Thursday, December 11, 2008

PS Home goes Open Beta

After lots of rumours and delays, Sony finally pushes PlayStation Home to open Beta today. BBC News reports:

Sony's long awaited next-gen social networking site for PlayStation users goes into open beta today.

PlayStation Home will let gamers create their own avatar -a virtual representation of themselves - and then interact with other users in a 3D environment. Players can chat to other users, invite them into their own "home", and will soon be able to stream music and video.

PS Home will be available free to all registered PlayStation Network users.

Read the full article here.

It's hard to keep in the loop about this virtual world, as it is intended for Playstation users, which excludes me. However, the screenshots available on the web look excellent. Below is a collection of screenshots from the PlayStation 3 Home Forum.



I must admit, the graphics look very good, of a higher quality than that of Second Life. For instance you will find the avatars far more realistic than those in SL, as well as the lighting.

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Wednesday, January 16, 2008

Exodus ain't gonna happen

Yesterday I picked up a BBC News story on people flocking to Virtual Worlds. The article is a little outdated, it dates back to december 11 2007, but I tend to disagree here. Here's part of the newsstory:

'Exodus' to virtual worlds predicted

Will real pubs empty as people head for virtual watering holes?The appeal of online virtual worlds such as Second Life is such that it may trigger an exodus of people seeking to "disappear from reality," an expert on large-scale online games has said.

Virtual worlds have seen huge growth since they became mainstream in the early years of this decade, developing out of Massive Multiplayer Role-Playing Games.

And the online economies in some match those of real world countries.

Their draw is such that they could have a profound effect on some parts of society, Edward Castronova, Associate Professor in the Department of Telecommunications at Indiana University, told BBC World Service's Digital Planet programme.

"My guess is that the impact on the real world really is going to involve folks disappearing from reality in a lot of places where we see them," he said.

(read more)

Edward Castronova was one of the speakers at the VW Conference in San Jose (october 2007) and made regular appearances on the Clever Zebra, formerly known as Metaversed Metanomics sessions and usually has some pretty smart things to say. In this case I thinks he's off by miles. There won't be a mass exodus for a long time to come I think.

The only thing we have to go by is the number of subscriptions to these worlds. Not all worlds are giving out these stats as freely as Second Life, nor do they provide information on activity in these worlds. Cisco's Christian Renaud did a quick scan of the industry for his keynote at the VW Conference and came up with 450 million registered users in about 30 NVE's, (online gaming as well as social worlds). After the conference we hooked up our info and I did a survey of about 200 of these worlds. As far as public data goes, I could barely find another 10 million registered users in other worlds.

The percentage of active users in the gameverse is a lot higher than in the social metaverse, more like an 60% tot 10% division, so going by these numbers we could assume there are about 100 million active NVE users out there. Then there's the definition of how much activity you need to have before being active. Linden Lab defines Active as spending 1 hour a week.

Then we have to take into account that there are a lot of body doubles. I myself have accounts in a dozen virtual worlds and there are other geeks, bloggers, journalists, trendwatchers etcetera who are active in several worlds to keep up with technology. The supposed 100 million than has to be devided by maybe 5 accounts on average so we end up with 20 million users worldwide which spend about 1 hour a week in virtual worlds. True, that's more than the whole population of the Netherlands, but globally speaking still a niche market.

When we look at social websites, like YouTube, MySpace etcetera and add up all the registered accounts we have about 3 times as many subscribers as there are internet connections worldwide. What I do think is a trend is the new digital Tribal Migration where users move from one world to the other as usability and functionality are still evolving.

A last thought on why this Exodus isn't going to happen anytime soon is that we've seen the number of registered users explode last year, while social NVE's were going into hype-modus. 2008 will probably see a downward trend in user activity, as most social worlds will not be able to meet expectations (gameverse is another story). This will last a while untill we find real corporate use and means of business integration for Virtual Worlds.This will happen though, but then again, when it really goes mainstream and NVE's become a Business Tool, still there won't be an exodus. There will be millions of new subscriptions and active business users, but on the whole the social part of these worlds will still struggle in keeping the attention of most users.

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Saturday, October 27, 2007

CSI (5) The Aftermath

It's saturday night. Just a few days ago we were all watching the grid with great anticipation to see what would be the outcome of the first CSI:NY goes Second Life show. There's many blogs out that that voice an opinion, but I'd pick out Ambling in Second Life over almost any other blog.

Here's Aleister's views:




As the hubbub starts to subside on the whole CSI:NY thing, I thought I would record some of the stuff that’s been rattling around in my head over the last few days.



My first reaction when I read all the hullabaloo coming out of the Virtual Worlds Conference was: “Meh.” However, folks with a far keener interest and knowledge of the entertainment and media industry were at pains to assure me that this was groundbreaking stuff, and that is was “game changing.” I thought I should wait and see. The impression given was that this represented a real leap forward in the pursuit of convergent media, and is the way of the Future. To quote Mr Zuiker, proud owner of the CSI franchise: “What’s the future of television? It is as follows: TV, online, mobile, and gaming.”

As for Linden Lab, CEO Phil Rosedale’s take, as quoted at Ugotrade was: “I think it is a great project. We don’t look for traffic for Second Life in general we more look for opportunities to present Second Life to people in a more obvious way to people who don’t understand it, or haven’t experienced it.”

So… a major leap in convergent media – and good exposure for Linden Lab.What could possibly go wrong?



The big risk we all knew about was grid overload, but so far (touch wood) this has not happened, in part because the invasion of newcomers simply has not happened on anything like the anticipated scale.

However, what I think has gone wrong is, frankly, the whole shebang. What I’ve noted, rather than a magical blending and blurring of the lines between reality and virtuality, is simply the co-opting of Second Life to act as a games
platform. A role for which it is particularly inappropriate – and for which CSI has no need, since such platforms exist already. Now, I’m not trying to be precious about SL here. In the whole wide metaverse there is clearly a large need for entertainment and, indeed, for gaming. But to be blunt, Second Life cannot offer the level of gameplay that seasoned gamers have good reason to expect.

And this leads to my next point. TV is an illusion, where it is necessary to tweak reality (and in this case, virtuality) in the interests of entertainment. CSI was not out to make a documentary about Second Life, and was bound to present it in a way designed to extract the maximum entertainment value. And this has led to 2 basic lies. First, that the Second Life virtual world is smooth, fast and beautifully detailed. This would be fine if newcomers weren’t then invited to come and try it out. The gulf between the TV version and the horribly laggy, grey, slow-rezzing virtuality cannot, to my mind, be called
“good exposure for Second Life”. The second lie is that Second Life is a sleazy game, populated by players. This lie was not necessary to the plot, and is the one with which I have the single biggest issue.

In common with many of the readers of this blog, I spend a great deal of time in Real Life extolling the features and benefits of Second Life and virtual worlds in general. Through this one piece of unnecessary scripting I feel like I’ve been thrown back a year in my own evangelising efforts; back to the days of: “Second Life? It’s just a game isn’t it? Full of sleazeballs and geeks.”
Again, how this view of Second Life can be viewed as “good exposure” I am at a loss to explain. This might also explain the less-than-impressive uptake of new accounts.

On a lighter note – I was tempted to call this piece: CISCO:NY. As I have mentioned previously, the grossly over-the-top “Ciscofication” was – to me at least – a complete turn-off.

I think Linden Lab have done themselves no favours here. It is not true that “all publicity is good publicity.” I am dismayed at the short-termism shown by Linden in going along with this farrago. Also, in handing over the source of the viewer to Electric Sheep we have the interesting situation where the open source code has been re-skinned, a few neat, new features added, and the whole thing seemingly locked up again as a proprietary product. Well that’s what I think.

So what did I get wrong?


The ciscofication maybe was a bit over the top, but here in Europe with tv stations like the BBC and public broadcasting companies in the Netherlands we do have a slightly different opinion of such blunt advertising. But seriously,



There's several blogs that have been negative over the amount of traffic generated by the CSI show. Well, it was aired in different timezones, people came in in several runs. And in the days after. True enough, these 16 million viewers didn't push the SL headcount from 9 to 10 million overnight, but it's too early to tell. There's a lot of speculation on how many came in. Prokovy Neva states (on the first timezone run):



"But the numbers of people on those sims, for the three
hours I watched them before, during, and after the CSINY show, couldn't have beat 5,000 concomittant, and no more than 20,000 max total arrivals. In fact, it's probably far lower."


For exact numbers we either have to wait for CSI or the Electric Sheep Company to come with traffic stats and onRez viewer downloads and compare them to next weeks' Headcount by Tareru Nino. I do believe though that the average number of concurrent logins is higher these days. I'm not saying it was a smashing success. The massive number of islands, the fuzz upfront made us expect a lot. Again, too early to tell. There may well be ROI's made, but not sure which. I hope it'll continue though. Haven't had time to start solving the murder yet, but I for one like the concept. Me liking something isn't a guarantee that it'll make you millions though.

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Friday, April 13, 2007

Rivers Run Red

Rivers Run Red was the world's first agency to establish a working presence within a virtual world. RRR has been active in Second Life since 2003. In meatspace the company has offices in London and San Fran.

Projects include Vodafone, Philips, ING, Reebok, Adidas, Calvin Klein (CKin2U), Heineken, BBC, Channel 4, Penguin, Duran Duran and Radio 538. It's surprising to see how many Dutch client the company has. Since 2007 the RRR faces serious competition with new native Dutch virtual builders such as [lost in the] Magic Forest, Damanicorp and SLionhead.

Aside from their corporate website RRR runs the Space Think Dream thingy as an extra outlet of their works.

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