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Home | Virtual Worlds
CMP Media Launches Blog About Virtual Worlds
CMP Media's Gamasutra has announced the launch of a new blog to cover virtual worlds called Worlds in Motion. One reason they launched the blog is because the Game Developer Research staff will be "launching multiple reports" about online worlds over the few months. Another obvious reason for the launch of the blog is that virtual worlds - or the metaverse - is a rapidly growing medium.
The weblog, which is being run by Gamasutra and GameSetWatch writer Leigh Alexander, has been set up because "...the staff at Game Developer Research will be launching multiple reports on the state and future of online worlds over the next few months." Thus, the new blog will report on virtual worlds as the staff compiles information on this increasingly important market.
The importance of online worlds to the game industry is explained in a recent Gamasutra interview with Raph Koster, in which the MUD and MMO veteran notes:
"Consider the statistics. Webkinz, 2.5 million uniques in December; you buy a plush toy. Runescape: we still don't think of Runescape as being part of our industry, but it's probably the most popular MMO in the world, more popular than WoW. Toontown is up to more than 2.5 million uniques now. We never talk about Toontown because it's web deployed.
Then of course there’s was Club Penguin, with 4.5 million uniques in December alone...When you compare the numbers, all of those are larger than the number two MMO in the western world, every single one of them. So yeah, I think people are missing something."
The blog also includes an Online World Atlas, which is a growing database of online worlds. So far there are two entries in the database: Habbo Hotel and Club Penguin.
Posted on July 2, 2007
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Multiverse Raises $4 Million
3pointD.com reports that Multiverse, a company building a virtual world platform and browser, has received 4 million in venture capital funding. Multiverse CEO Bill Turpin sees an Internet-like explosion coming in virtual worlds.
Multiverse CEO and Co-Founder, Bill Turpin, and the other Multiverse co-founders who are veterans from Netscape's early days, helped create much of the core technology that fueled the growth of the World Wide Web.
"Similar to what we experienced with the Internet in 1995, our vision today is to spark explosive growth of 3D virtual worlds," Turpin said. "As an industry, we're just now beginning to understand this new medium's enormous potential. Empowered by our technology, the next wave of online pioneers will create a wide variety of virtual worlds faster and for less money than ever before."
These 3D virtual worlds will probably lead to some incredibly useful products and services but it will take time for the metaverse to grow. Eventually some of today's popular social networks will probably add virtual worlds of their own or merge with virtual world providers.
Posted on June 10, 2007
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Gartner Says 50 Million in Virtual Worlds by 2011
Gartner is predicting that by 2011 80% of Internet users will have a "second life" or a presence in a virtual world. A GigaOm article puts the figure in the 50-60 million range. The press release also lists these five laws for companies trying to participate in the virtual world..
First Law: Virtual worlds are not games, but neither are they a parallel universe (yet). The initial reaction of many business leaders when faced with virtual worlds is to dismiss them as a mere "game" of no benefit to the enterprise and something to be banned for wasting compute resources and time. Many of those that see beyond the gaming elements immediately veer toward questions such as "How do we exploit this as a sales channel?" This reaction is equally incorrect and potentially even more damaging to the enterprise. "Growth in virtual worlds is significant but lower than it appears; the overall population of non-game virtual worlds is still small compared to massively multi-user online games (MMOGs) and the totality of community-oriented and niche-targeted environments," Mr. Prentice said.
Second Law: Behind every avatar is a real person. Gartner said people can't be fooled by the fantasy elements in the virtual world. There are unwritten rules and expectations for behavior and culture are developing. Enterprise users must consider their corporate reputations.
Third Law: Be relevant and add value. Many commercial companies have established a virtual world presence, but none have converted it into an effective, profitable sales channel. There has been criticism of early corporate entries into the virtual world, Second Life, related to the showrooms usually being empty and lacking atmosphere. While there have been a limited number of individuals who have earned more than $5,000 per year from their virtual world businesses, most corporations will see minimal revenue gains in the market at this time. "Do not expect to undertake profitable commercial activities inside most virtual worlds in the next three years," Mr. Prentice said.
Fourth Law: Understand and contain the downside. Enterprises face serious questions, such as "Could activities in the virtual world undermine or influence my organization/brand in the real world?" With significant portions of the virtual economy based on adult oriented activities, questions of appropriate behavior and ethics also arrive. In-world behavior can be a problem in public areas; annoying interruptions can range from unintentional arrivals and erratic behavior from new residents whose avatar control is still suspect to misdemeanors such as graffiti, to more-concerted protest activities designed to disrupt.
Fifth Law: This is a long haul. Today's multiplicity of virtual environments has developed through the convergence of social networking, simulation and online gaming. There are many new entrants, whose stability and scalability are not yet established. There is significant probability that, over time, market pressures will lead to a merging of current virtual worlds into a smaller number of open-sourced environments that support the free transfer of assets and avatars from one to another with the use of a single, universal client.
So there is not much profitability there yet for businesses but it is important for corporations to start building a presence in some of these virtual worlds because they could become a serious profit sources down the road. The second law mentioned by Gartner "behind every avatar is a real person" may turn out to be incorrect. Complex programming may make for some very realistic non-player characters in these virtual worlds that people may enjoy interacting with as long as they are not being misled into thinking it is a human. These is something very significant going in the virtual kingdom and new computing technologies like Microsoft's surface computing could make them even more exciting and significant.
Posted on May 31, 2007
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Gaia Online: An Escape For Teens
GigaOm has an article about Gaia Online, a virtual world and online hangout inhabited by teens. Gaia already has considerable traffic with 300,000 users logging in each day. GigaOm says most of the activity at Gaia actually takes place in the online forums.
The largest cohort of activity (wholly 30%) takes place in the Gaia forums, and here's where the truly staggering numbers come in: Averaging a million posts a day and a billion posts so far, Gaia's message boards (with topics running the gamut from pop culture to politics) is second only to Yahoo in popularity.
A million posts a day is very impressive. MySpace has matured so the fickle teens have to go somewhere and it sounds like Gaia is one of their destinations. GigaOm's post also has an interview with Gaia Online CEO Craig Sherman who seems to be billing Gaia as an escape for those fleeing MySpace and other social networks.
Craig Sherman has been thinking what the value-proposition of his site in the era of MySpace or Facebook. "In a world where teens are constantly branding and packaging themselves" on sites like those, he points out, "Gaia is where you get away from it all."
Gaia, which offers the virtual world, forums, content rating and flash games, also has a way of making money that is not from advertising. They sell virtual fashion accessories and other "rare items."
Instead of monthly subscriptions, Gaia Online sells "rare items" - treasures, fantastically cool fashion accessories for player avatars, and so on - two offered a month for $2.50 each. Subscribers buy them via credit card, Pay Pay, cellphone - or cash on the barrel. ("We employ someone full time whose job is getting dollars and quarters" out of envelopes kids send them, Sherman notes.)
The article says Gaia Online also has advertising including a recent campaign for The Last Mimzy movie where Gaians were challenged to "accomplish a series of tasks in order to get their own special Gaian-only Mimzy (a super-intelligent bunny)."
Gaia is off to a fast stealthy start but there is competition from Habbo Hotel, Nicktropolis, WeeWorld and Cyworld. TheDealBlogs.com has an article about a couple more virtual world startups including Club Penguin and Areae.
Update: Lightspeed mentions several other competitors including Neopets and Webkinz.
Posted on April 23, 2007
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Get a First Life. Membership is Free
Second Life has been receiving a great deal of mostly positive press over the past several months. The positive press began around the time Second Life claimed one million members. Later Reuters set up a news center inside Second Life which generated more coverage. Second Life received still more press when they claimed two million members which some blogs disputed.
Then Sears set up a show room in the virtual world -- although this may have been too much reality for Second Life. How much realism do you really want in your virtual world? Now, blogger Darren Barefoot has set up an amusing Second Life parody called Get a First Life at www.getafirstlife.com. The site tells people to "Go Outside. Membership is Free."
First off, I am not a Second Life hater. Let me say that again: I am not a Second Life hater. I'm on record as saying that there's something important going on inside the game.
That said, I've been bemused by the amount of hype and attention the game...er...virtual world thingee has received over the past three months. The media has been on SL like white on rice. I've only written about SL a couple of times on this site, but I've probably received five enquiries from sundry Canadian news outlets asking if I played, or knew anybody who played, or knew anybody who was making a six figure income from playing, and so forth.
Barefoot is selling t-shirts from Cafepress in the hopes of making some money off the site or at least covering some of his bandwidth bill. Barefoot told complaining irritants on Digg that last year when he did a parody called iCryptex he "got a good chunk of traffic, but all I got for that was a bandwidth bill. So, this time around I wanted to make a little money without having a ridiculously monetized (and therefore compromised) site."
Linden Lab, the creators of Second Life, are being good sports about the parody. Boing Boing reports that Darren Barefoot received a positive ""Proceed and Permitted" letter from Linden Lab. Second Life Insider, Laughing Squid, YesButNoButYes and BL Ochman have more to say about First Life. Still more discussion of Get a First Life can be found here on Techmeme.
Posted on January 21, 2007
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Wee Blogs on a WeeWorld Written by WeeMees
WeeWorld is an online world where can create a WeeMee, a graphical image of you that you assign skin color, hair color, eye color and clothes. You can also carry objects. The start can be a little embarrassing because you beging with a naked WeeMee like the one on the right. There are already 10 million WeeMees in more than 39 countries around the world. They have now opened in the U.S. and according to the company's press release you can also create a blog for your WeeMee on the social network called WeeSpace.
WeeWorld is the only online personalized identity provider that enables users to carry their alter-ego with them throughout their online and offline lives. For example, international mobile partnerships such as Motorola and Vodafone enable users to extend their digital identity to cell phone picture messages, caller ID alerts and wallpapers. As the company continues to cultivate strategic partnerships with companies such as Skype, MSN and AOL, WeeWorld is poised to become the standard for online/mobile digital expression and personalization.
In addition to WeeMee portability, WeeWorld.com provides interactive games and personalized ecards to send to friends. Users can create WeeBuddies for their friends, keep their own blog and continually update their own WeeMee to express their current mood or daily attire. WeeWorld also plans to evolve into the broader social networking realm by allowing each WeeMee to create and personalize their own space.
With billions of possible configurations, there is a WeeMee for everyone, as users choose their body shape, skin color, hair style, emotion, clothing, accessories, pets, pastimes, passions, pursuits, sports, backgrounds, moods, emotions and feelings.
It might seem a little corny but these new avatar based social networks are raising money. WeeWorld recently raised $15.5 million through its Series B funding, led by Accel Partners and Benchmark Capital.
Posted on September 28, 2006
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Developer Blog Shows Construction of Virtual Hotel
Aloft Hotels, a new brand of Starwood Hotels, is launching a preview of its new hotels inside the Second Life game before opening the actual hotels to the public in 2008. To promote the feature in Second Life the company has launched a developer blog that shows the ongoing construction, coding and design of the virtual hotel and the virtual island the hotel lives on.
This September, Starwood Hotels will become the first company in history to open a new hotel brand inside of a virtual world. Prior to opening to the public in 2008, aloft hotels will offer a sneak preview inside of Second Life. As we build our virtual aloft hotel, this weblog will track the progress of the development, giving you an in depth insiders view of how a virtual hotel is created.
It is a very unique blog that describes floorplans, design concepts, screenshots and modeling techniques. The virtual aloft hotel is an excellent marketing strategy. The blog is likely to attract more people to Second Life and generate interest in the real aloft hotels well before they open to the public in 2008.
Posted on August 14, 2006
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Cyworld Arrives in the United States
Cyworld, the popular South Korean social network, is now open for business here in the U.S. The beta U.S. website can be found here. Katie Fehrenbacher at GigaOM explains how Cyworld is attempting global domination.
Dozens of new social networks are coming to market this year, but Cyworld has seven years of experience and the backing of SK Communications, a subsidiary of Korea's largest wireless operator SK Telecom, to kick off its attempt at global domination.
Cyworld's U.S. efforts are more than just a way to tap the American market, the site is the platform for building sites that will be launched in Europe - Germany and the U.K. among other EU countries - as well as South America, and east Asia. Cyworld already has sites in China, Japan and Taiwan. While MySpace has similar plans to launch in Germany this summer, Cyworld plans to open a site in Germany early next year in a partnership with Deutsche Telecom.
The Cyworld site has many features that are similar to MySpace but unlike MySpace it tends to pop open new windows instead of providing new content on the same window. This feature might irritate some users. A couple unique features include "acorn points" Cyworld users can shop with and the Minime avatars:
Create your Minime - your avatar in Cyworld. Your Minime represents all aspects of you ... the "you" inside of you, the "you" you want to be. Or just the "you" you feel like sharing today. Have fun styling your Minime. You can change its hair, clothing, facial expression, mood, position and background as often as you like.
Will MySpace debut an avatar challenge to the minime? That remains to be seen. GigaOM also says Cyworld has a 30-person team working in San Francisco and that the U.S. Cyworld site will officially debut in August.
Posted on July 29, 2006
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Blogging Vs. Gaming
What's bigger and generates more money: blogging or gaming? Answer: gaming.
One game alone -- World of Warcraft (WOW) -- has over 4 million paid subscribers. Very few blogs have any paid subscribers. Jason Kottke is one of the few bloggers who runs his blog on paid contributions. Kottke won't say exactly how many paid donations he received but his numbers are likely dwarfed by WOW's massive number of subscribers. A recent study found that there are over 120 million PC gamers in the U.S. -- one country alone has more gamers than the number of bloggers worldwide.
There are articles that the $10 billion gaming industry has even surpassed Hollywood, but the Hollywood figures used do not usually account for DVD rentals and sales. Movies are now being made that are based on games like the Halo film.
However, there are some similarities -- gaming has people that suffer from
gaming addiction just like
blogging. Wikipedia
says some teenagers spend as much as 3 hours a day playing video games
and there are some bloggers that easily spend that much time blogging,
if not more.
Many gamers are, of course, also bloggers and/or blog readers
so there is some crossover. Virtual worlds like the Sims
and Second Life could also allow blogs inside games -- if they don't already. Boing Boing blogger Cory Doctorow even had once of his novels displayed inside the online gaming world of Second Life making for a gaming, publishing and blogging industry crossover.
Despite the sheer number of gamers and the massive amount of
revenue generated by games one can argue that blogging is more influential
on society because of its huge impact already on the media and
its impact on politics and science. While you might find the occasional
game with a message most games are pure profit-driven entertainment. However,
the blogosphere generates a never-ending steam of ideas, thoughts and
opinions. So, so far in this rather ineffectual comparison, gaming wins
in numbers and sales but blogging wins in influence.
Posted on October 19, 2005
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