BIG News from Great Britain: VWs Make People Lonely and Sick
Yay, a super-scientist with all sorts of opinions about virtual worlds and their ill effects. I am SO tired of this silliness.
Here's the lead-in:
Britons' health at risk from time spent in virtual worlds, says Dr Aric Sigman
Britons could be jeopardising their health as they spend more time in virtual worlds than the real one, according to the psychologist Dr Aric Sigman.
And the conjecture:
He claims the amount of face-to-face contact people experience has fallen by two-thirds over the past two decades, from six hours a day in 1987 to just two in 2007.
At the same time, he believes the amount of time UK citizens spend sitting in front of the TV, playing video games or visiting websites has doubled to eight hours a day.
Then:
"One of the most pronounced changes in the daily habits of British citizens is a reduction in the number of minutes per day that they interact with another human being," he said.
Does he know anything at all about virtual worlds?
He goes on to cite loneliness as a major cause of ill health:
'In an article published in the journal Biologist, he cites research that claims lonely people are more likely to suffer a stroke, develop high blood pressure or dementia and even die earlier.'
Well, in my experience (and doctoral research) VWs are a massive panacea for loneliness, a lack of belonging and other societal ills. People do NOT have to have face-to-face meetings to have meaningful and lifechanging interactions with the millions of other occupants of virtual worlds.
Any other comments? We have had lots of discussions here about what's really happening in online spaces, and how play and various online interactions (thinking discussion boards, support groups, etc.. here) can transform people's lives. How do we connect the dots to other disciplines, research communities, etc? How do we make 20 hours of WoW mandatory before writing ANYTHING about VWs? Sheesh. I'm indignant.
(Virtual) Virtual Worlds Symposium: The Future of Retail in Virtual Worlds and Web 3D
My good friend John Eyles is an educator, philanthropist and activist, and also leads research and alliance efforts at Telecom New Zealand. He is organizing this symposium to explore possibilities for retail endeavors in virtual worlds (ideally imagining possibilities beyond the usual brick and mortar simulacra). I am doing a session on mobile gaming and virtual worlds (a la Parallel Kingdom, which launches Oct 31st), and he is also looking for some more contributors for other sessions that might be of interest, or inspire some new thinking in this area.
It's Oct. 29th - 31st, running for 30 hours so people world-wide can participate.
More information at http://www.futuretelco.net. Schedule, etc. is forthcoming.
An Atlas of our Terra Nova?
Truly a herculean effort has been undertaken! The Association of Virtual Worlds has compiled 'The Blue Book: A Consumer Guide to Virtual Worlds", an index to 250 virtual worlds from all over our physical world, all neatly meta-tagged and linked. Oh, and there's a glossary...
Did We Ignore the Rise of the Personal World?
In a week when Sony has announced yet more delays (another in a longer series of gaffes that has spawned endless humiliation) in the development of their much hyped virtual space, Home, and when even the roar from WoW’s success seems to be fading into an echo, a reminder about the incredible success of a little game that could... Like All in the Family or this year's indie darling Once (or the Aeron chair, for that matter), it almost never got made 'cause people making decisions about such things didn't believe Will Wright (who doesn't believe Will Wright?!) when he said it would be the best thing ever. Cause after all, who the heck would want to play in a virtual dollhouse?
Continue reading "Did We Ignore the Rise of the Personal World?" »
Let the Total Inundation Begin...
Amidst our talk of a possible virtual world winter, and the frantic efforts of pundits looking for bright spots in a somewhat dismal holiday retailing season, more and more suggestions that kids will fuel the next wave of virtual world development ('the most annoying trend since Beanie Babies')....
Second Life and other virtual worlds for grown-ups have enjoyed intense media attention in the last year but fallen far short of breathless expectations. The children’s versions are proving much more popular, to the dismay of some parents and child advocacy groups. Now the likes of the Walt Disney Company, which owns Club Penguin, are working at warp speed to pump out sister sites.
“Get ready for total inundation”...
Or is this just a new cog in the hype machine? What happens when your 5-year old is inconsolable when they can't log on? My prediction for 2008: a fresh crop of virtual world 'addicts', and all the requisite concerned voices to go along with them, including the likes of... wait for it... Dr. Phil.
Talking trash about intellectual trash...
I quite enjoy it when people get sick of hype and decide to rain all over the parade. The problem is that too often people do it when their annoyance causes any degree of balance and levity to flee, as in the case of Malcolm King writing in 'Australia's e-journal for social and political debate', who clearly has seen one too many articles about the amazing wonders of Second Life and the residents therein... Yes, he's a bit late to the SL bashing party, but the level of vitriol smells like a pile of fetid backlash to me (predicted by Ren for 2007. Check).
Continue reading "Talking trash about intellectual trash..." »
You know virtual worlds have arrived when...
There is now a customizable digital Barbie that connects (with included cradle?) to a virtual world - 'a next-generation fashion doll and stylish MP3 player all in one'. You need the device to connect to the world, but once there can create a room, shop, and do other typical social VW stuff (all with parentally controlled permission settings). From Amazon (who are suggesting I buy one):
The hottest toy of the season is finally here! The interactive Barbie Girls let you do more with Barbie than ever before! At www.BarbieGirls.com, girls can create their own, personalized online space--everything from designing a "room" to creating a character--where they can then play games, chat with gal pals, watch videos and even shop with earned virtual money. They even play MP3's! Parents will appreciate extras such as word filters, moderation tools and other safety features to ensure that the virtual world stays friendly and fun for all visitors. Barbie Girls are the newest, coolest way to play.
Apparently the site has been up since April, but this is this first I've heard of it... anyone else got kids obsessed with Webkinz? Mine calls hers Websky.
The Singularity, Virtual Worlds and AI Babies
I'm reporting from the Singularity Summit (AI and the Future of Humanity) in San Francisco where a bunch of fascinating luminaries (from MIT, IBM, Google, WorldChanging, etc.) are discussing the possibility that despite a lack of excitement in AI research lately, we might yet invent artificial intelligence that is smarter than we are. (The term singularity, though I'm sure you all know this, was first pulled from the physics/big bang/black hole vernacular and used in this context by Vernor Vinge, then popularized by Ray Kurzweil, who is speaking via video conference tomorrow). Some people get as excited about the Singularity as Christians do about the Rapture, thinking it might solve all of our problems via a positive feedback loop emerging from intelligent systems that are capable of making themselves recursively better. Others refer to it as a nerdpocalypse and tell tales of Hal-like doom and gloom or economic and network catastrophes that will inevitably arise from AIs (either malevolent or just behaving stupidly because of bad programming) running rampant.
Continue reading "The Singularity, Virtual Worlds and AI Babies" »
Hey, Who Filled My Ivory Tower With Carbon Monoxide?
Sorry, kids, but I just really needed a post with this title. Did you all read this beauty (scroll down to 'Terrifying Teachers') buried in comments? Freaking awesome. They have no idea just how terrifying we are. Muahhaha!
Is it really so bad to be bad?
Colleen 'momgamer' Hannon's rant about the 'hate-filled miasma' that clouds player vs. player interactions has me thinking... While I understand her point - maybe people want to be able to engage in a little friendly PvP without being subjected to a continuum of crap that begins with infantile lewdness and extends to potentially damaging attacks characterized by bigotry, misanthropy and vitriolic abuse - I can't help but wonder if there is a larger phenomenon that we're missing.
Wikipedia defines a 'virtual organization' as one that exists 'as a corporate, not-for-profit, educational or otherwise productive entity that does not have a central geographical location and exists solely through telecommunication tools'. Since the 1990s, virtual organizations and teams have seemed like a panacea for a lot of problems that arise from RL collaboration (real estate, travel costs, time wasted commuting, etc. etc.), but there hasn't been all that much useful data on what makes a virtual organization or team work well, despite the fact that there are many that are majestic examples of virtual organization (and more notably, self-organization) that flourish beyond anyone's wildest expectations. Likewise there have been horrible failures resulting from efforts to contrive a successful organization in a virtual setting (think of some of those horrible groupware experiments). And while I suppose there are those who might debate whether MMO play constitutes productive activity or not, it does seem clear that the skills one develops via participation in MMOs might be hugely relevant to other types of virtual organizations.
Prodigal Players
Via BoingBoing, news surfaces of a Chinese MMO that is inviting banned players back into the fold if they agree to donate blood. That's real life blood, of course. 1 pint of blood = 1 restored game account. Platelets FTW!
Beam Me In, Scotty
If the forthcoming Star Trek MMO isn't enough to satisfy your fantasies for epic space travel (or if you just like your MMOs served up with a healthy side of RL-relevant content), then do we have some news for you!
Liberté, égalité, fraternité et réalité?
French philosopher Jean Baudrillard, author of Simulacra and Simulations, has vacated our reality. Seems right to pause a moment and consider whether ‘hyperreality’ is truly upon us, and if so, does it mean we have sold our collective soul for the promise of bigger, better, faster, more, convincing ourselves in the process that pale imitations of precious human activities are fulfilling us?
It is more difficult for us to imagine the real, History, the depth of time, or three-dimensional space, just as before it was difficult from our real world perspective to imagine a virtual universe or the fourth-dimension. The simulacra will be ahead of us everywhere. The simulacrum is never that which conceals the truth — it is the truth which conceals that there is none. Since the world is on a delusional course, we must adopt a delusional standpoint towards the world. - Baudrillard
So, let's talk about our delusions...
Continue reading "Liberté, égalité, fraternité et réalité?" »
Dreaming of An Educational MMO
Finally, via Joystiq, a productive use of time for those of us who worry that repeatedly whacking monsters is not actually contributing to improvements in our zen… Or maybe it is, but soon it will be possible to learn Chinese in Zon – The New Chengo Chinese MMO, and we'll be able to both get zen and spout koans right and left in their intended language! And maybe even be able to play someday with our millions of Chinese fellow WoW fiends, or at least lambast the gold farmers appropriately...
A New Backbone for Our Metaverse(s)?
This just in via CNET...
The International Association of Virtual Reality Technologies (IAVRT) has just announced plans for the Neuronet, an initiative that "will evolve into the world's first public network capable of meeting the data transmission requirements of emerging cinematic and immersive virtual-reality technologies".
Why?
"Today, the best and the brightest innovators in the world are pushing the boundaries of virtual reality and gaming. Virtual worlds such as Second Life, The Sims, Everquest, and World of Warcraft continue to attract legions of followers while new game systems from Sony, Nintendo and Microsoft offer near life-like character renditions. In business, companies like IBM and Sun Microsystems are investing heavily in virtual reality business applications. These VR trailblazers, and many others, have been limited by the confines of the Internet. The Neuronet's communication bandwidth and real-time VR and gaming data transfer protocols will enable them to reach their full potential."
Have they really been limited? I'm not so sure. But certainly thinking about fancy infrastructure for the MMOs that might exist from 2009 onwards (the date this will be ready for 'consumer applications') must be a good idea, right?
Domain names - .vr (for 'immersive virtual reality neurosites') and .cin (for 'cinematic virtual reality neurosites') - will be available next year...
Games & Culture CFP
For those of you who want to escape family obligations today and tomorrow, tell them that you have to work on a submission for this call for papers! It's for a special issue of the Games and Culture journal, focused on Gaming in the Asia-Pacific region. Read on for details...
UCLA Mediascape CFP
UCLA's film, television, and digital media e-journal would like to solicit contributions from the TN community for the features and reviews section of an upcoming issue.
Read on for more details... (but hurry, deadline is Jan 1, 2007!)
The MMO Brand Goes Bad?
It’s easy to look at the graphs of MMO growth over the last few years and think that it’s a game category that will continue to grow exponentially. In fact, I have often said that since games have always been largely social (and single player gaming an anomaly that resulted largely from technological limitations), that once people have a taste of gaming with others few will choose to go back to solo play. And I do believe that. Other players represent that sort of super sophisticated AI that no NPC can begin to approach. And for me, the only thing that makes the average MMO grind at all fun, for instance, is the chaos and uncertainty brought forth by other random players. Social structures make games more complex and interesting, to be sure. But is that always a good thing?
Are Virtual Worlds Good For the Soul?
Dmitri recently received an e-mail from Mike Fred, a Behavior Intervention Specialist who uses WoW therapeutically as part of his work with challenged kids:
I play WoW with a few of the students from my school. It has proven to be beneficial to the students socially, academically, and therapeutically. In general these students lack social skills. Even when they want to make friends, they often behave inappropriately and tend to push people away. Yet, as these students have gotten involved with playing WoW, they have made social connections - not only with each other, but with other players online. They are all active members of their online guilds… their online relationships are not deep. However, the fact that they make relationships at all is significant. Moreover, two of these students have developed a real friendship.
My Other Self is an Ass-kicking Supermodel
I swear, I need this bumper sticker.
It seems like just about every time I get together with female gamer friends, the topic of conversation inevitably (and much to my chagrin) turns to the cuteness of avatars and our frustration with the limited options we are usually given to control their attractiveness. I had a long, involved ranting session the other night, for instance, with another WoW gamer about how frustrating it is to play the Horde, mainly because the avatar customization options are limited to a few (arguably) unattractive races. We talked about how we both have female undead mages, whom we spent quite a bit of time trying to make as cute as possible, yet are still frustratingly unattractive. And how it disturbs us a bit that we care all that much, closet-inhabiting fashionistas though we might be.
But I’m gonna confess. I do care. An unattractive avatar is so disruptive to my gameplay that I will stop playing if I can’t do something about it...
Continue reading "My Other Self is an Ass-kicking Supermodel" »
Time to Turn the MMO Inside Out?
Joystiq reports on a recent talk by Thomas Bidaux of NCsoft Europe at the Develop UK event where apparently it was revealed that 'everything we think know about MMOs is wrong'. Mr. Bidaux has a number of opinions about how MMOs are going to be revolutionized, turned on their heads even, via platform innovations (though anyone who played Everquest on the PS2 might be a bit skeptical that this is a positive move), Xbox Live style persistence in terms of player rankings and achievements, novel payment models, and yes, 'a lifestyle revolution' enabled by our experiments with Web 2.0, 'collective intelligence (e.g. Wikipedia) and viral content (e.g. MySpace)' that 'provide opportunites for community and collaborative efforts'.
The New Love?
If you’ve ever read the Everquest Widows mailing list (a bit of a guilty pleasure), you’d think that the road to nowhere good (really fast) has an MMO at every bend: players leaving otherwise satisfying RL relationships to selfishly seek their romantic pleasure online. It all starts innocently enough… normal people with normal lives start playing MMOs and voila! discover that their identities/interactions aren’t limited by the narrow physical world definitions they’ve become accustomed to. As a friend of mine recently said:
Folks glut themselves on the chance to meet, greet, and be (in)discreet with new faces - and invent their own, i.e. reinventing themselves in the context of whatever environment they like - also an opportunity most folks don't have. So you get to explore the possibilities of these new relationships, be whoever you want (and with whomever you want, however you want) - why go back to a stultifying relationship?
To be sure, this tendency sometimes leaves the devastation of abandoned/abused spouses and children in its wake, but let’s put the value judgments away for a minute...

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