Reuters Brings Davos 2008 to Second Life

Davos_youtube The World Economic Forum held each year in Davos, Switzerland will again be accessible, at least in part, to Second Life visitors and residents.  Reuters reports they will be there interviewing several business leaders from Davos next week, January 23 - 27.

I haven't found information as yet on any panel sessions that may be streamed into SL or on the web, although rumors are afloat.  The WEF blogs page has a note in the sidebar: "watch the discussions in Second Life" which links Reuters' SL coverage page.

This year the Forum theme is "The Power of Collaborative Innovation"  within five concept "pillars:"

Business
Competing While Collaborating

Economics and Finance
Addressing Economic Insecurity

Geopolitics
Aligning Interests across Divides

Science and Technology
Exploring Nature’s New Frontiers

Values and Society
Understanding Future Shifts

These topics will hopefully reach the broader ears of leaders and trigger discussions in every sector -  but admitedly collaboration + innovation happens to be a topic in which I am fully immersed in business and for an upcoming publication.

The blindingly rapid shifting market and civic power basis due to collaborative behaviors, expectations and technologies make it imperative that global communities begin to rethink and remodel themselves within that very context in order to successfully address global challenges. 

The pre-Davos press conference addressed how the WEF program of 240+ sessions embraced its own theme by tapping into  more than 1000 people and organization in shaping this year's program.  The Davos Question initiative using YouTube  is inviting questions for discussion (and voting on them) from the global community.

In addition, two new WEF collaborative projects will be launched during this Forum.  The first is WELCOM (World Electronic Community), which is a platform to extend Davos discussion into virtual space - "a virtual Davos" in the words of Klaus Schwab, Executive Chairman of the World Economic Forum. And the second is a "global agenda council" - a series of panels each with 15-25 key experts who will collaborate on 100 issues WEF has identified for collaborataive discussion.

You can get more information on all aspects of WEF 2008 here.

A pre-Davos press conference is available on YouTube here.

You can submit your question or suggestion on the Davos YouTube channel here.

Watch the Reuters SL page for its schedule of interviews from Davos.


January 16, 2008

ACLU's "Close Guantánamo" SL Campaign Launching Jan 11

Closegitmo_content Today, Jan 11 at 11:00 a.m. SLT the American Civil Liberties Union is holding a launch event in Second Life related to their Close Guantánamo campaign.  The new SL space, called "Gone GITMO" is intended to focus attention on the detention of prisoners and the conditions at Camp X-Ray.   ACLU's program incorporates a virtual Guantánamo program begun last September by Nonny de la Pena and Peggy Weil, a joint effort of USC Institute of Media Literacty and Seton Hall Law School of Law.

This virtual launch coincides with the sixth anniversary of the arrival of prisoners at Guantánamo, and several real world demonstrations in Washington, DC, Boston, Philadelphia and Boise, ID; protests in San Francisco and Tampa; a discussion in Pittsburgh; a vigil in Raleigh, NC; and a rally in St. Louis, according to the ACLU press release.

Second Life location is Progressive Island: http://slurl.com/secondlife/Progressive%20Island/135/152/35/

More information and a schedule of events is at the campaign web site.


January 11, 2008

Book Review: Exodus of the Virtual World; How Online Fun is Changing Reality

Exodusimage_ Life is a game.  Edward Castronova brings us face to face with a new twist on the concept in his newest ‘speculative non-fiction’ book, Exodus to the Virtual World; How Online Fun is Changing Reality.

Thumbing through it, you might guess this is a book about a generation of gamers addicted to seeking unending fun, opting out of the real in favor of the virtual.  Or, you might think it is a sociological warning about the weird and scary world of gaming cultures, whose millions of inhabitants have entered the mainstream work world and are bringing with them their geeky scary view of society.  Or, if you happen to land dead center in the book, you might think Castronova himself is living in a fantasy world where he’s mistaken game society and real world public policy as one. 

Well, kind of…but No.

Grasp this book between your two hands, and before you open it, repeat three times: “this is a book of speculative non-fiction.”

And then read every word of it seriously.

The three underlying themes within this book are happening.  They may be under the radar, but that doesn’t make them any less real or less disruptive to your near future. If you are in business, pay attention – it has implications for you.  If you are a marketer, be aware that you have to get in the game (pun intended).  If you are a public official, at least consider the possibilities.

Theme 1:  Virtual economies cannot help but affect real world economies.  Castronova walks us through how so.  The ‘virtual economy’ as a whole is already the size of a small country.  Even if people are spending only a small percentage of their time producing, buying, selling virtual goods, it is taking money/production out of the real world economy.  As millions of people start doing it and migrating “there” (China is betting on it) and on a growth curve following Moore’s Law, it will make a very big difference to all of us. 

“The thought of a new community, society or state emerging on its own territory should give us pause.”

Theme 2:  Virtual worlds are fun; the real world is not and people like fun more than “not fun.”  What’s not to love?  Of course what ‘fun’ actually means here is the key to the title of the book.  The case Castronova makes is that people are finding meaning/satisfaction in collaborative game spaces and virtuality that real world structures/systems don’t allow or support.  It is the why of virtual world fun-ness that is key here and that may be an imperative for the real world.  Fun in Castronova's sense is not ‘meaningless play’ it is challenge, mastery, learning, testing without serious consequences, survival, fairness and the ability for everyone to succeed (if eventually).

But herein lies one of the sticking points I have with Exodus to the Virtual World.  Castronova seems to equate virtual worlds, video games and ‘practical virtual reality’ as one and the same, interchangeable, seemingly painting them with the same cultural and structural ‘fun’ brush.  They aren’t the same.  Motivations, activities and structures are different – but I forgive because this is a book about trends and possibilities – and that is the really important place he takes the reader in his discussion.

Theme 3: Game designers are designers of societies, with the goals of making people happy and improving well-being.  Successful public policy might learn from game design.  Here’s where you might think “okay – gone too far.  I was with you for a while, but time to close the book now.”

Hang in.  Of course Castronova, economist that he is, knows life is not ‘the game.’ Not everyone finds these games ‘fun’ or are ‘technographically’ aligned with them (a point Castronova doesn’t make).   People do operate in the real world.  But he does run the concepts of game design and public policy in parallel with the reader, just asking the question, “can we learn something about human happiness by listening to the multi-disciplinary arena of game design?”   If millions of people are migrating into virtual reality, it might be worth at least considering the question (not to mention the reasons). 

These are radical and sometimes very impractical ideas.  But I have to admit I marked this passage:

“Perhaps the most striking difference between fun policy and real-world policy is in the process of policymaking.  Game designers deliberate briefly, then implement policies in test environments and tinker with them for a very long time.  Real-world policymakers deliberate for a long time, then implement policies in the real world without any tests at all.  Those who have experienced policy effects in both worlds cannot help being impressed by the difference in the policy quality that results.”

Virtual worlds do give us the ability to test real world scenarios – doing that alone could save a lot of real world human pain and distress.

A final point of digression I have with Castronova that I'll note here is that he states no other online experiences allow for these kinds of societal disruptive environments.  I disagree – and in fact think by focusing only on 3D virtual worlds as where this is happening is shortsighted.  Two-dimensional social networks/social media share many of the characteristics – and implications – of which Castronova speaks in his book.

So, you might think all this isn’t happening, or it is a long way off, or it is far-fetched, or it has no real implications for you or your real world…

Well, early in the year I was in conversation discussing the state of an enormous public institution with a high-ranking government official (of baby boomer age) and she said to me as we discussed solutions, “there must be a way to make it work more like World of Warcraft – how can we make it so people are encouraged and motivated that way?”   I swear.  It happened – in the "real” world.

Thanks to St. Martin's press for a review copy of Mr. Castronova's book.

December 3, 2007
   

USC Center on Public Diplomacy Simulcasting Virtual Worlds Panel in Second Life

Join in on September 10, from 10:15 am – 11:45 am SLT for USC's Center on Public Diplomacy panel discussion, From Global to Local: Virtual Worlds, Immigration, and Linguistic Diaspora while the RL version will hail from Mexico City.   According to USC's press release, the topic is meant to explore how virtual worlds can have an impact on making global issues local; and how immersive and digital environments are playing a role in cultural dialogue and interaction.

This panel is actually part of the larger event, Interdependance Day V, that brings together civic leaders, artists and thinkers for a series of discussisons on "the realities and possibilities of forging constructive interdependence in our troubled and divided world." 

The entire event will be simulcast in Second Life and will feature a mix of panelists participating physically in Mexico and virtually in Second Life.  USC's participation is supported by the John D. and Catherine T. MacArthur Foundation.

The USC panelists include:

  • Peter Marx, Former Chief Technology Officer for Vivendi Universal Games;
  • Jose Murilo, Manager of Strategic Information, Ministry of Culture (Brazil);
  • Mark Wallace, virtual worlds journalist;
  • François Bar, Associate Professor, USC Annenberg School for Communication;
  • Gilson Schwartz, Academic Director of the City of Knowledge, Universidade de São Paulo (Brazil).

Join the group in Second Life "MacArthur Foundation SL Events" for detailed updates.

Get the complete event schedule for Interdependence Day V and details on the USC panel here.

And the PDF of the conference schedule is here.

September 4, 2007


Virtual Worlds as “Third Places”

As a bit of an expansion on my last post about where to look for business potential for Second Life – and other virtual social worlds, for that matter – organizations shouldn’t overlook the potential of virtual worlds as a “third place.”

Coffeeshop_001 Without doubt StarbucksHoward Shultz popularized the concept of “third place” in marketing through their store design and branding, but Ray Oldenburg literally wrote the book (or more accurately the books), “The Great Good Place.”   In a nutshell, Oldenburg examines and argues for the importance of places beyond the workplace and the home for people to gather informally to socialize – a “third place.”  Essentially he concludes that third places are vital for social engagement and for community.  His influential work has brought the term into discourses about civic engagement, urban planning, space design, marketing and sociology. 

Oldenburg cites eight characteristics of third spaces:

Neutral Ground:
  Individuals come and go with little obligation or entanglements with other participants.

Leveler:  Acceptance and participation are not dependant on an individual’s status in the workplace or society.

Conversation is the Main Activity: and playfulness and humor are valued.

Accessibility & Accommodation:  Easy to access and accommodating to those who frequent.

The Regulars:  A cadre of regulars who attract newcomers and who give the space “mood.”

A Low Profile:  Without pretense, comfortable.

The Mood is Playful:  Playful spaces where word play, wit, frivolity are normally present.

A Home Away from Home:  Home like, easy, warm, a feeling of “rootedness.”

Two assistant professors at the universities of Wisconsin-Madison and Illinois at Urbana-Champaign through in-depth study examined online games and how they fit into the concept of “third place.”

Coffeeshop_002 What is particularly interesting is that one professor studied MMOs from a media effects perspective; the other from a socio-cultural perspective.  They come to remarkably similar conclusions – that MMOs are a new (if virtual) “third place.”  They find that MMOs meet Oldenburg’s eight defining characteristics.  And, going one step further they ask if virtual communities are really communities, concluding that they are particularly well suited to one of the two types of “social capital” we build in communities - that of “bridging social capital”.  Bridging social capital is not particularly deep emotionally bonding relationships, but rather broad, inclusive relationships that tend to broaden our worldview, social horizons and that link our social networks together.

The article detailing the study and the results is fascinating, and an important read for businesses examining the opportunities in gaming, virtual worlds and social networks.  These are in fact, a part of the tapestry of our lives, work and society and the potential is as varied as the activities we engage in there.

“Game play is not a single, solitary interaction between an individual and a technology, contrary to worn-out stereotypes; in the case of MMOs game play is more akin to playing five-person poker in a neighborhood tavern that is accessible from your own living room. …Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media."

Read the entire article in the Journal of Computer-Mediated Communications, Where Everybody Knows Your (Screen) Name: Online Games and “Third Places.   And, I apologize for not posting it sooner here – it has a lot of valuable food for thought for business and civic organizations.

January 24, 2007

The MacArthur Series On Digital Media and Learning

Mac_digitalmedialearning The MacArthur Foundation, as part of a five-year, $50 million initiative exploring how digital media is changing the way young people live, play, learn, socialize and participate in civic life, will soon be releasing a six-volume series, The MacArthur Series On Digital Media and Learning.

Each volume in the series will explore a specific topic related to issues facing young people in the digital world: Civic Engagement, Credibility, Ecology of Games, Innovative Uses and Unexpected Outcomes, Race & Ethnicity, Identity. The series is being published online and in print under the auspices of the Monterey Institute for Technology and Education and the New Media Consortium.  It involves the commissioning of more than 60 essays by prominent scholars, and is a result of a 12-day symposium in Second Life (last October) and a 2-day online web conference and open online forum (now closed).

Nmc_howard Larry Johnson, the dynamic CEO of the New Media Consortium has a truly fascinating article, Who’s Listening to the Avatars?, with insights on the process of the symposium conducted with 27 leading authors and researchers in the area of digital media.  Johnson concludes that there is a gaping void in the knowledge/acceptance within this expert group in an important area – the implications of massively multiplayer worlds.   He writes:

“Questions related to gender-morphing, role-playing, and identity extension in virtual worlds and game spaces are much on the minds of the residents of such spaces, as one might imagine.  Such themes were present only in the abstract in the “flat-web” online conference, and surprisingly rejected outright within two of the expert dialogs, and not considered at all in the third.

"The experts in one group raised a question about the relevance of group action in virtual worlds, and deemed it not relevant to the topic.  Similarly, questions related to formation of virtual identities and the expression of self through one’s avatar were also set aside by the identity experts. The implications of assessing the credibility of information conveyed in virtual worlds, where everything is a construct, was outside the scope of that volume.”

"At the same time, the dialog around these issues in Second Life was extremely rich and detailed.  Due to the way invitations to the event were distributed, a great many of the participants in the Second Life Symposium were themselves scholars and academics, so the educational background of the participants in all three forums was similar.  One can only conclude, even for those we regard as experts, that it is hard to conceptualize the impact of virtual worlds until one spends some time in them.

According to the article the Second Life participants far outnumbered the other web-based approaches:  more than 1300 people from 21 countries participated in Second Life while the web conference drew 225.

Johnson muses that perhaps we need to reflect on the need to expand the definition of scholarship. 

It seems Wikinomics is striking even our most venerable of institutions and raises questions about who and where the experts are.

I encourage you to read the full article.

Find out more about the MacArthur Foundation Digital Media and Learning initiative here.

Photo credit: New Media Consortium

January 13, 2007

Debate on the Second Life "House"

Some of the comments over on The Caucus at the New York Times about the congressional event in Second Life on Thursday are just too good not to pass along.  Some of my favorites:


What the heck is Second Life??
— Posted by Larky

------------

Intriguing…but why do I feel like “Get a Life!” is the best response to these Second Lifers?
— Posted by Pete

------------

Let me get this straight: You seem to think is perfectly reasonable to participate in an online community to the extent that you are having a conversation with people in the comments section of a blog. Yet when other people do much the same thing using more sophisticated software, somehow they need to ‘get a life?’

They’re the ones who are apparantly meeting with leading members of Congress to discuss the new agenda in Washington. How about you? Got any big meetings with members of Congress planned in the next few days? This very fact suggests that the people using Second Life (of which I am not one) certainly do have their act together.
— Posted by Jackson Landers

------------

Zach wrote, “One comes to the frightening conclusion that, rather than producing greater political cohesion and awareness, the Internet has spawned a framework for virtualized ‘action,’ action with merely perceived consequence — in other words, the perfect form of social control.”

This is an excellent thought that I think bears repeating. The internet is a tool for communication and can be useful in organizing, but the action is still out in the real world. And let’s not forget the 80% of humanity who don’t even have computers — in fact, in many nations the majority is illiterate. Don’t those people count too, or is social justice only for the tech-savvy these days?
— Posted by eatbees

------------

If it’s fantasy politics your looking for…try http://www.fantasycongress.com/fc/
— Posted by Lewis

------------

Millions of people cannot “go to France” or Washington, DC or even enjoy the nightlife of major cities. However they can and do participate in online forums, including this blog and Second Life, and carry the ideas they learn there back to others in their physical lives. All the people posting to this forum are already using technology to leap over barriers to communication put in place by governments, corporations, and powerful interests.
— Posted by Thomas Williams

------------

Wow, I got sick reading many of these comments. Those who think it is, “the gaming community” only, those who said it is boring, those who simple laugh and write off Second Life well, I just feel bad for you. I will not criticize you rather I would recommend you open your minds as you are missing the point and your facts are incorrect.
—    Posted by Adam Broitman


And, for an entirely different perspective and if you have some time, see this post by Metaveral Myrmidons at Second Thoughts.

January 6, 2007

United States Congress Enters Second Life. 100:00 Hours and Counting.

Capitolhill_001 As an American, watching the opening of the 110th Congress, the election of Nancy Pelosi to Speaker of the House, and joining in on a chat with Representative George Miller (D – 7th District, CA) while sitting in a replica of the House Chamber in Second Life earlier today was a remarkably moving experience. 

Virtual Capitol Hill was opened today, coinciding with the start of the 110th Congressional session and the "first 100 hours campaign” toward achieving the agenda of six major Democratic political initiatives.  Streaming video of the real world event was available to the invitational audience in the sim throughout the morning, and an in-world discussion with Rep. Miller after the swearing-in ceremonies wrapped up the virtual event.  Rocketboom’s Joanne Colan in the guise of avatar Joanne Canto conducted the interview with Representative Miller in his distinguished-looking avatar. 

Capitolhill_013_2 The genesis of the Second Life Congressional presence was the idea of Rep. Miller and some members of the SL community to broaden the public’s access to policy makers, according to avatar, Justin Cannonball, spokesperson at the event.

Sun Microsystems' Chief Researcher in the persona of John Gage explained that Rep. Miller also sits with him on the George Lucas Educational Foundation Board.  At a recent board meeting the two Georges (Miller and Lucas) and Gage “flew around a number of sites” that merged classrooms and Second Life.  Gage said, “I'm here as an SL member, interested in building continuous discussion areas.....the Berkeley cafe version of democracy and because of the power of the visual metaphor, this environment can be used by anyone, in any language, from any culture so we can link schools in Kenya or Rwanda with schools and teachers and students in Palo Alto or Lucas Valley.”  Sun Microsystems is underwriting the Virtual Capitol Hill project.

The project came about very recently, says Cannonball.  “It's amazing not only how much we can do with this technology but so quickly. I think that as people become more familiar with this space, the enthusiasm for what it can accomplish grows.”

Capitolhill_shot_002_1 Rep. Miller said the six individual pavilions, located on the sims behind the main Chamber building, will become information and discussion hubs, each around one of the six items on the Democratic Party agenda for the 110th Congress.  He also indicated his hope is to bring other members of Congress into Second Life to engage in conversation with resident voters and constituents, likening SL to real world town halls representatives routinely hold in their real life districts.

In my opinion, the six pavilions are the real heart of the sim – and encompass the Democratic campaign strategy here.  They are the more simple structures, but they communicate the promise of this session of Congress and underscore the determined unity of message for the Democratic party (not traditionally known for their unity).

Marketing firm, Clear Ink brought the project to life with support from Blue Practice.  It was quite a feat of coordination among numerous entities, including Linden Lab. Rep. Miller joked about the interesting challenge of presenting the idea to Pelosi to approve this rather unorthodox way to open a Congressional session.

Capitolhill_005This virtual event was well-managed - as the traditional decorum of the House would suggest.  /clap and kudos to Clear Ink on that account.  Communicators take note:  A greeter was watching as people dropped in all throughout the several hours of the event and Clear Ink folks were stationed around the sim, clearly identified by their avatar names.  The main chat was used to greet arrivals without worrying about disrupting the on-going conversation.  Each person was directed to a notecard as they arrived that held all the particulars about the event with clear directions on how to ask questions of Rep. Miller.  Attendees were kept appraised of timing and happenings, and it was obvious someone from Clear Ink was watching the chat for any confusion, questions or issues.  When it seemed some SL newcomers were having trouble using the IM feature for submitting questions, Clear Ink was able to go with the flow quite seamlessly and pick up questions from the main chat for relay to interviewer Canto.  Clear Ink avatar power was present and efficient - and it made for one well-run event.

Capitolhill_shot_001_1 There are two mirrored sims, Capitol Hill 1 & 2. They were originally scheduled to open tomorrow, but they are now open to the public as of this afternoon.  Stop by.  The design communicates a theme of “openness” and accessibility: no roof on the House Chamber and a line of trees branching out on an angle away from the main building creating an ever-broadening pathway fronting the six initiative discussion pavilions.  I’d like to think that is a metaphor for the things that will happen there.

Virtual Capitol Hill is located here.

[update 1-5-07:  Avatar and in-world spokesperson at this event, Justin Cannonball, is Danny Weiss, Rep. Miller's Chief of Staff.

Rocketboom's coverage of the event has been posted here.]

January 4, 2007

U.S. Congress Studies Public Policy Around Virtual Economies

Lindenmarketdata As Second Life reaches 1 million residents today, the Joint Economic Committee of the United States Congress announced they are studying public tax policies related to virtual worlds.

It is no wonder.  Spending in Lindens, the Second Life currency, reached over 92 million dollars for September of this year, and October is already on track to outstrip that figure by 20%.  Linden Lab today announced that largely due to heavy media coverage, it expects to add 50,000 new resident accounts today alone.  In recent months Second Life has been growing by 38% per month in a sector that generates between $1 billion and $3 billion USD a year.

According to Representative Jim Saxton, chairman of the JEC, the committee is concerned that the Internal Revenue Service, the U.S. taxing body, may step in and begin imposing taxes on virtual transactions before appropriate public policies have been set.  “This I believe would be a mistake,” says chairman Saxton.

The present explosive growth of virtual worlds has civic leaders sitting up and taking note far earlier than they did when the World Wide Web began to change and challenge the flow of information and commerce. These virtual environments are rapidly creeping into our real world business and public social and economic structures.   It seems that the U.S. Congress wants to lead the public policy debate about how these economies will be regulated.  But the impact of these virtual spaces on public places has been more quietly advancing for quite a while.

See the full Joint Economic Committee press release here (pdf).

Photo credit:  Linden Lab Market Data

October 18, 2006

Join the Second Life Group

Our group is focused on business communications in SL. Get group notices of our in-world events as well as special Second Life information or announcements. Search Groups in Second Life for "SL Business Communicators." Click Join. You're in!"

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