.16.2006

    Decisions over how long burning rivers should stay aflame for can have a profound impact upon the atmosphere and enjoyment factor of a virtual landscape. This, and many other decisions like it, is how Richard Garriott spends his time these days -- as executive producer for Tabula Rasa, he has to help craft a variety of planets. World-building isn't a new hobby; fantasy authors and tabletop GMs have been facing questions like this for years, and often throwaway comments cause a lot of trouble for those making film adaptations or video game versions of the world. Creating a world from scratch for gaming means that all the important questions need to be answered at once, however, or the players will ask them. It doesn't stop at the design stage; game companies are providing governments, too, by creating laws and rules on the fly.Universes created primarily by users, like the world of Second Life, still operate within boundaries and constraints set down by the developers and providers of that world. If the Metaverse idea is really the future of online gaming, there's going to be a lot of influence exerted by some early decisions, just as early networking protocols and standards still influence today's Internet.[Via Walkerings]

  • Cybersex is child's play: virtual world morals

    by 
    Jennie Lees
    Jennie Lees
    04.12.2006

    We've already heard recently about the sexy side of Second Life, a virtual world in which the players' imaginations are more or less the limits. This article, however, shows just what can -- and does -- happen in an 18 environment where players are given free rein. Although Second Life is no stranger to kinks and perversions, some fetishes provoke far stronger opposition than others.The case in point here is age play, a pastime in which adults put on kiddy avatars and act out scenes which would, in the real world, be considered paedophilic. Thanks to Second Life's strict separation of minors and adults, everyone taking part is of age, which makes for an interesting moral debate. Is this activity virtual paedophilia, an offensive type of sexual play that should be banned lest it lead to real crime? Or is it simply an extension of the fantasy world, a harmless activity carried out in private?Sex-based virtual world Rapture Online, mentioned in the article, is playing it safe from the outset by not letting adults look like children. In SL, however, some official decisions may eventually have to be made on this front -- the simple existence of this sort of activity is enough to get some people riled up, but by infringing on users' freedoms to fantasise about whatever they want in private, the world loses some of its strength.[Thanks, Ken. Image shows items available from some of SL's kid-themed shops.]

  • Prediction: One virtual world to rule them all

    by 
    Jennie Lees
    Jennie Lees
    03.25.2006

    This Wired piece by technology thinker Steven Johnson is a neat summary of a prediction about virtual worlds that's becoming increasingly common. If you take a step back from the MMOs and other online pursuits of today, you see a lot of standalone bubbles of activity with one common factor--you. However, you can't cross the boundaries between worlds, taking your Halo 2 friends list and reputation into EverQuest or sending your Animal Crossing characters messages from your mobile.The prediction is that, relatively soon in the future, this won't be the case. As in The Matrix, as in Neal Stephenson's Snow Crash, one virtual world (or metaverse, if you prefer) will connect everything together:Within a decade, then, the notion of separate game worlds will probably seem like a quaint artifact of the frontier days of virtual reality. You'll still be able to engage in radically different experiences - from slaying orcs to cybersex - but they'll occur within a common architecture.The heterogeneous environment of home computing in the 1980s underwent a similar transformation; now it's virtual worlds' turn. Whether a proprietary product like Second Life (which resembles a fledgling metaverse) will come to the fore, or whether it will (like the Internet itself) evolve out of open standards and protocols, only time will tell--either way, in ten years' time people will look back on this post, from their virtual homes in a virtual reality, and laugh.[Via Terra Nova]See also: Wharton Dean: virtual worlds are the future of MBA education Virtual crucifixion punishes bad behaviour onlineIs online gaming antisocial?

  • When Virtual Worlds Collide

    by 
    Elizabeth Harper
    Elizabeth Harper
    03.25.2006

    While I try to stick with one MMORPG at a time, I know a few people who play several.  (Where do they find the time?  I'll never know!)  However, I imagine I'll eventually leave my Warcraft avatar behind and move on to other games - where I'll start from scratch.  However, this article on Wired suggests that the future may see the boarder between our virtual realities blurring.  Are we going to be able to bring our Sims to Azeroth?  Doomguards to Animal Crossing?  Perhaps not specifically, but as more and more people flood into virtual worlds, it will be interesting to see whether the boundaries between them change.

  • Virtual worlds' selective reflections of reality

    by 
    Jennie Lees
    Jennie Lees
    02.09.2006

    The announcement of Valentine's Day events for both City of Heroes and World of Warcraft comes hot on the heels of a debate around virtual identity sparked off by a LGBT-friendly guild. The creation of in-game events that reflect popular world holidays is increasingly fashionable; it seems no week goes by without some new festival being celebrated in WoW's capital cities.However, by first stamping out discussions of sexuality, and then opening up the floodgates by theming an event around love, what are Blizzard thinking? Will players be able to flirt with same-sex NPCs or will they be instantly banned for even venturing a hug? We hope that there will be some procedures in place to help stop harassment, as it can be difficult to throw off determined admirers at the best of times. As for those gamers who prefer their MMOs with a dash of escapism, it seems to be a dying trend, especially amongst popular Western games.[Image from the Alter Ego project]

  • Ingame lawyers may soon be necessary

    by 
    Jennie Lees
    Jennie Lees
    01.04.2006

    The complexity of massively multiplayer games is such that they are generally also called 'virtual worlds'--and as places that echo the real world, they carry with them a whole host of unanswered legal questions. GameTycoon has compiled a list of issues that are currently unresolved in various worlds, including such touchy topics as theft, copyright, indecency and gambling. Most of these are crossovers from the real world, and are a result of the anonymising nature of gaming: people of all ages and nationalities are subject to the same in-game laws, and may carry out actions in-game that are illegal for them to do in their own country. Scripted game interactions, such as killing human NPCs, are not an issue--but when other players get involved, it becomes an extremely murky area. While there have been notable lawsuits involving online game companies, it may not be long until legal action between players becomes commonplace; without ingame law enforcement to handle it, these 'virtual' issues may soon become very real indeed. [via GamePolitics] [Updated to fix minor typo]