Last month Singapore initiated a program to create a new mirror world called Co-Space, drawing from a general National Research Foundation fund of $500 million to cover over 50% of development costs for partners. There's no announced time line and the RFP doesn't end until the beginning of June. However, Media Development Authority deputy chief executive Michael Yap, who describes the project as "Google Maps meets Second Life," said that he looks at the 2010 Youth Olympics as a way for international visitors to experience Singapore without having to actually go there.
Continue reading "Singapore's Co-Space Aimed at 2010 Youth Olympics?" »
We've noted previous work at Duke on using virtual worlds to combat addiction. University of Houston Associate Professor Patrick Bordnick is working in the same direction. His most recent research brought 40 alcohol-dependent people who were not receiving treatment into a guided virtual environment for 18 minutes that featured each individual's drink of choice. Participants were asked to rate their cravings and attention to alcohol during the session and interviewed afterwards. "What we found was that the VR environments were real enough that their cravings were intensified. So, now we can develop coping skills, practice them in those very realistic environments until those skills are working tools for them to use in real life," Bordnick said in a statement.
Continue reading "Virtual Reality Real Enough to Spark Addiction Cravings " »
We reported at the beginning of April that Metaversatility was using the Multiverse platform to build quick prototypes of virtual worlds. While there was a definite push towards enterprise use, the service is available for all types of worlds---and Metaversatility said at the time that it was working on projects for market segments across the board. The first collaboration between the two companies, developed as a showcase, is the casual MMO Robosnow. Multiverse announced today the launch of Robosnow into its network of Worlds in Progress, available for any user to try out.
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EA-Land, the revamped version of The Sims Online, is shutting down as of August 1, EA SVP Luc Barthelet announced today on the virtual world's blog. We first noted the switch from The Sims Online to EA-Land only two months ago, though TSO had been drifting off for sometime before that, but EA, it seems, is keen to move on. "It is with mixed emotions that today we are announcing the EA-Land experiment will soon draw to a close," explained the blog. "The lifetime of the game has drawn to an end, and now we will be focusing on new ideas and other innovative concepts in the games arena."
Continue reading "EA-Land "Experiment" to Close Down; Ends Cycle of The Sims Online" »
Yesterday we reported that Warner Bros. had recast its T-Works project as KidsWB.com, but was holding off on launching a virtual world until later this year. A Warner Bros. representative told me that not much more information would be available for a few months about the virtual worlds, The Warner Zone, and DC HeroZone, set for summer and fall launch dates. There are a few more details, though.
Continue reading "Warner Bros. To Release Two Virtual Worlds for KidsWB.com in Summer and Fall" »
Please find the current speaker presentations from the Virtual Worlds 2008 conference. If you are a speaker please add a link to your presentation in the comments section or email it to us so we might add it to this list. We will update this list once new additions are received.
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Forterra announced today that it had been selected by the U.S. Army to participate in the new Army Small Business Innovation Research (SBIR) Commercialization Pilot Program (CPP). Forterra had already performed similar services in medical training for the Army's Medical Research and Materials Command’s Telemedicine and Advanced Technology Research Center (TATRC), but Forterra points to this new agreement as evidence that the Army has recognized its OLIVE platform as valid for training and its potential for a transition to operational Army units or commercial civilian applications.
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We invite you to submit a panel, lecture, or presentation proposal for review for the upcoming Virtual Worlds London, running 20-21 October 2008, in London at the The Queen Elizabeth II Conference Centre (across the street from Westminster Abbey). The call for speakers is now open. Virtual Worlds London is the premier event for European businesses seeking to understand and maximize business opportunities within virtual worlds. The event focuses on enterprise and consumer virtual worlds as well as emerging media applications.
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We already know that LEGO Universe will give users the chance to take their designs from the virtual world back into the real, expanding LEGO's collection of patterns and sets. Now it seems like users will have fairly strong options to expand the virtual world as well. In a "Behind the Scenes Interview," Design Director Brian Booker explained that "Players’ imaginations are the only limit on how big LEGO Universe can grow. Over time, it will be entirely possible for teams of minifigs [LEGO avatars] to keep opening new areas, or even entirely new worlds…"
Continue reading "LEGO Universe Expandable by Users with "Plastic" Currency" »
NPR yesterday had a short, but nice interview with Jeremy Bailenson of Stanford's Virtual Human Interaction Lab. Bailenson gave a short, but intense rundown of some of his work at Metaverse U earlier this year, so it's nice to hear him explaining things at a public radio pace. The topic of the day is weight loss with a mirrored, optimal-self avatar through vicarious reinforcement. A participant is shown that weight loss is possible through exercise, and then, as research has shown, they're more likely to continue to exercise even out of the lab. "What we can do is show you a model of your optimal self," said Bailenson. "In two separate studies now we've demonstrated that the mere act of watching this causes you to see that weight change is possible and in your optimal self you can actually lose weight."
Continue reading "NPR on the Stanford Virtual Human Interaction Lab" »
In MTV's keynote for Virtual Worlds 2008, the company announced plans for a partnership with Oddcast to integrate the latter's speaking, Web-embeddable Voki avatars with vMTV. As of yesterday, Voki Central lets users create avatars on themed sites for The Real World, The Virtual Hills, and Virtual Pimp My Ride, answering confessional questions, thoughts about the show's characters, or how best to pimp out a ride as a sort of audition for the show. The avatars can be used for light interaction in the sites themselves, but also, and this is the marketing bonus for MTV and Voki, taken out into the Web and embedded on Facebook and Myspace profiles or blogs.
Continue reading "MTV Partners with Oddcast to Send Avatars to the Web" »
A little more has been revealed about C3L3B Inc., the stealth startup that raised $3 million of a $4 million Series A round in January. The company just posted three job listings (below the fold) on VirtualWorldsNews' job site VirtualWorldsJobs.com. The listings describe the company as follows: "A Silicon Valley VC funded, Los Angeles based start-up is building a casual MMO targeting the mini-game and entertainment news hungry 25-45 y/o female. C3L3B has developed a unique model for integrating social networking, casual game play, news, entertainment, fashion and style." The C3L3B Inc., web site remains unlaunched but just how important is fashion and style? The placeholder web site is simply a woman's shoe with the words "coming soon." With the Sex and the City movie due out May 30, 2008 targeting the demographic and a name like C3L3B (sounds like celeb as in celebrity) one might wonder if the company will launch in support of the movie/former HBO franchise.
Continue reading "Stealth Startup C3L3B Inc. Targeting Sex and the City 25-45 y/o Females" »
When Gaia Online CEO Craig Sherman announced in February that the youth-focused virtual world would be launching an MMOG this summer, there wasn't much more information available. Gaia has started ramping up for a closed beta, though, and Senior Producer Dave Georgeson took the time to explain why Gaia is looking in a new direction. "The first reason is that a couple years ago they polled the existing user base, about 1 million people at that time," he explained. "They got two really big top-of-the-heap answers. The users wanted pets and they wanted an MMO. There was all this fiction and background in the social community already. There were a lot of things they cared about in the plotline on the site. They wanted an MMO so they could get into it and feel like they were a bigger part of that world."
Continue reading "Interview: Talking Gaia MMOG with Dave Georgeson, Sr. Producer" »
Virtual worlds like Mattel's BarbieGirls.com and FlowPlay's ourWorld have shunned microtransactions in favor of subscription because, as FlowPlay CEO Derrick Morton put it, "a lot of parents we talked to thought the micro-transaction stuff was too expensive with no limit." Club Penguin has stuck with a subscription model as well, though for different reasons: "We didn't want to create a system where the rich kids get the cool things and the poor kids don't," Co-Founder Lane Merrifield told the Times Online.
Continue reading "Club Penguin: Microtransactions Make Rich Kids Cooler" »
Raytheon has opened up a "virtual world," MathMovesU.com, to inspire middle school students to invest more time and energy into studying math in response to a general decline in interest as students get older. I put "virtual worlds" in quotation marks because while the phrase is all over Raytheon's press release, there doesn't seem to be a whole lot of interaction in the Flash-based environment itself. Users can customize an avatar, earn prizes for their virtual locker room, take part in polls, and compete for high scores in math-based casual games, but it seems like a mostly solitary experience. Plenty of worlds have begun as mostly single-user activities and added interaction down the road (e.g., Bella Sara), so it'll be interesting to see if Raytheon is looking at "virtual worlds" as buzz words or as targets.
Continue reading "Raytheon Released "Virtual World" for Math" »
The number of job listings on VirtualWorldsJobs.com is increasing. Check out the new listings from Vivaty, Rebel Monkey, Forterra, and CEO and CTO positions for a stealth startup after the jump. Job listings on VirtualWorldsJobs.com are only $25 for 30 days so post yours now. Listings are posted here on VW news (62,000 visitors a month) and in Virtual Worlds Weekly which now has 3,000 subscribers.
Continue reading "Virtual Worlds Job Listings: Vivaty, Rebel Monkey, Forterra, and CEO and CTO position for stealth startup" »
Akoha, a new development team, announced today that it had brought in $1.9 million from angel investors to help it develop its new "social game inspired by elements of social entrepreneurship, massively multiplayer and reality-based games." Founded by Austin Hill and Alex Eberts, former founders of Zero-Knowledge Systems (now Radialpoint), Akoha is staying fairly quiet about its project until its release in Fall 2008. On the company's blog, though, the inspiration for Akoha is attributed to TED and "discussions about the power of online communities and the changing nature of play."
Continue reading "Akoha Gets $1.9M from Angels for Social Game" »
In an
interview on Yahoo's tech|ticker, host Sarah Lacy takes a look at our
round-up of Q1 investment in the virtual worlds space ($184M) and, it seems,
our numbers on the growth of youth-oriented worlds. She sums it up pretty well: "The first quarter
was crazy." All in all, it makes for a nice fit in a segment on "VCs Top Bets in 2008."
Continue reading "tech|ticker on Virtual Worlds Investment: VCs Are Hot, But It's Hard to Predict for Success" »
The band Tokio Hotel recently entered Stardoll with a presence including a live chat session between the German band and the Stardoll community. Stardoll has always seemed like primarily a fashion site, letting users dress up virtual paper dolls, but with an increasing number of celebrity and brand tie-ins as well as shopping and socialization options, it seems like it's providing another location (Tokio Hotel had a session in Habbo Hotel around the same time) for musicians to to engage their users. The hour-long chat generated 79,848 questions from 121 countries. More details below.
Continue reading "Stardoll Event Generates 80k Questions for Tokio Hotel; Stardoll Looks to Expand in Music " »
Fast Company put together a great video looking at Disney's range of virtual worlds, featuring interviews with pretty much all the heavy hitters in the department. Disney recently has taken some flak from users for closing Virtual Magic Kingdom without making it easy to take that community elsewhere. As the company ramps up for more and more virtual worlds across a wide age spectrum, it's seeing a definite need to make that a connected experience with smooth transitions.
Continue reading "Video: Disney on Virtual Worlds as Theme Parks, Interoperability, Plans, and More" »
Nic Mitham at K Zero launched a campaign for L’Oréal Paris in Second Life in December that revolved around distributing virtual goods through existing Second Life businesses and designers instead of establishing s full-on, permanent presence. The idea was to go to the community instead of asking the community to come to L'Oreal. According to numbers posted by Mitham last night, it seems to be working: In transactions initiated by the users, more than 34,000 make-up skins for avatars were distributed in the three-month campaign at an average of 2,428 per week.
Continue reading "K Zero Distributes 34,000 L’Oréal Paris Items in Three-Month Campaign" »
"A cornerstone of our long-term growth strategy is the investment we are making in our new online virtual world website, BuildABearville.com," explained Build-A-Bear Workshop Founder, Chairman and CEO Maxine Clark in the company's Q1 2008 earnings call this morning. "Our goal with Build-A-Bearville is to leverage the grand equity we have built in the real world by creating a complimentary brand experience in the virtual world." Clark goes on to discuss the focus the company is giving Build-A-Bearville as well as virtual worlds potential for other brands like Ridemakerz. Almost more interestingly, it's fascinating to see a traditional toymaker spend a very significant chunk of an earnings call talking about virtual worlds.
Continue reading "Build-a-Bear Earnings Call: Virtual World a "Conerstone of Our Long-Term Growth Strategy"" »
When Corey Ondrejka was let go as Linden Lab's CTO he took on an academic role at the Annenberg School for Communication at the University of Southern California. If his blogging is any indication, it must have been a great class. For his last faculty lecture, Ondrejka took a look at the future of virtual worlds and technology. I've been browsing through the slide deck in my downtime today (it's 168 slides, but most are short or have small changes), and it's well worth a look. You can find Ondrejka's related posts here and here. [FYI: The first 69 slides warm up to the actual virtual worlds predictions, but they're still worth your time.]
Continue reading "Corey Ondrejka on the Future of Virtual Worlds" »