Why My Third Grader Loves Second Life

February 8, 2012

Introduction

Did I just let my third grader select an avatar, then navigate the unchartered waters of Linden Labs’ Second Life virtual world? Well, not quite. Recently, however, I visited The Tech Museum in Silicon Valley. There, my daughter discovered a set of desktop computers running a custom version of the Second Life software.

At The Tech Museum

The custom version of Second Life was geared towards youngsters. Once you “login,” it guides you through the selection of an avatar and clothing.

You can find more photos of The Tech Museum’s exhibit here: http://thetechopensource.thetech.org/forums/second-life-museum-exhibit-floor

Once you’ve made those selections, users can learn about the basic features of the application, including how to get around. I noticed that many of the stations were occupied by students of a similar age as my daughter. Here’s why they enjoyed it so much.

1) Self expression.

Third graders have reached an age where they’ve begun to assert some independence. They pick out their own clothes in the morning, have clear opinions on what they like and dislike and have completely developed a sense of “self.” Selecting an avatar and outfitting it with a tricked-up outfit feeds directly into this notion of “self” and more importantly, self expression.

2) Presence indication.

Kids who play Club Penguin know about presence indication. But for others, Second Life was their first exposure to a “massively multi-player online game” (MMOG). They found it fascinating that not only could they walk through a space, but they might come across boys and girls sitting to their left or right. My daughter saw another avatar and shouted to her friend, “Hey Sarah, I found you!” Wait till they found out that they can also find and interact with avatars (other people) halfway across the globe.

3) Usability.

Second Life has taken its share of “hits” from the user community. Many have voiced concerns about the complexity, especially for the ability of new users to get acclimated and started. My daughter and her friends, however, found the custom version of Second Life intuitive and easy to get started. Perhaps software makers ought to design for the elementary school user first! After all, who’s smarter than a fifth grader?

Second Life for Primary Education

While I don’t believe virtual worlds can (or should) ever replace face-to-face instruction and interaction, I do think the technology can play a part in primary (and secondary) education. Two scenarios come to mind.

Access and Reach.

In rural areas, the elementary school may be 50 (or more) miles away. Assuming the availability of “access” (i.e. perhaps a mobile device with adequate computing facilities), teachers can convene a virtual classroom setting for a given day’s lesson. In metropolitan areas, this arrangement would work quite well during “snow days.”

Complementary Teaching Tool.

Introducing virtual classrooms could be an interesting way to complement the teaching environment of the conventional classroom. In addition, students would get a head start in learning the conventions and etiquette for online behavior and familiarize themselves with technological tools that will surely become a significant part of their adult lives.

Conclusion

Thank you, The Tech Museum and Linden Labs for introducing kids to the virtual world. My daughter identified it as the most enjoyable aspect of her museum visit. Her friends love it, too, which tells me that technology and primary education may be a match made in … a virtual world.

Note: I invite you to connect with me on .

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An Open Letter to Chip and Dan Heath about Second Life

November 21, 2011

The following is a guest post by Pooky Amsterdam.

Dear Chip and Dan,

I read, with interest, your article at Slate.com titled “Why Second Life Failed.” Me? I run a successful media enterprise in Second Life and produce award winning videos using the very cost and time effective 360 degree views of this graphical engine. I meet people from all over the globe, work, converse and laugh with them while doing incredible things. I do not have a blue tail (Though some of my best friends have tails) but I have a Chanel style wardrobe to die for.

I’d like to respond to a number of points that you made in your piece. You wrote:

“You—sitting right there, reading this article—you’re an avatar in Second Life. You work a Second Life job, earning Linden dollars. You have blue hair and a serpentine tail, and you’re dating an androgynous digital skateboarder named Rikki. Also, you are a ninja. Life is great.”

So far so good. Next, you wrote:

“At least, that’s the way things were supposed to unfold. In 2006, the future was Second Life. Business Week put Second Life on the cover. American Apparel, Dell, and Reebok, among many others, rushed to build virtual storefronts.”

That a company would build a store and not put anyone in it is bad planning. No company in their right mind would build a store in the physical world and leave it unstaffed. Just as in the physical world, this is a space and location. It’s virtual yes, but to succeed you still must know where and to whom you are selling. That there are businesses which make over a million dollars in Second Life is a testimony to what happens when you know your customers. Stiletto Moody made over a million USD last year selling virtual shoes.

Did Second Life fail – or did the business fail? There is a difference. Failure of the platform this is not, this is a failure of the business to understand their customers, and therefore their business. It was also a fault of consultants who overcharged and  gave an incomplete picture of the business model.  For in truth, it is how you handle your business after your location is built, no matter where it is, that determines your success or failure.

Let’s say, you went to China,  did not speak the language,  hired experts who said they would get you a store somewhere and you would make money, but actually no one bought anything (okay you had no Chinese speaking sales help in the store, but these experts said you didn’t need anyone there!) The shop is a failure – is it China’s fault? Did China just fail your business? Or did you have lousy advice and a translator who didn’t really know the language? Oh go ahead and blame China, it will make you feel better.

Knowing your customers and how to service them is critical. Customer support and marketing is the basis of all business.

“Reuters even created a full-time Second Life bureau chief. People rushed to sign up and create their own avatars. Blue hair and Linden dollars were the future.”

Yes there was a lot of hype almost 6 years ago – for good reason, the press and a lot of businesses jumped on the bandwagon, and without the necessary depth of either journalism or market research, were left with some egg on their faces. I guess this still hurts because for some reason, reporters writing about Second Life actually go to lists like “Help A Reporter Out” and ask for people’s negative reactions only, from Second Life, and then write articles. This actually happened two years ago, because I was on this list, saw the post, and read the subsequent BBC article written by Lauren Hansen.

“Looking back, the future didn’t last long. By the end of 2007, Second Life was already losing its fizz. “Businesses are shuttering in Second Life, it seems, because no one is using them,” wrote Morgan Clendaniel in a brutal piece in GOOD magazine.”

Oh for heavens sake, this article is about how the reporter couldn’t find his penis. No wonder the man couldn’t take his head out of his pants. Sex! Penis! 2007! and did I say penis??? All adult and x – rated activity has been moved to an Adult age – verified region called Zindra.

“There were never any employees at stores like Dell and Reebok when I visited, nor were there any customers. But that wasn’t that shocking because, for the most part, there seems to be no one in Second Life at all.”

Is it shocking that the press would feed into a hype cycle?

Below I quote from a January 2007 CNNMONEY.com article written by David Kirkpatrick:

“Linden Lab claimed 2.5 million ‘residents,’ meaning people who have registered for Second Life. But the service has only around 250,000 active members who still sign in more than 30 days after registering. Nonetheless, that group of active users is currently growing at about 15 percent per month.”

Please don’t get all excited about the “10% of registered users.” 10% is pretty much par for the course for virtual worlds. This is a rule of thumb, not gospel like the  (sarcasm alert) milk shake test. In 2007 a quarter of a million people was hardly “no one.”

Below is a Linden Lab chart which details information about the Second Life economy.

In 2009 the total size of the Second Life economy grew 65% to US$567 million, about 25% of the entire U.S. virtual goods market. Gross Resident Earnings are $55 million US Dollars in 2009 – 11% growth over 2008.

Second Life provides a brilliant platform for those who take the time (which granted not everyone has, but clearly – which some folk have and benefit greatly from.)

Your purporting of fallacies is self serving, and so I really wonder what is behind this. I am truly surprised most every time I read a reporter or analyst’s overview of  Second Life. (Exception of note is Vizworld as the reporter spent time in the field at a variety of places, recently) Most reportage is just bad, a retread of 2006/7. The authors are using a voice of authority, when they really are going after a target for easy pickings.

Hookers! Sex! Blue tailed Avatars! 2006!! Read what I’m writing! Buy my free book! Please!

“Today, Second Life limps along. In the first half of 2011, the company reported that an average of about 1 million users logged in every month—which, you have to admit, is about 999,990 more than you expected.”

I hope that you didn’t have your heart broken in Second Life, for I cannot imagine why you would say something like that. Is part of the milkshake test telling someone they shouldn’t like strawberry? Why would you not expect it? Who made you a platform god? Second Life has been around for almost 10 years. That is an achievement. Almost a million visits a month is impressive, so I don’t know what you mean by limps along.

The platform continues to enthuse and nourish many. I can give you a few first hand examples of a kind of experience very hard to find elsewhere. At a mixed reality event in 2009, I saw veteran journalists  Helen Thomas and Bob Schieffer, in Second Life.  They were  receiving the  Edward R. Murrow Lifetime Achievement award. She took questions from the virtual audience and I was able through my avatar, to ask Ms. Thomas a question. She responded with an amazing answer about the press, 9/11 and  the Bush administration. I really don’t think that is going to happen at IMVU.

When I interviewed Holocaust Survivor Fanny Starr, for the documentary “Why Now?“, a Catholic High School many miles away brought her class of 14 – 16 year olds also into Second Girls. In real time, these young girls talked with  this 87 year old woman who had survived 6 years in ghettos and concentration camps. They asked and learned what her life was like at their age. These stunning examples of what is happening on the Second Life grid are not going to happen on Facebook.

More? I interviewed a cancer survivor for treet.tv who started Relay For Life in Second Life. This year over $330,000USD was raised. It went directly to the American Cancer Society, and ACS put the live weekend’s events from Second Life on their home page while it was running inworld. The commitment  and the amount of money raised is phenomenal. Even more importantly, those in our extended virtual community who have experience with this life threatening disease are literally helping to save the lives of others, as they communicate with each other in real time. This isn’t going to happen on Twitter.

Under the brand Virtually Speaking, Jay Ackroyd and Widget Whiteberry produce 5 weekly public affairs programs in Second Life and on the web.

One of my favorites is Virtually Speaking Science, hosted by the Meta Institute for Computational Astrophysics (MICA) whose Scientists work at premier  institution like CalTech.   VS Science hosts are MSNBC.com’s Science editor Alan Boyle - author of The Case for Pluto – and Thomas Levenson, who, in addition to being the author of Newton and the Counterfeiter and Einstein in Berlin heads up MIT’s Program in Writing and Humanistic Studies and the Graduate Program in Science Writing.

I have been part of the listening, commenting and questioning studio audience for Jay’s interviews with Daniel Ellsberg, Gloria Feldt, and Dahlia Lithwick.

This might not be for all, but it is incredible activity by anyone’s standards. Nourishing beyond belief, if this is your interest, and indicative of what can be.

This has enabled bright and even brilliant people to keep advancing their intelligence while looking better than they ever have before.

There is, additionally, an incredibly vibrant artistic and powerful performance community who raise their voice every time something like this comes out.  I don’t have time to list all the incredible artists, musicians, performers, comics (Okay, Lauren Weyland) and others who play nightly to an international audience that assembles very locally – at their computers. Your arrow sorely misses the target. In fact you are wrong to set your sights on Second Life for anything but a remarkable phenomenon, one that people are truly a part of, yes admittedly in ways you have no idea about.  Because of the wide variety of activity from advanced topics to just hanging out and listening to some amazing music, it does have something for everyone.

And Will Wright of The Sims, (yes The Will Wright) just joined the board. I would say the future looks incredibly exciting here. Is Second Life a bit of a challenge? Yes, it is, and so it isn’t for everyone. It is for a better educated number of people who have disposable income and spend an ARPU greater than other virtual world sites (some estimates, like Nick Yee, have it at almost 10 times other VW ARPU, the population is older as well. It’s a great demographic). Virtual goods are a huge and growing market and some estimates reach $12 billion by 2015. The recent introduction on Second Life of building mesh makes for greater graphics (and lower lag). This is a profound platform for virtual asset creation

“But during this same period, Facebook averaged roughly 500 million logins per month.”

Please compare ANYTHING to Facebook – I think you would find many businesses, social networks, video companies, traditional media offerings such as Television shows, etc. fall a lot short of Facebook monthly logins.  Oh let’s use your favorite term – FAIL. What TV show has 500 monthly views? Does the Superbowl even get 500 million people watching it? The Oscars? And these are events judged by viewership. Second Life is certainly a form of social network – but it is really not the same as Facebook. What is?

“How did we misread the future so badly? Mind you, this Second Life hype didn’t involve distant, sci-fi predictions about the future. (“Someday we’ll all commute to the moon using unisex RocketCrocs!”) This was just five years ago. We were just months away from the iPhone.”

And don’t forget $580 million for MySpace!

“After enduring a lifetime of mega-fads that flame out—Apple Newton and PointCast and the  Segway—why are we so quick to extrapolate a few data points into a Dramatic New Future? Well, here’s the frustrating part: Sometimes the Dramatic New Future arrives, exactly as promised. The mega-hyped Internet? Yep, worked out OK. Ditto Google and Facebook and iPods and iPhones.”

Blue Mars did not really survive. And let’s be realistic, though valuation is intense on companies such as Twitter, YouTube and LinkedIn, what are the real numbers behind their profitability?  How many years did it take YouTube to finally begin to turn a profit? Second Life is profitable for Linden Lab, and for many who understand the platform. It has a clear business model, and does not survive on advertising alone.

And now, let’ go to this video – which I think is a good example of hubris, and true irresponsibility because the video while salacious does very little if nothing to prove any point at all.

Second Life Vice Capades: Virtual Hooker (VIDEO)

I can not stop laughing at this video from I think 2007 or 2006 (again?) – it’s priceless – Did it take this woman three weeks to fail at becoming a prostitute?  She was not able despite her best efforts at tarting herself up and trying her best, to find someone to pay for sex. Despite Second Life’s reputation for sex, often presumed, then highlighted, by the media, (sex sells?) it’s not easy to find random people for sex. In the entire film there was one place that people went to – yes that happens with people – there is porn on the Internet (it was in fact a driver for The Internet).  It depends where you go and what you look for, yes?

Of course she was looking to be a hooker, yet couldn’t find a client.  She bought into the hype that you could just go and start any kind of a business, anywhere. Even being a successful hooker might entail some business planning.

Also please note the adult region has been separated in an area known as Zindra for over a year. Now a fledgling prostitute would have to go there to ply her trade. The main grid has severe restrictions on X–rated businesses. These exist only in Zindra, in an age-verified region removed from the general population. So this video is quite outdated.

And sex might not be that easy to find, as that people develop relationships in Second Life with like minded people. You find others with common interests. Second Life racks up over a billion voice minutes a month, which is what former CEO Mark Kingdon told Robert Scoble when the Scobleizer interviewed him last year.

Would this woman possibly, if she found an outlet for herself and her creativity find someone who also was interested and interesting, and might they start becoming romantically involved? Possibly yes. She had 3 weeks to turn in a sex tape…… It’s very cute though, and not scary, hard-core or really well much of anything. I think she was brave and it was kind of funny. It tried a bit too hard, as did she. And maybe people go to Second Life to look for sex because they are lonely or horny or both, but come out with a whole lot more. I know this is true, and I also know many stories about Marriage 3.0 where Second Life has saved couples.

I will grant that the learning curve is tough, it is. It takes some dedication to master it, believe me I still move like a noob, and it takes that thing we just don’t have much of, time. It also takes patience and being able to laugh at yourself, which are not bad qualities to possess. And it takes a kind of humanity to reach out to others in this world, a curiosity. You kind of have to be a special person to really get it. Second Life offers the kind of premier experience you can’t get anywhere else. You must be able to understand it though, and when you do, you feel incredibly empowered and connected. Yes, it takes time and is not easy, it is worthwhile. And let me say this again – it isn’t for everyone, yet.

I don’t like cheeseburgers, but I don’t spend my time writing about why no one else should like them. I would never presume to dictate to someone else what to like, or what to do. I can’t imagine being Mayor on FourSquare, but obviously others enjoy this. Good on them.

“Christensen asks us to imagine a group of marketers at a fast-food restaurant who want to sell more shakes. As they comb the customer data for insight, they discover something interesting: Most milkshakes are sold to early-morning commuters who buy a single milkshake and nothing else. Why milkshakes?”

That inworld businesses generate millions of dollars, reflects the wealth of the Second Nation. Second Life provides great opportunities for business, virtual enterprise, shopping, social engagement and much more.  It is a great platform for prototyping, there are inworld TV stations, there are Film Festivals, and  real time discussion amongst groups or individuals who can chose how they wish to present themselves. What can be done on Second Life has only just been scratched. There isn’t much that can’t be done – except eat – no one has really invented virtual food you can eat yet. Whoever does wins, I’m convinced of this. My money is on the 3D Printer.

These commuters, according to Christensen, are “hiring” milkshakes to do a job for them: to supply a breakfast that is filling and non-messy and cupholder-compatible. So to sell more milkshakes, the marketers don’t need to create a more delicious milkshake. Deliciousness isn’t really in the job description”

Second Life is affordable, easy to get to, filled with interesting things to do and people to talk to. It is pretty cool home entertainment.

“So when you evaluate the next big thing, ask the Christensen question: What job is it designed to do? Most successful innovations perform a clear duty. When we craved on-the-go access to our music collections, we hired the iPod. When we needed quick and effective searches, we hired Google.”

And it became apparent that there was gold in them there searches, and now we have Bing. That it isn’t as big as Google does not mean it is irrelevant. I don’t know if it passes your Facebook test of 500 million hits a month. No industry that is successful has zero competition.

“And looking ahead, it’s easy to see the job that Square will perform: giving people an easy, inexpensive way to collect money in the offline world.”

Square takes a 2.75 percentage of the sale price for its service. At 800,000 merchants, they were wise to drop user limits from $1,000 / week, and should see business grow. That is until someone charges a 2.25% on a similar service, which if it is successful, will happen.

“But what “job” did Second Life perform? It was like a job candidate with a fascinating résumé—fluent in Finnish, with stints in spelunking and trapeze—but no actual labor skills. The same was true with the Segway. No one was interested in employing a $5,000 walk-accelerator. (Though, to be fair, Segway eventually got a part-time job saving tourists from exercise.)”

Actually it is like a job candidate with fluency in all major and most minor world languages, and expertise in everything from Rocket Science to fashion design. In other words, smarter than most employers and here is the rub, also somewhat intimidating. The Labor Skills though have created a platform which is robust and dynamic while turning a profit for it’s parent company. Labor also delivered Open Source code which is the basis of new grids forming all the time. Labor is creating right this moment.

Second Life has performed the job of building the most exciting user created content platform in the world. You can make virtually anything, any place, any time, broadcast events, stream productions and find a remarkable wealth of opportunities. I am sorry that you couldn’t find the chunky bits in this milkshake – others have.

One complaint is “everyone is beautiful,” but do you know what that really means? We are not judged, as we are in the physical world by how we look, and the sometimes shallow reactions that affect our confidence and therefore our abilities.  Here, in Second Life, the way you look doesn’t matter. There is no better looking member of the family so to speak. What defines you is your character, and what you do inworld, what you say and what you really represent.  Again not for everyone….

“What about the Apple Newton, the first widely hyped PDA back in the 1990s? It was clearly applying for the right job—to give us mobile access to our calendars and to-do lists and such. But it was a lousy employee, with notoriously poor handwriting recognition and a limited attention span (from low battery life). PalmPilot got the job a few years later.”

What about Prodigy? Prodigy was far ahead of it’s time.

Second Life hasn’t failed anything as it serves its user base well, and turns a profit for it’s parent company. The limitations as I see are that it was so far ahead of the curve. The rest of the universe needs to catch up, and I am confident that it is doing so as I type. Second Life will be here 20 years from now.

“If the Christensen test alone could predict the future, then the two of us (along with Christensen) would be the richest venture capitalists of all time. It’s not a perfect predictor. But by our count, Christensen’s test calls correctly about a half-dozen of the big technology hype cycles of the last 20 years.”

Hmmmm……that is true! However it isn’t, but let’s just talk about the successful parts of the 6 technologies they called correctly, because it serves your purpose, as your writing similarly picks out the “flaws” of Second Life to support your case. If the Christensen test looked at 10 cases and predicted 6 right that is a huge difference than if 120 or even 1200 technologies were tested. You do not give an adequate frame of reference to judge your proclamation of victory.  Any more than you give relevant data in your prediction of failure. (“….which is 999,990 more than you would expect” whoa can I pay you to come up with an analytic like that?)

“At a minimum, it provides some protection against over-optimism. Think of it as a tinfoil hat to insulate you from the nuttiest predictions.”

I need tinfoil glasses to protect me from the erroneous and self aggrandizing reportage of those who can’t even be bothered to use a video or figures from this decade.

New user logins went to over 20,000 a day this week. This week……November 2011, not 2006. Why must the press bring up the questionable business practices of American Apparel from 2006 every time there is an article on Second Life? Please find something new, it is almost 2012. I beg you, I can’t keep stopping everything I’m doing from my incredibly vibrant and productive work inworld, to keep writing these wake up and dress your avatar replies.

For excellent reporting on Second Life, I would suggest Tateru Nino. She has a tremendous grasp of what is happening.

The Author: Pooky Amsterdam

Please feel free to contact Pooky Amsterdam at info@pookymedia.com.


Why Second Life Passes The Milkshake Test (But Fails In Other Ways)

November 14, 2011

Introduction

Chip and Dan Heath have published a new book, “The Myth of the Garage” (get it for free on Kindle at Amazon.com). In an excerpt of the book published at Slate titled “Why Second Life Failed,” the authors put Second Life to the “milkshake test.”

Adapted from Clay Christensen’s book “The Innovator’s Solution,” the milkshake test asks the question, “what job is a product designed to do?” According to the Heath brothers, “Most successful innovations perform a clear duty. When we craved on-the-go access to our music collections, we hired the iPod. When we needed quick and effective searches, we hired Google.”

The authors then conclude that Second Life failed the milkshake test:

“But what ‘job’ did Second Life perform? It was like a job candidate with a fascinating résumé — fluent in Finnish, with stints in spelunking and trapeze — but no actual labor skills.”

My Take: Second Life as Multiple Milkshakes

While I agree with the authors when they write, “today, Second Life limps along,” I disagree on the milkshake test result. In this post, I’ll highlight why Second Life passes the milkshake test, but fails in other ways.

Hired for: Escapism

Dictionary.com defines escapism as “the avoidance of reality by absorption of the mind in entertainment or in an imaginative situation, activity, etc.” And this is precisely what many users loved about the service. They “hired” Second Life as a perfect way to escape from the real world.

If you’re a middle aged man with a 9-to-5 job in real life, you could be a muscle-bound, highly attractive (and young) ladies’ man in your second life. In a matter of a few hours (or less), your “new you” (an avatar representation, that is) is ready to go explore the “world.”

Downfall: Turns out most of us want the opposite of escaping. We want the real world.

The mainstream has voted with their mouse clicks and tablet swipes. Their preference is rooted more in the real world and the ability to share, connect and stay in touch with friends, family and others. Instead of spending time on 3D islands, they’re logging on to Facebook, Twitter and other social networks.

Hired for: Self-Expression

It’s quite easy to “hire” Second Life for self-expression. Everything you do there can be about self-expression, from the look and appearance of your avatar, to art that you create in-world, to entire islands that you build there.

You can be a virtual DJ and spin tunes in Second Life (e.g. see Doubledown Tandino, @Ravelong on Twitter) or you can create virtual art to sell. So not only can you self-express, you can make income as well.

Downfall: With a complete free reign on self-expression, instances of prostitution, nudity, sex and lewdness drove away any chance of an ongoing presence from mainstream users.

Counter-example: IMVU is a service that allows for self-expression and is doing quite well. Interestingly, their Terms of Service do not permit you to “use explicit/obscene language or solicit/post sexually explicit images.”

Hired for: Simulation and Training

Perhaps its largest success in passing the milkshake test is in simulation and training. Several branches of the Federal Government have used Second Life for military training and combat simulations. Loyalist College in Canada used Second Life in a training program for border crossing patrol agents. And finally, Dr. Peter Yellowless at UC Davis used Second Life to teach about the experience of schizophrenia.

Downfall: Linden Lab didn’t take the necessary steps to formalize products, services and support around this particular use of Second Life.

If they “productized” a simulation and training offering (perhaps on private, self-contained islands), I think we’d be hearing about a lot more compelling case studies. And it might even place Second Life into a different product/service category.

Conclusion

While I agree with the Heath brothers’ characterization that Second Life is limping along, I continue to see potential in the service. Today, Second Life’s milkshakes are like Baskin Robbins (available in 31 flavors). They’d be better off going Neapolitan, with milkshakes available in chocolate, vanilla and strawberry only.

Related Links

  1.  Thoughts from New World Notes on the same Slate article.
  2. Summary of virtual worlds innovators from a Stanford Media X event.

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The Second Life for Virtual Worlds: Vertical Solutions

September 11, 2011

Introduction

In 2007, Gartner predicted that “by the end of 2011, 80 percent of active Internet users (and Fortune 500 enterprises) will have a ‘second life’, but not necessarily in Second Life.”

As we approach the end of 2011, it’s safe to say that we’re far short of the 80 percent mark, as far as 3D avatars (in virtual worlds) go. It does seem clear, however, that the 80 percent figure is quite accurate if you consider the “second life” to be social networks. In fact, I then think the prediction turns out to be perfect.

Virtual Worlds: Where We’re Headed

3D virtual worlds (Second Life being the most prominent) never caught on in a mass market, the way that Facebook and Twitter have. I think social networks will see continued growth in adoption and usage, while the use of general-purpose, “open use” 3D virtual worlds continues to diminish.

I think “worlds” are dead. The future is all about self-contained solutions. And the future is now.

FountainBlue Virtual Worlds Panel

On September 30, 2011, I’ll be moderating the following panel for this FountainBlue event:

FountainBlue’s Third Annual Virtual Worlds Annual Conference

Topic: Virtual Worlds: Where We Were, Where We’re Going, What Does It Mean to YOU?

Date & time: Friday, September 30, from 8:30 until 10:30 a.m.

Location: EMC, 2831 Mission College Blvd., Santa Clara, in their San Francisco Conference Room on the Third Floor

Cost: $22 members, $32 partners, $42 general

Facilitator Dennis Shiao, Director of Product Marketing, INXPO
Panelist Andrea Leggett, Senior Product Marketing Manager, EMC
Presenting Entrepreneur Parvati Dev, President, Innovation in Learning
Presenting Entrepreneur Raj Raheja, Founder and CEO, Heartwood Studios

For more information and to register, visit http://www.svvirtualworlds.com.

My Premise: It’s All About Vertical Solutions

I’ll plan to float my premise to our panel and invite them to share their thoughts. The premise, of course, is that the “worlds” in “virtual worlds” is dead and the path to success (and profit) is to build focused solutions that directly solve business problems. Consumer-based virtual worlds told us that you can’t be all things to all people.

Consider the vertical approach that two panelists’ companies are taking:

Innovation in Learning: Solutions (Healthcare)

  1. CliniSpace™ – Virtual Hospitals and Clinics
  2. DynaPatients™ – Virtual Patients

Heartwoord Studios: Solutions (Military)

  1. Virtual Training
  2. Handheld and Mobile Apps
  3. Immersive Marketing
  4. Augmented Reality
  5. Simulation Ready Modeling

Conclusion

Do you have thoughts to share on this topic? Feel free to join us in Santa Clara, CA on September 30th. The event is meant for “Entrepreneurs, Intrapreneurs and Investors only. No service providers please.” In addition, I invite you to use the comments section below to share your thoughts on my premise.

 

 


The Future Will See You Now

February 2, 2011

The following is a guest post by Pooky Amsterdam (@PookyMedia).

Introduction

It was Joannis Kepleri in 1634 that first wrote of weightlessness in his book Somnium, or Dream. About a hundred years later, Jonathan Swift would write of two moons of Mars (which would take another 150 years to discover) and Laputa, an island where residents have geometric modeling and knowledge engines.

Jules Verne wrote of rockets, propulsion, undersea mining and a raft of creations too numerous to list. Science Fiction writers have contributed to future ideas and innovation since the genre was invented. Writers from HG Wells, whose babel machine presaged television, to Gene Rodenberry, whose Star Trek imagined so much, have infused our minds with imaginary and fantastic invention.

The Creative Process

And these ideas are taken further, and form the seeds of reality as it will come to be.  Such is the creative process, it must begin somewhere. Paper and pencil allows for anything to be “made,” after being seen in the mind’s eye. You can use words to create anything, then use paper to draw how it looks in two dimensions. What if you can go right to a 3D world, and build futuristic cities, design outfits for the year 3011, and actually design the people who would wear them?

Today you could make those visions and drawings reality in an expensive CGI kind of way, or you could use a graphic novel kind of approach to tell your story while showing vivid creations.  The mind is not now nor has it ever been limited to contemporary tools for story telling or fantastic creations.  Words have sufficed to ensnare the imagination, and immerse the audience since the first campfire. Now we are living and socializing around a virtual campfire, but it glows just as brightly when we gaze into it.

The Virtual World

As it has been said that we didn’t create the universe, so we can not fully understand it. Yet we have created the virtual world, in which we can create anything imaginable. This is done with what are free building tools, in the 3D world of Second Life. While much is recreated to reflect the outworld reality of the residents’ lives, there are opportunities for fantasy, science fiction and historic role-play which are met.  Enthusiastically talented, the creators of Second Life’s vast and stunning array of virtual goods and content contribute much.

The legacy of science fiction has inspired many people to carve out tracks of the grid for space bases, futuristic cities and to sell everything from starships to transporters. All while wearing the latest 2520 fashion. While books give much for our mind’s eye to describe, it is thought out before us. Being able to immerse in a 3D world with other people provides a level of visual storytelling which is unique to us. And that can be unique every day.

A number of traditional media programs have spawned new virtual worlds like the upcoming BattleStar Gallactica, Star Trek, and Star Wars – Clone Wars. What Second Life provides is a way to create a new vision and interpretation, not just re-create and role-play within it. There is a pool of resources within people’s minds that can and is crafted into being. That they can also be sold as an incentive and this encourages a new way of manifesting the future. There are designers and builders in Second Life creating assets and adventures which reflect the same design traditions of classic sci-fi, yet made out of prims.

A New Episode

They also provide a great backdrop and wealth for films. The Future will See You Now is the title of a new episode in our ongoing webseries, Time Travelers, for iHelpLoan and SLFC. Films can not be made without sets, costumes, props and all that makes for great visual story-telling. I feel lucky to be part of this kind of creative world which inspires.

Related Links

  1. Our web site: http://www.pookymediafilms.com/
  2. Our YouTube video: http://www.youtube.com/watch?v=6RR_xohMrvU

 


Why I’m There On Pure Virtual Events

January 28, 2011

Introduction

Over on the INXPO blog, I wrote a posting on Why I’m There on Pure Virtual Events.  The posting was a counterpoint to an article written by Dave Lutz (@VelChain) of Velvet Chainsaw Consulting.

Dave’s Points

Dave made the following points on “pure” virtual events:

  1. Attendees value the content not the commerce.
  2. They tend to attract an entry- or mid-level professional that lacks enough buying authority or influence to deliver ROI to exhibitors and sponsors.
  3. Networking feels limited if it occurs at all.
  4. It’s difficult to build trust that leads to purchase through a virtual booth.
  5. When education is offered for free and archived, it’s easy to find something more pressing to do. Archived views are less valuable than live ones.
  6. And finally, most webinars stink. I can count the good ones I’ve experienced on one hand.

Point, Counterpoint

I provided some counterpoints to the points.  Here’s a link to the full posting:

http://inxpo.wordpress.com/2011/01/27/why-im-there-on-pure-virtual-events/

I’d be interested in your thoughts – questions include:

  1. What your thoughts on hybrid events?
  2. What are your thoughts on pure virtual events?
  3. How can webinars be more engaging?

Leave a comment below with your thoughts – thanks!


Introduction to HuzuTech: A Social Media Software Company

January 17, 2011

Note: The following posting was submitted by Graeme Harvey, Managing Director, HuzuTech

Graeme Harvey is MD of HuzuTech, a social media software company. He’s been involved with HuzuTech since 2009, and before that he started up a successful digital publishing division within Harpercollins publishers, concentrating on online, desktop and mobile application development. There, he developed a digital business that underpinned the Collins Language division – the first of its kind within Harpercollins UK (it included the first e-commerce, e-book and mobile app presence).

Introduction

HuzuTech is a British social and virtual technology company. We’ve just launched our white label virtual world platform, HuzuVirtual, which lets brands, publishers and film or TV production houses create their own branded virtual worlds and online environments – at a fraction of the cost of building one from scratch.

We also white label our own social networking platform, HuzuSocial, which lets brands offer secure social networking facilities (including within a virtual world, through full integration with HuzuVirtual) and the ability to link to Facebook.

Branded communities

We announced the launch of HuzuVirtual at AdTech New York recently, and the response was fantastic. We know that virtual worlds are a huge growth area for publishers and media companies, but what was really interesting was the appetite for brands to create their own communities.

As online communities become integral to brands’ marketing campaigns, there is a reluctance to hand over control of customer data and relationships to a third party like Facebook, and requirements for more sophisticated or bespoke technology to manage those relationships effectively.

Customisation

As a result, our technology is completely customisable, with functionality that includes things like the creation of different virtual environments, rooms or ‘levels’ to the world; avatar creation; virtual (or real) goods shop; fully moderated chat functionality; custom-branded avatars; and special events such as online meetings, concerts, and VIP areas. It’s cloud-based, because it is designed to be able to cope with rapid growth, when the community grows exponentially.

Monetisation

There’s also the thorny issue of monetisation. More and more, brands are seeking to monetise their online environments. Sales of branded goods are expected to grow by more than 100 per cent over the next three years. We’ve included virtual shopping features in HuzuVirtual, and the feedback we’ve had so far has been that brands definitely want to control an environment where customers are paying for their goods.

Demonstrating the Technology

We’ve developed a site to show how the technology works, including some really great features like routing technology (which means an avatar will always follow a path – rather than walking ‘through’ obstacles), and ‘motion’ sensors (see how the car alarms going off when the avatar walks past them) here: http://paperworld.huzutech.com/.

Note: this isn’t a virtual world in itself, but shows the kind of technology we can use. We’re constantly tinkering with it to make it better, and we’re always interested to know what other people think of it.

The first full virtual world built on our platform will be out in around June 2011, and is for Scholastic’s Horrible Histories™ – it’s a great one to be working on and shows how the publishing industry is one of the first to adopt these new technologies to market books.

If you’re interested to know more, visit our website: www.huzutech.com.


2010 In Review for It’s All Virtual

January 2, 2011

The stats helper monkeys at WordPress.com mulled over how this blog did in 2010, and here’s a high level summary of its overall blog health:

The Blog-Health-o-Meter™ reads Wow.

Crunchy numbers
About 3 million people visit the Taj Mahal every year. This blog was viewed about 33,000 times in 2010. If it were the Taj Mahal, it would take about 4 days for that many people to see it.

In 2010, there were 87 new posts, growing the total archive of this blog to 202 posts. There were 220 pictures uploaded, taking up a total of 8mb. That’s about 4 pictures per week.

The busiest day of the year was September 28th with 213 views. The most popular post that day was Trends In The Virtual Worlds Industry.

Where did they come from?
The top referring sites in 2010 were twitter.com, linkedin.com, facebook.com, en.wikipedia.org, and hootsuite.com.

Some visitors came searching, mostly for virtual calendar, match.com, all virtual worlds, gregory house, and comdex.

Attractions in 2010
These are the posts and pages that got the most views in 2010.

1

Trends In The Virtual Worlds Industry September 2010
6 comments and 1 Like on WordPress.com,

2

Virtual Events Calendar December 2008
14 comments

3

The Business Benefits Of Second Life March 2010
2 comments

4

About December 2008
16 comments

5

COMDEX Re-Launches As A Virtual Trade Show March 2010
1 comment


It’s All Virtual Turns Two

December 12, 2010

“Time flies when you’re having fun.”

It all started two years ago today.  The first blog post was made on December 12, 2008.  Since that time, I’ve covered virtual trade shows, hybrid events, virtual worlds, Second Life, social media and many other topics.  It’s been a fun ride to date, but I’m even more excited about what the next 2 or 5 years will bring.  For now, let’s take a look back at five selected posts from the past two years.

What Started It All


My first post, from December 2008, looked ahead to 2009.  It was titled “2009: The Year We Go Virtual“.  I was mostly on target with this post, except for that innocent comment where I noted that face-to-face event producers would struggle to survive.  I should have known that physical events would never go away – and, I hadn’t considered what would follow in 2009/2010, the hybrid event.  Whoops.

Lenovo’s 3D World, Powered by web.alive


This posting, from January 2009, remains today the top grossing piece on this blog.  Lenovo launched a 3D world to promote their Thinkpad notebooks.  It used the web.alive 3D platform from Nortel (and is now part of Avaya, via Avaya’s acquisition of Nortel).  While touring the environment, I met Nic Sauriol, the Venture Lead for the project and he took  me on a personal tour.  Read more: “Review: Lenovo’s eLounge Virtual World“.

Musings on Physical Events & Virtual Events

(Photo courtesy of “ExhibitPeople” on flickr)

Physical events have been around for a long time.  So I decided to write about what we like at physical events and consider how those “features” could work in a virtual event.  I didn’t expect it at the time, but this turned out to be one of the most popular postings this year.  For more: “Bringing The Physical Event Experience To Virtual Events“.

Whose Platform Do I Use?

Once you’ve decided to do a virtual event, one of the key steps is finding the right virtual event platform.  In my Virtual Events 101 series, the most popular posting was this one: “Virtual Events 101: Tips For Selecting A Virtual Event Platform“.  For me, it comes down to the 6 P”s – People, Platform, Production, Price, Process and Partners.

Branching Out A Bit

Branching out from virtual events, I shared some thoughts on the topics of social gaming, location-based services, “gamification” and loyalty programs.  In the coming 1-3 years, gamification, location services and virtual events will come together (via API’s and integration).  On the gamification front, it’s noteworthy that San Francisco will be home to the Gamification Summit in January 2011.  For the full post: “The Name Of The Game Is Engagement“.

Conclusion

It’s been a great two years.  It’s hard to imagine what the (virtual) “world” will look like in another two years.  There’s one thing for sure: I’ll be blogging about it.  Come along for the journey and subscribe to regularly receive my posts.  Until next time!


Re-Thinking 3D Virtual Worlds Development

November 6, 2010

Introduction

Scratch is a programming language developed by Mitchel Resnick’s research group at MIT Media Lab.  Scratch “makes it easy to create your own interactive stories, animations, games, music, and art — and share your creations on the web.”  Scratch was designed for youngsters, to encourage them to build applications and games without having to learn the ins and outs of conventional programming languages.

Scratch programmers use their mouse to snap together blocks to form “stacks”.  The stacks embed actions.  For instance, some blocks allow players to control characters via keystrokes.  Programmers sequence their blocks to create animations and games.  Let’s consider how the concepts behind Scratch could be applied to 3D virtual worlds.

Virtual World Evolution

Previously, I wrote about the evolution of virtual worlds from self-expression to marketing to monetization.  With the concepts behind Scratch, however, I wonder whether a similar framework for 3D virtual worlds can re-ignite the Self-Expression stage.

Wider Adoption via Easier Development Tools

Scratch was created to empower youngsters by making it easier to build computer applications.  A similar approach may be needed to empower creators of 3D virtual worlds.  Let’s face it, creating a virtual world is not easy – it requires specialized skills.  Those who can afford it (e.g. corporations) often outsource 3D virtual world creation to agencies or development shops.

What results is a classic “chicken and egg” problem – the barrier for creation results in less supply (e.g. fewer interesting 3D worlds), which depresses demand (e.g. less people interested in visiting virtual worlds), which keeps the supply low (e.g. less interest to create them, since no one will visit).

This phenomenon may explain why IMVU is thriving, while other services (e.g. There.com, Google Lively, Vivaty) have folded.  IMVU brings the world to you – that is, the self-expression is focused around your avatar, rather than building worlds.  It’s easy to customize your avatar – and, if you’re so inclined, you can design virtual clothing and accessories, that are then made available to other users within IMVU.

Importance of Feedback Mechanisms

Scratch has two feedback mechanisms that are central to its success.  First, users can see the result of their work (in real-time) as they’re building the application.  The conventional cycle of computer programming is “code, run, debug” – with Scratch, you don’t debug, so much as you adjust your application as you go.

The second feedback mechanism comes from the Scratch community. Users can upload their application and have others post comments and suggestions.  This gives programmers the positive reinforcement behind their work (e.g. there’s an audience for my creation), which creates more incentives to create more applications and be part of an active community.

Both mechanisms could be effective in 3D virtual world creation.  The community aspect, in fact, addresses the chicken and egg problem, as the developers create an audience for each other – and can encourage their network of friends and colleagues to visit virtual worlds that they’ve found and reviewed.

Open Sourcing, Sharing and Remixing

The name “Scratch” is derived from the way disc jockeys scratch records to re-mix existing songs into new creations.  Community members can view the code for any uploaded Scratch application and are free to re-mix and modify existing applications.

This is a tried and true way to learn computer programming – take someone’s existing program, study the source code, then add some pieces to it.  Once you’ve done that a few times, you’re ready to write your own program from scratch (pun intended).

Sharing and re-mixing makes it easier to get started, will encourage wider adoption and is sure to generate interesting creations.  Imagine if a similar framework existed for 3D virtual worlds.

Conclusion

One of the prominent barriers to 3D virtual world adoption is the lack of easy creation tools.  Let’s learn from what MIT Media Lab has created with Scratch and see if we can apply their concepts to 3D virtual worlds.  How about it?

Related Links

  1. August 2008, NewScientist, “Creating your own computer game is child’s play
  2. March 2009, Wired, “Scratch Lowers Resistance to Programming
  3. May 2008, American Libraries, “Minds at Play

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