Cultures of Virtual Worlds

Culturesposter Over the last two days I’ve had the real pleasure of being back in the classroom, straining at times to hear over the noise of the construction of the engineering building next door.  But it was worth it being able to hear 30 ethnographic researchers gathered at UC Irvine to present their studies of just what we avatars are doing inside virtual worlds.  The theme for the gathering was Cultures of Virtual Worlds, organized by the Center for Ethnography in the Department of Anthropology and sponsored by Intel’s People and Practices Research Group.

Ethnographic research is a first person study of the observed behaviors of others.  These were indeed the tales from the road, observations organized and structured into what we already understand about human behavior.  But, mostly the tales raised questions and many mysteries yet to be understood about virtuality.

Dr. Celia Pearce of Georgia Tech, traversed worlds for us as she reported on the forced migration of Uru (Myst Online) players, as they became refugees in the “new” worlds of There.com and Second Life due to the closing of their game.  She showed us how the artifacts from one world ported over to another through recreation of the old world in the new, transforming both the place and the narrative of the new, joined community.  Her experiences highlight how a true community, once created, does not die easily – indeed another world often becomes the beneficiary.

My thoughts:  This phenomenon is as true in the actual world as in the virtual.   I’ve been watching a similar migration in process at this very moment with the closing of Virtual Magic Kingdom as that community is creating a new Virtual Family Kingdom and preparing its [heartbreaking] move from VMK.   Both these instances raise a fascinating question of just what is a community.  Do we use the word too loosely today in social networking since we move and migrate so easily among networks?  When does “affiliation” or “networked communication” become community – or does it?  Do commercial entities have responsibilities to the communities they create?

Graduate student Lilly Irani coined a phrase in the title of her presentation I suspect I will be using in the future, as it captures our modern communication habits so well:  Assemblages of Communication.  She documented her travels inside Second Life focusing on the fluid communications habits of activist avatars who seamlessly weave IRC, blogs, web forums, Facebook, Café Press, SLProfiles, and photo sharing to communicate.  Her conclusion: the immersive nature of communication inside virtual worlds is just one type of communication and that “collectives” keep in touch through assemblages of communications that are unique to them and that serve their individual community.

My thoughts: Lilly’s focused observations of a small group of activists operating inside a virtual world validate my own theories of the fluidity of what we still call “media.”  We tend to think of media as a “thing.” But media in practice is in fact very ephemeral.   We describe it as “distributed,” but it goes way fuzzier than that. Media  “in practice” isn’t a channel, but an activity.

Dr. Rebecca Black plunged us into the virtual literary world at FanFiction.net where she chronicled the shifting online identity of a young Chinese girl as she published her fiction while learning English.  Through her observations Dr. Black concludes that over time our identities shift and evolve – are never static - because we construct them in diverse ways, influenced by the media, pop culture, our ethnicity and our own “actual” identity.  In a focused study of the language used within the space, she also contrasted the support and encouragement given to her subject by this virtual community versus that she might receive within our traditional educational environment.

My thoughts:  Every virtual space has its own reason for being along with its own rules, norms, culture, and communication methods – often its own language.  The richness of the connections in virtual worlds does often trump the interactions we receive in the actual world.  There is a realness to them that transcends the physical.  Reciprocity is central to the growth of a true community.  What troubles me is that we have constructed our “real” institutions, organizations, and expectations in ways that often dehumanizes and that removes reciprocity – possibly encouraging (forcing?) us to escape into the virtual to find the real.

Deborah Fields' projects lead us through a study of race and gender via Whyville, where 68% of the participants are girls. Deborah is studying how children develop connections and identities in social worlds and how it might inform “real life” learning. She shared a fascinating case study of “Zoë” who grapples with her ethnicity through an evolutionary process of trading “face parts.”  (In Whyville you have very limited abilities in avatar creation.)  Zoë in real life is black.  However while she could approximate a “black” face – it was difficult to find black “bodies” (“bodies” are actually part of Whyville clothing).  She began looking to trade for Latina representations and she even went through a period of scamming other Whyville avatars. Through this case study Deborah  illustrated that children (all of us, actually) go through phases of participation, developing multiple identities and that we continually evolve them.

My thoughts:  Wow, many thoughts hit me on this one:  children’s game designers have enormous responsibilities and need to consider children's identity formation in their products- let’s start by making it possible to represent more than “white.” Teachers and parents need to keep tabs on the identity formation/experimentation that their children and students are doing – create safety, freedom and encouragement to do so, while gathering insight as children go about it. The shifting “demographic” implications of the transitory nature of online identity and how we will adapt to two very different “states” of identity – one where we are the “same” person all the time due to the melding of our work, social and personal lives online (you are your Google results); and two, the liquidness with which we morph and evolve our identities.

This is by no means even a close approximation of all the stimulating and insightful presentations – just a few of the many highlights.

Dr. Dean Terry of University of Texas, Dallas provided a fun and thought provoking talk on the work his Virtual Worlds Lab and Mobile Lab is doing.  He wrapped up with a demonstration of an augmented reality via a mobile phone project that his students will be unveiling soon.

Post-graduate students, Paolo Ruffino introduced some fascinating concepts of our collective evolving worldview (virtual and actual) through mapping; Bianca Ahmadi presented machinima as an art and education form; and Lindsay Todres explored “self spectatorship” online and how it relates to/changes our use of media, especially cinema.

All in all, there is much to be understood about we avatars.  But it is clear our ideas of reality, community, intimacy, identity and space must evolve in step with virtuality.  This research is just a beginning, and from all the encouragement and collaboration I saw going on we have some interesting research to look forward to.

Kudos to Tom Boellstorff and Maria Bezaitis of UCI’s Anthropology Department for organizing the event.  Tom’s book, Coming of Age in Second Life is due to be released in a couple of days.

April 27, 2008

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

San Jose Tech Museum Opens in Second Life

Thetech_001 "The Tech," as The Tech Museum of Innovation in San Jose is lovingly called, today launched a virtual replica in Second Life - kind of.  The building may look familiar, but the mission is to encourage the re-thinking of museums, exhibits and to explore the next iteration of "the museum."

The grant that made the virtual initiative possible mandates that it be a service to the museum community, according to Nina over at Museum 2.0.  To that end, the project is actually both a web space and a Second Life space to prototype exhibits, collaborate, or propose exhibit ideas.  As an incentive to get collaborators collaborating, there is a $5000 award being offered to an exhibit deemed "spectacular" enough to be carried out in the real world museum.  The exhibit must be in the "Art, Film, Music and Technology" category and created during the incentive period which ends in June.

The initiative is a combination of a web community site, called the Museum Workshop and Second Life, tightly integrated.  The web site allows members to post a proposed project and recruit others to join the project.  It allows collaborators to have a project wiki, share project assets and publish a project task list.  Second Life is used to build, co-create and prototype the exhibit projects.  There is an idea area for those who aren't creator-types.  The accompanying blog is an update and conversation space.  Everything is made available under a Creative Commons license.

Nina says the space will have a full slate of programming such as classes, design reviews, Q&A sessions, and tours.    There is a tutorial on  interactive exhibit design (business communicators this is a great opportunity to learn about interactive design!).  Tours are every day at 11:00 a.m. SLT, and scripting and building classes every Thursday at noon SLT.

The space is not populated with exhibits, as the hope is it will be filled with the collaborative projects in progress.

This is a project that certainly has an awful lot of the right ingredients, and one that is on the radar to watch the progress.   

The project was funded by the Gordon and Betty Moore Foundation. Involve, Inc. developed the virtual version of The Tech.

For lots more information, read Nina's post about the project.

The Museum Workshop is on the web here.
The blog is  here.
Visit The Tech in Second Life here.

Read the official press release here.

December 11, 2007

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
   

Brand Happenings November 11 - 17, 2007

November 11

Veterans Day Ceremony
1:00 p.m. SLT
Culminating event of week-long event to coincide with the 25th anniversary of the dedication of The Wall memorial in Washington D.C. which honors Vietnam war veterans.
The WallSL
SLURL: http://slurl.com/secondlife/The%20Wall/36/30/24

----------

November 12

Orange
Community Event: Shape Shifter
10:00 – 11:00 a.m. SLT
"Come play Shape Shifter with the Orange community! Use three different objects to build a movie, song or book title... always fun, always a conversation starter."
Orange Island
More informationhttp://www.orange-island.com

Cornell Johnson School of Management & Metaversed.com
Metanomics Series speaker:
David Karbol of Saxon Bank, Denmark
11:00 a.m. – 12:00 p.m. SLT
"Metanomics is the study of business and policy in the "metaverse" of virtual worlds."
Metaversed Island (or watch via the web at www.SLCN.tv)
More information: Metanomics series machinima trailer
Website http://metanomics.metaversed.com

----------

November 13

Information Week
GridTalk
8 am SLT
"Charles Stross about his latest novel, 'Halting State,' set in the year 2018, when technology like Second Life, World of Warcraft, advanced mobile technology, and reality augmentation are ubiquitous and taken for granted."
Dr. Dobb's Island (or on the web via Dr. Dobbs chat bridge - registration required)
Podcast will be available for on-demand listening.
More information: Information Week blog

Bantan Dell
Podcast/Trivia Night
6:00 p.m. SLT
Tara Janzen author, On the Loose
Bantan Dell Bookshop
SLURL: http://slurl.com/secondlife/Bantam%20Dell%20Island/126/141/25

----------

November 15

Conference: Managing Virtual Distance:
Driving Business Transformation through your
Global Workforce & Virtual Teams

Presentation by Philip Rosedale of Linden Lab:
Virtual World Technology: Get Ready for a REAL Virtual Experience
2:20 p.m. SLT
Virtual Event “Sold Out”: 
More information on the RL event: 
http://www.iirusa.com/virtual/eventhome/secondlife/32494.xml

Orange
Unique Avatar showcase
10:00 a.m. -12:00 p.m. SLT
Orange Island
More information:  http://www.orange-island.com

----------

November 16

Warner Bros.
I Am Legend Movie Tie-in/Game
Final game area, Columbus Circle, slated to open
Website:  http://iamlegendsurvival.com/

Cleveland Public Library
3:00 p.m. SLT
Grand opening activities will include two live music performances; costume contest for the best chess-related costume will take place at 6pm SLT, with a $1000L grand prize to the winner; life-size chess sets will also be available for casual or competitive play.
Info Islands

----------

November 17

Monash University and Swinburne University of Technology
9:00 am - 5:00 pm
Discover Your Second Life
"Presentations will range from background information about Linden Lab and the Second Life organisation, through to past, present and future educational and business activities being conducted in the environment"
Second Life Locations will be announced Friday 16 November
Event program: http://sldiscoveryday.wikispaces.com/Event+Program

----------

Ongoing

Vodefone
Free promotional sevice allowing SL avatars to connect via mobile phones in RL, text messaging, free virtual handsets from Vodafone InsideOut. 
Promotion runs through November 30, 2007

CBS
CSI:NY TV show tie-in
CSYNY islands
 

----------

Upcoming

White Ribbon Campaign Launch
Launching November 22
"The WRC is the largest effort in the world of men working to end men's violence against women."
Website:  http://www.whiteribbon.ca/

November 29

Standford Meetup
6:00 - 7:30 p.m. SLT
Presentation by Jamais Cascio
The Metaverse — what does it include, where is it going, and how will it change our lives?
"Cascio presently serves as a research affiliate at the Institute for the Future, as the Director of Impacts Analysis for The Center for Responsible Nanotechnology, and as a founding fellow at the Institute for Ethics and Emerging Technologies.
Based on my work for the Metaverse Roadmap Overview, I’ll look both at the underlying technologies of the Metaverse and at the social, cultural and economic impacts it could have.
(Thanks to Tara5 Oh
More information here
Spaceport Bravo
http://slurl.com/secondlif e/Spaceport%20Bravo/66/74/184/
Physically at: Wallenberg Hall, Stanford University

November 11, 2007

Playing Catch-Up: Business News Briefs

Manchester Evening Star has a nice follow up article on the launch of virtual Manchester, UK last February.  According to the story the Manchester International Conference Center has plans to offer virtual exhibit space to compliment exhibitors' RL installations.  In addition, the UK consortium behind the Second Life Manchester initiative is in talks with RL property developers to showcase apartments in SL so RL buyers can take a tour of their new homes before being built. 

Government agencies and developers are no strangers to joint ventures in RL, but I don't think there is another such initiative between two such entities that extends into the virtual world.  The consortium who brought Manchester to SL is made up of Manchester Digital Development Agency, the Urbis Museum and consultants, Clicks and Links.

----
Recruitment
Business & Decision,  a France-based international consulting and systems integration company, is launching a recruitment campaign in Second Life.  They hope to connect with and recruit IT professionals across France.  According to their announcement:

"When connected on the site http://recrutement-secondlife.businessdecision.fr the candidates schedule a meeting with the recruitment team and access detailed information on the various positions offered by Business & Decision. After registering and creating an individual avatar, candidates are then able to connect to Second Life, attend their appointment, and discover the world of Business & Decision.

3 candidate meeting sessions:

Monday 5 November, 18h - 20h
Tuesday 6 October, 12h - 14h
Tuesday 6 October, 18h - 20h"

...
The state of Missouri's Department of Elementary and Secondary Education (US) has launched an SL presence aimed at expanding its IT recruiting efforts.  They say it was the demographics of SL that attracted them, and they will be experimenting with a worldwide job fair in SL in the coming months.  They are on Eduisland at EDUISLAND 3 (137,95,23).

...
Kelly Services launched their phase II Second Life presence on Friday with in-world festivities.  Kelly will be offering public seminars, conferences, job fairs, interviewing, job scenarios and general job-placement related activities.  Although Kelly initially launched in SL earlier this year, their in world services are not unique to Kelly alone.  Kelly joins numerous individual corporate recruitment efforts and TMP Worldwide has been a leader in 3rd party recrutiment services and activities in SL.

...
Wipro Technologies (India) plans recruitment via their soon-to-be-launched Innovation Isle.  The firm has also set up an Offshore Development Center (ODC) model campus with a client engagement centre, learning centre, 3 floor ODC set-up with cubicles, security desk at the campus entrance gate, amphitheatre, press announcements hall, basketball and volleyball courts, admin, data centre and library. It will be regularly staffed by Wipro’s own avatars.

“Our upcoming Innovation Isle will showcase Wipro’s innovation initiatives to our stakeholders and how they deliver increased flexibility and predictability, lower cost and faster time to market for our customers,” said Jessie Paul, Chief Marketing Officer, Wipro Technologies, in a release.  This will also be a virtual forum for customers, partners, and other like minded people to collaborate with Wipro in the area of co-innovation and business transformation.” 

--  via Business Line, Sify Walletwatch

----
TV Beams Into and Out of SL
If you missed the press or the show, The Office ran an episode on NBC this week featuring a plot line around Second Life.  Says character Dwight, he loves his first life so much he wanted a second one.  Rumor has it SL will be weaved into future episodes with Dwight's co-workers perhaps going in to play virtual pranks on Dwight. 

Cbscsi_ny CBS's CSI:NY debuted a storyline on Wednesday that continues in SL until February when the show will unveil the plot's villan.

----
For Fun:  Social Media SL Mashup
I know I keep banging the drum... but you don't need a Facebook, MySpace or Twitter tactic - you need to think broader into a social network strategy.   Daden Limited (UK) illustrates why one site/technology can't be the focus with a little mashup of Twitter and Second Life in which Twitter posts float into SL like bubbles in a fountain.  It is located in Halo's Garden on Daden Prime 207, 95, 24.

October 27, 2007

Telemedicine Conference In Second Life: October 22-23

Connectedhealth_002 The Center for Connected Health will be bringing their upcoming telemedicine symposium, “Building the Connected Health Economy” into Second Life.  The symposium, being held at the RL Harvard Medical Conference Center, begins on Monday, October 22nd and continues through Tuesday the 23rd.  The sessions will be streamed into SL at Connected Health Island auditorium.  The SL audience will be able to ask questions during the live sessions.

A key panel session on Monday will be simulcast in Second Life and RL.  At 7:00 - 8:00 a.m. SLT Monday the RL/SL panel, Second Life: Healthcare Enters the Virtual World, will explore the potential of virtual worlds in the delivery of medicine.   The panelists include:

•    Joseph C. Kvedar, MD, . Director, Center for Connected Health, Partners HealthCare
•    John Lester (Pathfinder Linden), Boston Operations Director, Linden Lab
•    Daniel Hoch, MD, PhD, Assistant Professor, Harvard Medical School
•    Roger Edwards, ScD, Managing Consultant, PA Consulting Group
•    Karen Gans, PhD, patient advocate

The full conference schedule is available here.

The Center for Connected Health tapped Involve, Inc. to develop the Connected Health Island sim and to provide in-world production services.

To attend the conference sessions, teleport to Connected Health Island.

October 18, 2007

Virtual Worlds Dissertation Research - Participate

You’ve undoubtedly noticed many references to various research studies or projects here.  And my guess is you are at least somewhat active or interested in virtual worlds if you are reading this.  So, if your intellectual generosity so moves you, there are a couple of dissertation students currently doing academic research projects who could seriously benefit from your insights and a few minutes of your time.

Post-graduate marketing student, Benjamin Bach, University of Lincoln is currently working on a research project about Second Life as part of his dissertation.  His title is:

Virtual online worlds: Enabling technologies to establish interwoven relationships to network constituents in an emerging virtual marketspace. Are virtual worlds the evolving precursors of socially interactive customer environments providing a scope for marketers?

Benjamin is exploring avatar motivations, participation reasons and the benefits you see in being involved in virtual communities.  He asked me if I would post a link to his 5-minute survey (which I also took, so I can vouch that it took less than 5 minutes).

Will you add your voice to his research?  Follow the link:

http://www.surveymonkey.com/s.aspx?sm=dzH96qGxcRq3IsvtnRQgKA%3d%3d

If that doesn’t interest you, how about Organizational Leadership?  Today at 2:00 until 3:30 SLT Phelan Corrimal, doctoral student at University of Phoenix, will be hosting a 90 minute forum on Organizational Leadership in Second Life.

The purpose of the panel is two-fold: to get an idea of what doctoral level research on organizational leadership is currently going on in Second Life; and secondly, to explore a specific dissertation project that is current and relevant to where we are today in Second Life.

The forum will be in the Emerald Room of Rockcliffe I.
Slurl: http://slurl.com/secondlife/Rockcliffe%20I/193/50/41/

Your time is most appreciated by these students. Be sure to ask them to share the results of their research with you!

September 9, 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


MacArthur Foundation Announces $2 Million Digital Media Competition

The MacArthur Foundation announced today a public competition for $2 million in funding for "emerging leaders, communicators, and innovators shaping the field of digital media and learning."

The purpose of the competition is to stimulate and encourage innovation in all areas of digital media and learning, as well as to help determine how digital technologies are changing the way people live, play, work, learn, and socialize.

The awards will be given in two distinct areas:  Knowledge-Networking and Innovation

The Knowledge-Networking awards will be given to proven communicators who are already steeped in social media and dedicated to "digital learning" through blogs, social networking, social bookmarking, podcasting and virtual worlds.  There will be twelve $30,000 - $75,000 Knowledge-Networking awards.

Innovation awards will go to pioneers in exploring or developing new digital learning environments, especially targeted at youth.  They should be built upon social concepts, social media spaces, and informal collaborative models.   There will be eight $250,000 or $100,000 awards.

The rationale for the choice of these two areas is just too beautiful to paraphrase (from the competition FAQ) :

    Why single out “Innovation” and “Knowledge-Networking”?

In an age of rapidly expanding information and communication technologies, innovation and networking are complementary and mutually interdependent.  Innovation that isn’t communicated, shared, developed, customized, and implemented is irrelevant.  Networking without significant content and innovative ideas can be shallow.  In addition, knowledge-networking promotes the distribution of the best developments in digital media and learning in order that communities can participate in the growth, adoption, sharing, and conversation (and, ideally, the improvement) of those ideas.

The competition is open to a wide range. Bloggers, journalists, digital media practioners, communicators, gamers, social networkers, researchers, think tanks, educators, students and theorists are being encouraged to  submit - that means you!  The primary applicant must be a U.S. resident, but members of the team can reside in any other country.

The competition is part of the Foundation's $50 million Digital Media and Learning initiative. 

Get more information on the competition web site - there is lots of it.

Find the competition FAQs here

August 14, 2007

Updated Brand Land Happenings

In case you've already browsed this week's Brand Land Happenings, I wanted to alert you that I have just updated it with two new events.

Giff Constable of Electric Sheep Company has organized and is hosting a panel discussion on Friday, July 19 titled Togetherness: what drives the virtual human connection?  A key topic in this social space.  Details on Giff's blog.

And, Millions of Us is announcing an upcoming presentation on Microsoft Island by Jon Erickson, long-time editor of Dr. Dobbs Journal.  He will tackle global collaboration, teamwork and software development.  4:00 p.m. on July 29.

June 26, 2007

Marketing Students Share First-Hand Experience Promoting Social Networking Service

Trinity University students have been designing a virtual world social networking service called SLeuth this semester - and tomorrow is the "final exam."  This Tuesday at 8:00 a.m. SLT the students will present their experiences and insights on marketing in a virtual world.

The assignment is part of the Virtual Worlds Promotions course lead by Dr. Aaron Delwiche aka Carbonel Tigereye.

Come to Metaversatility Island to hear their hard-won war stories and victories.  I suspect there will be insights for seasoned marketing professionals to take away.

Metaversatility Island is located at: Metaversatility/204/54/31.

May 8, 2007

Kraft Teams with Supermarket Guru & Food Editor in Second Life

Kraft_011 Phil’s Supermarket is slated to open in Second Life with grand ceremonies tomorrow, May 7 at 8:30 a.m. SLT.  Kraft Foods is showcasing more than 70 new food and beverages in the virtual market as well as sponsoring its SL version of the Kraft Food Institute.

Phil Lempert is the “Phil” of Phil’s Supermarket. He also happens to be MSNBC’s Today Show Food editor and contributor, food marketer extraordinaire and every-media personality.

Kraft_010 Phil's Supermarket on Food Island is as intriguing a build as it is expansive.  From my solo tour and sneak-preview it looks like a lot of food education, events, and discussions will be going on.   Rick’s Wine Cellar has all the trappings of a vibrant wine education center.   There are “frequent shopper” incentives, and email interface to product information.   There are little community applications sprinkled around like gifting virtual items to other avatars.

The Focus Group and Forum areas suggests Kraft will be doing some serious market research with avatar shoppers.

Kraft_003 According to Phil’s website, SL shoppers will be able to pre-shop for real world items – and he is promising over 100,000 items in the virtual store by summer’s end.  Shoppers will be able to personalize product lists, recipes and nutritional profiles and receive real world coupons.  Phil plans to host celebrity chefs and cooking demos, all manner of food seminars and offer expert advice from Betty the Baker and Fred the Fishmonger.  The Supermarket Guru Podcasts will take questions from the Second Life audience.

All signs point to an ambitious and truly integrated RL-SL marketing presence that just might set a standard.

Kraft_008_2During a mixed reality event from the Food Marketing Institute Supermarket Convention being held this week in Chicago, Kraft will be making a donation of $450,000 to American’s Second Harvest – the Nation’s Food Bank Network to commemorate Phil’s Supermarket virtual grand opening.  You too can make a donation at Phil’s Supermarket at Food 118, 94, 28.

[update 5-7]:  As I suspected based on the scale of this initiative, IBM has a hand in bringing Phil's Supermarket to life and will support the project going forward. Toyshoppe Productions is responsible for all the design and scripting.  It is obvious that "marketing" is only a part of the mix - that new business touchpoints are being developed here and new merchandising concepts prototyped.  This is a build that is clearly going beyond marketing.

At the opening ceremonies, it was announced that America's Second Harvest will have a permanent home in SL at Phil's Supermarket.

You can find lots more photos here.

May 6, 2007

UK's Sky News Centre Enters Second Life: News + Performance Art

Skynews_logo_2 In keeping with its reputation for innovative news delivery, Sky News Centre will debut in Second Life in June.  The virtual news room will invite visitors to try out their anchor-person skills and engage with Sky News personalities and events, according to their press release.

But what is especially intriguing in the announcement - and worth keeping an eye on as it rolls out - is that Sky News apparently plans to recreate news-worthy events, such as "court cases, crimes scenes and natural disasters" to provide a "deeper understanding of the issues."

Pi_sl_2 I hope my friend and former journalist, Gary Goldhammer over at Below The Fold, weighs in on this.  It is a fascinating endeavor for a news channel that has me thinking deeply about both the delivery of "hard news" and individual involvement with it.  A cadre of TV stations such as The Weather Channel and Court TV are certainly expanding the implementation of "news coverage" and have proven that viewers do value deep engagement with subject matter.  These shows however, also rely heavily on the "entertainment value" of news.

I wrote in an earlier post that as 3D spaces become more accessible to content creators and "audiences," content will become "animated, 360-degree, un-flat, multi-dimensional and multimedia."  This applies as richly to news as it does to other forms of communications.  And besides communicators and marketers having to understand how space and props are part of the message, so too will journalists.  Many of whom are still getting their heads around having to capture images and sound while keeping a story factual, objective and balanced.

I wonder how scenario building and "news event education" (my term) will juxtapose.  How will the collaborative, wiki-ish features of Second Life build upon it?

How will role-playing change "news"?

How will scenario shifting change our views of the events?

How will "being in" the "time and place" affect the perception of the story?

How will journalistic practices evolve to encompass 3D news delivery?

Before you jump all over me, I'm not saying news will be 3D any time soon and all journalists will be "building stories."  But as Sky News experiments with "news education," I am saying we may find some very interesting questions to ask about journalism and the evolving concept of "news."

Photo credit:  Synchronicity Writer, via Snapzilla

May 5, 2007


Dr. Dobbs Life 2.0 Summit in – and of – Second Life: April 28 – May 4

Dobbs_summitDr. Dobbs Life 2.0 Summit kicks off with a Second Life weekend bootcamp, also known as LSL University, comprised of eight 1-hour tutorials and demos.  These are advanced scripting language sessions, and they cover everything from animations to SL-Web integration - but don't let that scare you if you aren't a techie - there is information of interest to everyone.   

The opening bootcamp will be followed by five days of Second Life and real-time web-streamed panel discussions on topics such as the SL platform, 3D user interfaces, metrics and ROI, transactions and other topics.  There wil be a showroom for SL toolmakers and service providers, and a guided tour of “genius builds,” RL brands and “centers of innovation” in SL software development.

Life 2.0 Summit is an ongoing project of CMP Technology/Dr. Dobb’s to provide a series of mixed in-world and web-based events.  The event, beginning April 28 and continuing through May 4, will be the first Life 2.0 Summit.  Registration is free, however there will be daily drawings for seats in SL due to sim capacity – register early because the lottery starts next week.

On the evening of Saturday the 28th and Sunday the 29th will be guided tours: Mind-Boggling Builds; and Brave New World, Shiny New Toys, respectively.  Mind Boggling Builds will tour some of SL’s most impressive software-enabled builds, while Shiny New Toys will feature creators demonstrating some of the “most beautifully designed objects and applications.”

Even if you are not a developer or technically inclined I encourage you to register.  You will learn some fascinating stuff and get ideas important to marketers, communicators, or content providers.  Check out at least these two panel sessions, as well as the guided tours.   

Tuesday, May 1, noon - 2:00 p.m. SLT:   Toward the 3D UI
Thursday, May 3, noon - 2:00 p.m. SLT:  Cashing In (economy, ecommerce, IP, metrics)

There will be no daytime programs on Wed., May 2nd during the Summit week, but evening entertainment will be available every night, including shopping trips and “(mostly) safe and (maybe 80%) wholesome late-night entertainment.”

According to their web site, the entire Life 2.0 Summit will be simulcast on the web, including a chat bridge – and even if you can’t join in-world, register and still receive all the swag, freebies, scripts, t-shirts and most importantly “those little fluffy, google-eyed critters with the adhesive feet that stick to your shoulder offered to inworld guests.”  Gotta get me one.

On-demand video and transcripts will be made available after the summit concludes.

A career center is planned for all registrants. After the summit it will be opened ip to all residents and visitors.

If you are interested in presenting – or in exhibiting contact information is here.

Get full information at Life 2.0 Summit website.

April 9, 2007

Second Life Transformational Moments

Wos400x140 Wayne MacPhail produces a wonderful podcast, Who's On Second (now in episode 15).  He normally focuses on conversing with people working in non-profit and education endeavors in Second Life.  His questions are sharp and balanced.  His podcast guests are doing some far-reaching work - and just plain interesting things - in Second Life.  Some of this work is far more interesting - and take communication in the "medium" to far more interesting places than all but a very few of the "brand" presences.  Go take a podcast or two.  You will be fascinated by the things his guests bring to light that get very little SL buzz.

In his latest podcast, Wayne diverges from his usual format to throw out some less -than-enthusiastic musings about Second Life.  It is worth a listen - a bit of reality, a touch of worry about an environment that is "broken" (says Wayne), and a wish for more "doing good" with this medium - i.e. introducing transformational moments for people.

Wayne also invited comments from within a discussion list he and I happen to share.  I'm taking the liberty of sharing a few of these comments anonomously.  Their comments are words an SL communicator should live by.

"I do not think that the SL environment should be discounted as a mere variation of a chat room. SL brings the element of shared experience to interactions which would be anonymous in an email/chat room environment. I may appear as a cartoon character in SL but I make choices over clothing and can invite colleagues to a ‘home’ which reflect my real personality. We can go exploring together and work in the same environment, discuss the same issues affecting us weekly and translate that into RL. All this forms similar ties to that of a conference over several days, where colleagues have a chance to form stronger ties that those from the occasional exchanged note, and these interactions are reinforced over days and weeks of SL association."

_________________

"I may get a few bits of good information from the  actual meeting chat sessions but what I am really getting (and this is  what SL DOES offer that differs from real life meetings) is the opportunity to scan profiles of the avatars; their time in SL, their
personal group associations and other  information, including optional real life information. In and of itself, this is a new type of communication that SL offers. Add to this the fact that avatar appearances are self selected with a certain amount of decision, creativity and possibility not allowed in RL and you have, in meeting each avatar, the ability to experience one on one or multiple layered communication experiences that are very different from RL."

_________________

"I have had a few (not all mentioned here) transformational encounters:

  • I have met CEOs of large, important corporations who interacted with me no differently then they would another equal corporate executive. They may have even taken a suggestion or two that I had back to a RL situation.
  • I have met people from all over the world that are all ages and have all interests.  Our conversations encompass wide ranges of topics and had I met these individuals in RL  may not have even acknowledged one another because of various bias -- let alone been aware of similar interests of shared travels, etc (via profiles).
  • I have "touched" an object to find its owner or designer and then searched their profile - ya can't do that in RL, and it has, a couple of times transformed my view of the world and its possibilities.
  • The social networking tools that I access outside SL have very much expanded my in world experience. I am guessing that I am on at least 6 group e-mail lists, participate in several blogs and wikis, listen to Wayne's podcasts, etc. This is as much the experience of immersion into "virtual" learning as being in-world.

_________________

"I don’t think that voice features will necessarily make our experience better, but it will attract more users, so I think it is inevitable LL follows that route rather than fix what is breaking down.

March 2, 2007

SL Event “Crisis in Darfur with Mia Farrow” Video Available

Darfur_lcm Bill Lichtenstein of Lichtenstein Creative Media sends word that he has made a 12-minute machinima of the Second Life event, “Crisis in Darfur” available on Google Video.  The event was held in Second Life on January 9 and sponsored by the Committee on Conscious of the U.S. Holocaust Museum to bring attention to the on going genocide in the region.  For more detail on the Second Life event read my earlier post and see the event website.

The Infinite Mind SL sim continues to host the visual exhibit that replicates a unique photography exhibit of the U.S. Holocaust Museum in Washington D.C. "Our Walls Bear Witness: Darfur: Who Will Survive Today?" Teleport over to The Infinite Mind, 128, 128, 0.

The Google video is available here: http://video.google.com/videoplay?docid=-1156309363278144913

February 19, 2007

AMD Extends Developer Collaboration into Second Life; Open Source SL Discussion Upcoming

Amd_008 On Friday, AMD opened its Developer Pavilion in Second Life.  The AMD Dev Central archipelago is intended to be an extension and compliment to AMD’s existing Developer Central website and its Developer Outreach Program. The Outreach Program is designed for developers to learn about and discuss writing software code optimized for AMD hardware.

According to Adri Saarinen of Metaversatility who collaborated with AMD on building the Second Life project, the space is meant for collaboration, education and community-building, as well as to reach developers who may not have heard about AMD’s Outreach Program. Don’t go looking for a brand theme park; this space is designed for work.

The launch activities include a three-month Dell giveaway.  Hidden throughout the AMD sims, there are LSL (Linden Scripting Language) and open source programming challenges.  Developers who complete the challenges are entered to win a Dell Dimension E521 system.  During the challenge period, there will also be tech lectures and discussions.

Amd_006 The archipelago of islands includes space for meetings, lectures, a formal auditorium and a display hall.  The displays include scripted banners, streaming video, information booths, and various displays with live RSS feeds.  There are informal gathering spaces for avatar networking.  It appears AMD and Metaversatility have left room to grow.  But it struck me that they have also spread things out nicely to facilitate multiple groups chatting while minimizing the potential for cross-talk. 

Paul Nolte is AMD’s project manager and contributing builder.  Adri Saarinen credits Nolte with designing the sim as well as building the main expo hall.

Amd_005 According to the official press release, the first event at the pavilion will take place next Sunday, February 25 at 1:00 p.m. (SLT).  Prominent members of the SL Open Source  movement will be there to talk about the challenges and opportunities presented by an Open Source SL.

To reach AMD, teleport to ADM Dev Central 124, 251, 31.


February 18, 2007


Saturday Market Research Class Added

There is a robust interest in the Conducting Market Research in Second Life class we are holding next Thursday.  In fact that class is full, so we are adding one scheduled for Saturday, February 10th at 1:00 p.m.  I'm hoping this also accommodates those who were "time challenged" by the earlier date and time.  Always an issue for our global collaborations.  This is thanks to the kindness of Pebbles Hannya of Market Truths and the SL Business Communicators members appreciate her sharing her expertise so generously (and getting up so early in New Zealand).  /clap

Here are the details on the added/repeated class.  If you are interested in attending the Saturday class, or moving your Thursday reservation to Saturday, IM me in world (Znetlady Isbell) or email me in the real world.

Class Title: Conducting Market Research in Second Life.

Instructor:  Pebbles Hannya of Market Truths will share her experience and expertise on getting the most out of your research efforts in SL while adhering to SL culture and best practices.

When:  Saturday, February 10, 2007 at 1:00 p.m. SLT

Description:  Businesses have an opportunity to use Second Life to understand their customers and potential customers better, but following best practices with regard to ethics, privacy, and confidentiality is just as important when conducting (formal or informal) research in SL as it is in RL. In this session, some of the major principles underlying ethical codes and best practice guidelines will be explained.  We'll discuss how professional guidelines apply specifically to Second Life and the information collected in SL.

Market Truths is a real world marketing research company who established a Second Life presence early on, and has published two Second Life research studies, including the most recent on the fashion industry in Second Life.

February 2, 2007

Second Life – What Is It Good For?

Tracking with Moore’s Law, the number of virtual worlds is doubling every two years.  So, it isn’t surprising that the discussion surrounding Second Life is beginning to move from that of marketing phoneme to serious questions about what it means for business. 

More articles - from mainstream business pubs to IT trades - are exploring where the benefits and opportunities lie in virtual social worlds.  I’ve added my own few cents along the way.  Some in interviews with journalists who happily are starting to look for deeper meanings, and a few more in an article published in Optimize magazine this month (although it was written a couple of months ago). 

In that article I mention seven areas in which organizations can immediately look for opportunities: 

Vlb_1 Fast and Low Cost Prototyping
: The Starwood Hotels project in SL, Virtual aloft, is almost universally highlighted as an example of cost-effective prototyping.  However, IBM’s Circuit City and Sears stores in Second Life are prototypes of their vision of new-age retail stores.  Architectural firm Crescendo Designs prototypes residences for clients and MTV even used Second Life to prototype a virtual world they were creating on another platform, There.com.  The fact that every SL resident has 3D building tools means companies can co-create products in real time with employees across disciplines – or literally realize at least one of the promises of social media - co-creating with customers.

Netg_1 Training and Learning: More than 200 universities and learning-focused organizations are currently exploring delivering learning and library services in 3D spaces through Second Life.   Thompson NetG is reportedly realizing more than $10,000 a month in revenue from its course offerings in SL.  U.C. Davis uses the Virtual Hallucinations sim in SL to give caregivers lessons on what it is like to live with schizophrenia.  The CDC practices disaster response.

Global Collaboration:  Real-time text chat translation; voice integration; object and identity persistence make global collaboration possible in real time.

Marketing & Advocacy:  The economies and high-engagement quotient attract marketers and social advocacy.  For example, the United Nations Millennium Campaign commissioned a poverty awareness project in Second Life. And programs on the Parioli sim are teaching business students about merchandising in the real world by dressing virtual stores.

Reutersatrium_1 Media
:  Publishers, like Penguin and news outlets like CNET and Reuters are actively exploring content and value propositions for virtual audiences.  Libraries and museums are experimenting with new models of interacting with media and information.

Added Value at Low Cost: So