Showing posts with label Metaverse. Show all posts
Showing posts with label Metaverse. Show all posts

Sunday, August 05, 2007

Disney Buys Club Penguin for $350m (+$350m more Later)

Big news for kinds virtual worlds: See news item here

Disney announced Wednesday that it purchased Kelowna, British Columbia, Canada-based Club Penguin, a rapidly growing online virtual world for kids.

According to an SEC filing, Disney bought all the outstanding shares of site operator New Horizons Interactive for $350 million.

Disney could spend up to $350 million more if New Horizons hits "predefined earnings targets" for fiscal 2008 and 2009.
Now as new-media-VCs we love it (big exit)... and hate it (why we did not think about it?). :-)
(Also: please note the very clean - no ad design. Can Disney, will Disney keep it?)

Saturday, August 04, 2007

MMOGData: Who is using what?

The latest site to cover MMOG subscription. In the site words: "current subscription information or wondering just how many people play a specific MMOG, you’ve come to the right place." This is a continuation of the work "the awesome www.mmogchart.com for information on the MMOG market which was created and maintained by SirBruce for many years, however since 2006 SirBruce has not updated the site."

Site new home is: http://mmogdata.voig.com/

Monday, July 30, 2007

1000 Facebook People Survey re second Life

As part of my own going research re the Metaverse I was asked by few people how many know about Second Life. If you consider all the PR that SL has, this is indeed a fair question. So using Facebook survey I asked 1000 people. These are the results. If you want the actual excel file please let me know. (ohh yes. I have a typo in Heard... sorry).


Feel free to comment and tell me what do you think the data mean?

Saturday, July 28, 2007

IBM's Virtual World Employee Guidelines

From Virtual Worlds News:

IBM released its employee guidelines for virtual worlds today. The seven-page PDF outlines basic principles governing how to represent IBM in the virtual arena.
This is a simple straight forward document that guide employees as to how to behave in the virtual world. All common sense both for the employees and IBM.

This is the intro of the document:

VIRTUAL WORLDS GUIDELINES FOR IBM EMPLOYEES
Introduction
IBM believes that virtual worlds and other 3D Internet environments offer significant opportunity to our company, our clients and the world at large, as they evolve, grow in use and popularity, and become more integrated into many aspects of business and society. As an innovation-based company, IBM encourages employees to explore responsibly and to further the development of such new spaces of relationship-building, learning and collaboration. As we engage in these new environments, IBMers should follow and be guided first and foremost by our values and our Business Conduct Guidelines.

These Virtual Worlds Guidelines for IBM employees have been created to build upon those foundations and to address the some of the choices that individual IBMers may face in virtual worlds. These guidelines are not intended to address every situation you may encounter through use of a digital persona or personas. But reflecting as they do the input and expertise of a global team of experts--IBM’s Virtual Universe Community∗ --the guidelines are a good start at informing our collective engagement and exploration.

FaceBook+Mini Metavese = MyMiniLife



After growing pressure from both family and peers I got into FaceBook. Mainly to see the application infrastructure they are offering. I was pleased to see several groups that deal with the Metaverse, Second Life, etc.

I was especially happy to see a simple implementation of the EZ Metaverse. It is called MyMiniLife.

The Facebook Application itself can be seen here.

Monday, July 23, 2007

Newsweek Cover: Alternate Universe

Newsweek cover this month is -- again -- talking about Second Life.

Second Life is emerging as a powerful new medium for social interactions of all sorts, from romance to making money. It may be the Internet's next big thing.

See full article.

There is also a nice movie about a person in wheel chair and their life in Second Life.

Thanks to Cindy Landers for the tip.

Sunday, July 22, 2007

Microsoft Surface Computing

Microsoft is back to its roots, linking smart hardware with smart software.
Amazing Video that demonstrate how you can manipulate pictures; connect devices on your table top. See full video. Now connect that to the Metaverse and we are almost there.

Thanks to Uri Spektor for the lead.

Monday, July 16, 2007

Virtual Worlds Weekly: Barbie Girls Growing with 50,000 Members per Day

One of the most important sources re the Metaverse is http://www.virtualworldsnews.com. They offer a news letter that include the latest. One of their latest stories capture Barbie Girls. A new world for girls. Here is what they said:

The new Barbie Girls online world, which is still in beta, announced last night that it had signed up three million members in its first 60 days ago and is continuing to grow with 50,000 members per day. In comparison, Second Life, which launched in 2003, didn't reach that mark for registrations until January of 2007. Barbie Girls even seems to be outpacing other major brands with children's virtual worlds initiatives... Disney's online world at 1.165 million users compared to Nickelodeon's Nicktropolis at 1.4 million users, though those numbers are for unique users and not simply registrations.

Thursday, July 05, 2007

Microsoft Live Labs: Photosynth at TED Conference

Microsoft Live Labs is demostrating some high-end cool stuff that has long term relevance to the Meteverse. 2D pictures from public sources are compiled to create a 3D representation AUTOMATICALLY!!!! Wow.

See full item with amazing video in their web site. Brief:

In March of this year Microsoft Live Labs Architect, Blaise Aguera y Arcas spoke at the TED (Technology, Entertainment, Design) Conference in Monterey, CA. Blaise demonstrated Seadragon and Photosynth to an enthusiastic audience and painted a vision for how these technologies will evolve in the months and years ahead. Watch the short video above to see some of the amazing ways these technologies will change the way you interact with your images in the future, and visit the Photosynth site to try the latest collections from the team.

Thursday, June 28, 2007

Video: Virtual worlds - hype or reality for businesses?

An 18 min video discussion that discuss the business side of the Metaverse. Pure discussion.

silicon.com's Steve Ranger chats with a panel of experts about what virtual worlds such as Second Life mean to businesses. Is it all hype? Or should companies be getting involved? If so how?

Steve is joined by Rupert Goodwins, technology editor of ZDNet UK; Michael Parsons, editor of CNET.co.uk; and David Naylor, partner in the technology law practice of Field Fisher Waterhouse.

Saturday, June 16, 2007

Economist.com: MMO Netscape Moment


The Economist had a small article about the need for standards. See here.

What happened on the internet, of course, was that the web came along and provided common, open standards for both client and server software, doing away with proprietary online services and bringing together previously separate communities as CompuServe, AOL and the rest adopted the web's open standards. Now a firm called Multiverse Network hopes to do the same for MMOs. It has created MMO client and server software based on open standards, and a way to move between virtual worlds built on its platform, just like following a link from one web page to another. And it has made its software available for free download by anyone who wants to build and host a virtual world.
Personally I LOVE THIS TOPIC. The Metaverse standards will allow this entire industry to develop. see Yesha's Five Dimensions of Standards.

Thursday, June 14, 2007

List of Real Businesses in Second Life

New Business Horizons Ltd was set up to offer a service to businesses and organizations that wish to create a corporate presence within Second Life but without the time and costs associated by either going it alone or having to commit a large budget to a specialist agency.

As a service they offer a full list of real business that are now in Second Life. They also have a nice Video Gallery.

History: The Sierra Network (ImagiNation) TV Ad - early 90's

Is this the first metaverse?

The ImagiNation Network, aka the Sierra Network, was the first online multiplayer gaming system. Developed by Sierra On-Line in 1989, and first available to the public in 1991, the ImagiNation Network was a unique online gaming network that gave subscribers from all over the United States of America a place where they could "play games, make friends and have fun". With a wide variety of games including RPGs, WWI aeroplane simulations, live trivia, and card and board games, almost every user could find something enjoyable to play. INN also featured an electronic post office, many bulletin boards, chat rooms, and the company boasted of having "more than 200 groups, clubs and special events online."

See Wikipedia.

Wednesday, June 13, 2007

Old Masters Picture Gallery Dresden @ Second Life

My friends at Anshe Chung Studios have just finished the first FULL scale gallery in second life.
An amazing achievement. 1-on-1 copy of the real Dresden gallery. This is what the web site says:

It is a logical next step in this history of the use of media by the museum that we should take on the challenge of the 3-D web. For the first time it is even possible to convey a sense of the exhibition space, which is an essential aspect of any museum visit. How users will react to this technology is as yet unknown. We are particularly interested to know how this new offer is used, and what users think could be done to develop it further. The virtual version of the Old Masters Picture Gallery is being supervised and scientifically monitored by the Institut fuer Kommunikationswissenschaft at Dresden University of Technology under the leadership of Prof. Dr. Lutz M. Hagen.

Tuesday, June 05, 2007

Virtual Worlds Review (2003-2006)

Virtual Worlds Review is an interesting site because it capture the state of the field until 2006 (it is no longer managed).

Friday, June 01, 2007

EPN report on Second Life -- Survey of 246 Residents


I have just re-read a 45-page report published by EPN in December 2006 -- A dutch research center specializing in internet and society. The report by David de Nood and Jelle Attema asked some interesting questions about what people do in second life, what do they fear, what is the purpose of their stay. One of the first academic works that try to analyze patterns of use. You can get the report if you send email to info@epn.net.

Saturday, May 19, 2007

2006 Business Week Podcast on Virtual Worlds, Real Money


The most balanced cover of Virtual worlds to date. Business week.
Cover story is here. Podcast is here -- very simple 15 discussion. Here's the start...

As I step onto the polished wood floor of the peaceful Chinese country house, a fountain gurgles softly and a light breeze stirs the scarlet curtain in a doorway. Clad in a stylish blue-and-purple dress, Anshe Chung waves me to a low seat at a table set with bowls of white rice and cups of green tea. I'm here to ask her about her booming land development business, which she has built from nothing two years ago to an operation of 17 people around the world today. As we chat, her story sounds like a classic tale of entrepreneurship.

Except I've left out one small detail: Chung's land, her beautifully appointed home, the steam rising from the teacups -- they don't exist. Or rather, they exist only as pixels dancing on the computer screens of people who inhabit the online virtual world called Second Life. Anshe Chung is an avatar, or onscreen graphic character, created by a Chinese-born language teacher living near Frankfurt, Germany. And the sitting room in which Chung and my avatar exchange text messages is just one scene in a vast online diorama operated by Second Life's creator, Linden Lab of San Francisco. Participants launch Second Life's software on their personal computers, log in, and then use their mice and keyboards to roam endless landscapes and cityscapes, chat with friends, create virtual homes on plots of imaginary land, and conduct real business.

See
Slide Show >>

Saturday, May 12, 2007

EZ Metaverse - embed your avatar -- meez


I love ez-metaverse and here is the latest -- meez. Very interesting. A bit new. Comments? let me know.

Saturday, April 28, 2007

Gartner Says 80 Percent of Active Internet Users Will Have A ``Second Life'' in the Virtual World by the End of 2011

Ok. This is it. Garter is now covering the field. Maybe time to move into a new field. No... just kidding. Gartner analysts are examining the hype and reality around virtual worlds during Gartner Symposium/ITxpo 2007: Emerging Trends, being held here through April 26. Gartners advice to enterprise clients is that this is a trend that they should investigate and experiment with, but limit substantial financial investments until the environments stabilize and mature.

According to this press release:

Meaningful corporate use of public virtual worlds/platforms will lag considerably behind individual consumer use as enterprises struggle to develop appropriate and relevant business models. As enterprise try to define their role in the virtual world, Gartner has identified five laws for companies participating in the virtual world. They include:

First Law: Virtual worlds are not games, but neither are they a parallel universe (yet). The initial reaction of many business leaders when faced with virtual worlds is to dismiss them as a mere game of no benefit to the enterprise and something to be banned for wasting compute resources and time. Many of those that see beyond the gaming elements immediately veer toward questions such as How do we exploit this as a sales channel? This reaction is equally incorrect and potentially even more damaging to the enterprise. Growth in virtual worlds is significant but lower than it appears; the overall population of non-game virtual worlds is still small compared to massively multi-user online games (MMOGs) and the totality of community-oriented and niche-targeted environments, Mr. Prentice said.

Second Law: Behind every avatar is a real person. Gartner said people cant be fooled by the fantasy elements in the virtual world. There are unwritten rules and expectations for behavior and culture are developing. Enterprise users must consider their corporate reputations.

Third Law: Be relevant and add value. Many commercial companies have established a virtual world presence, but none have converted it into an effective, profitable sales channel. There has been criticism of early corporate entries into the virtual world, Second Life, related to the showrooms usually being empty and lacking atmosphere. While there have been a limited number of individuals who have earned more than $5,000 per year from their virtual world businesses, most corporations will see minimal revenue gains in the market at this time. Do not expect to undertake profitable commercial activities inside most virtual worlds in the next three years, Mr. Prentice said.

Fourth Law: Understand and contain the downside. Enterprises face serious questions, such as Could activities in the virtual world undermine or influence my organization/brand in the real world? With significant portions of the virtual economy based on adult oriented activities, questions of appropriate behavior and ethics also arrive. In-world behavior can be a problem in public areas; annoying interruptions can range from unintentional arrivals and erratic behavior from new residents whose avatar control is still suspect to misdemeanors such as graffiti, to more-concerted protest activities designed to disrupt.

Fifth Law: This is a long haul. Todays multiplicity of virtual environments has developed through the convergence of social networking, simulation and online gaming. There are many new entrants, whose stability and scalability are not yet established. There is significant probability that, over time, market pressures will lead to a merging of current virtual worlds into a smaller number of open-sourced environments that support the free transfer of assets and avatars from one to another with the use of a single, universal client.

My 2 cents: Unlike any other technology in the world. Metaverse is blending fun and work. This is both very temping and dangerous.

Monday, April 23, 2007

Video of the Toyota Scion Release of 2008 Vehicles (Mixed Reality)

I just 4 hours -- very intense ones with Reuben Steiger, one of the true Mavens of the Metaverse. Reuben, who used to work for Linden, is now the CEO of Millions of Us -- one of the most successful production houses int eh Metaverse.

One of their most innovative clients is Toyota Scion (for non-US people take a look at their Scion web site, and Scion Wiki Entry.