Saturday, March 29, 2008

exitSL Avastar Recap

The new Linden Lab Trademark policies have caused a row amongst bloggers and citizens of Second Life. Allthough the actual legal impact may not be as big as feared at first sight, it still is a fuzz and the manner in which in was announced has certainly caused havoc. The exitSL logo I created to express my 'frustration' made it to this weeks' Avastar (Issue # 67).

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Tuesday, March 11, 2008

Immersive Shopping at Weltbild.de

Purely by accident I landed on a sim called 'Weltbild'. Not only the name is German, also the style of the build: A surplus of white. Every German build in Second Life seems to display an absense of color. A color which is used as support-color for the build is a deep red, a combination which reminded me of the Avastar build.

The island is owned by the Weltbild Publishing Group, which is a major German publisher and media retailer, owned by the dioceses of the Roman Catholic Church of Germany, based in Augsburg (see also Augsburg in SL) and now in Second Life as well.

"As of 2006, Weltbild claims to be Germany's largest media and mail-order company, with a market share of ten percent. It also says it is No. 2 among online book retailers (presumably after Amazon.de). Weltbild employs some 4,500
employees and has a revenue of 1,4 billion EUR. According to the enterprise, some 5,5 million customers in the German-speaking countries buy Weltbild books by mail order, in one of the 300 Weltbild shops or over the Internet. Its
mail-order catalogue has a print run of four million.".
(Wikipedia)

The island is another tropical beach setting, like many builds from the rainy North-European continent, today I don't mind however. The weather outside is indeed shitty and I can use some sunshine.




The Avastar association is perhaps more than coincidental, as the islands auditorium is showing a movie auditioning contest in cohoots with the Avastar newspaper.

The main venue of the island consists of three shops:

  1. Film
  2. Books
  3. Music

The thing I like about these shops is that they're not only plain links to the Weltbild website, but also offer trailers you can watch with your friends so it really is a first step towards immersive shopping.


Immersive movies:



Despite my prejudice about German builds I like the quality of the build. There are a few unnecessary things, like a telescope pointing to nowhere and a totally lost 3D tetris game though.




I wonder if the build will be revamped with the new html-on-a-prim technology, making direct interaction with their webshop possible.


SLURL: http://slurl.com/secondlife/Weltbild/128/128/0

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Nokia: Connecting Communities

Many telecom companies have ventured into Second Life in the past year. Usually they've played with the environment without much success. Once I noticed the Nokia sim and went over for a quick visit, my first impression was that it wasn't much different then what the other Telco's have done. The longer I stayed, the more positive I got though.

There are several Nokia Islands to be found, usually the Nokia-Siemens combination, but these aren't accessible. yet. This blog will focus on the Nokia island, in a later stadium I may blog Nokia Italia, which focusses on the Nokia Trendlabs.

"Nokia Corporation is a Finnish multinational communications corporation, focused on wired and wireless telecommunications, with 112,262 employees in 120 countries, sales in more than 150 countries and global annual revenue of 51.058 billion euros as of 2007. It is the world's largest manufacturer of mobile telephones: its global device market share was about 40% in Q4 of 2007. Nokia produces mobile phones for every major market segment and protocol, including GSM, CDMA, and W-CDMA (UMTS).

Nokia's subsidiary Nokia Siemens Networks produces
telecommunications network equipments, solutions and services.

Nokia plays a very large role in the economy of Finland: it is by far the largest Finnish company, accounting for about a third of the market capitalization of the Helsinki Stock Exchange (OMX Helsinki) as of 2007. "
(Wikipedia)


The first thing I received on the island which opened in february was a notecard which read:


Welcome to Nokia Island!


Have fun and relax!


Visit the beach and take a swim, and get a yourself a brand new free Jetski!


HOLODECK FUN!


Enjoy the spectacular experience of being inside a real Holodeck.


VIRTUAL DEVICES


You can view some models is the shop, from where you can 'Zoom in' on the object in the designated productrooms. Use the Shop sign to return to the store.


(Note the immense typo in the virtual devices part - I know my blog isn't typo-free, but this is a corporate build, come on!)


The second thing I saw was the Auditorium Maximus (left), which didn't really impress me. With this mindset I turned towards the Nokia shop (right) and thought it to be just one of those things.




Inside the shop it got a little better. On the ground floor it focussed on the usual promotion stuf, but it offered huds and flying phones as well.



The second floor has a phonestand in which you can give feedback on the various models



When I walked out of the shop, my view was largely blocked by a large peacock, which stood in front of a rental sign. "Oh no... not rentals," was my first thought.


Then suddenly I noticed the virtual representation of the Burj Al Arab, the world's tallest hotel.in Dubai, which had several empty floors, several Nokia branded offices (mainly Scope Cleaver Design) and finally I noticed a MetaLife office. Here I got my first impression that they are really trying to fit their slogan "Connecting People" to this virtual world.




With that in mind I suddenly looked upon the build with new eyes. The whole of the sim is set up as a beach resort with various huts and bars along the inner lake. Although the main landmark is the Burj al Arad from Dubai, the statues from Easter Island dominate the scenery. The beachhuts are filled with benches, fireplaces and jacuzzi's to meet up. The sitting animations are always in couples. It's about connecting people, not sitting alone.


Finally, I took a ride with the Jetski and noticed a Greenie on the sim as well.



It wasn't really busy at the sim, so I can't really tell if it's a big success. To me it looks like they've managed to take their presence a step beyond their competition, but I don't know if it will be enough to really start connecting communities. It will probably depend on the type and frequency of events they will plan at the island.

SLURL: http://slurl.com/secondlife/Nokia/128/128/0

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Saturday, January 26, 2008

Philip Rosedale at the Davos conference

One of the hottest tech events these days is the World Economic Forum in Davos. Through twitter I've received a lot of updates, especially through Robert Scobleizer's stream. Seems like things get pretty seesmic over there.



One of the interesting points from a Second Life point of view was Adam Pasick of Reuters' interview with Philip Rosedale, CEO of Linden Labs. The interview touched some interesting topics and even though Philip tried his best to stay as political as possible, some to the point questions resulted in some interesting answers (as summarized by Digado)

…HTML in Second Life

“Maybe, quite possibly in the next couple of months. Not on the main grid but in a close to ‘finished’ state so…. May 2008. Definitely.”

…People leaving second Life soon after Signing Up

On the question whether Philip regrets seeing so many people leave Second Life close after they signed up he told Adam he did. He tells us he would have loved to step in a time machine, go back, and change things before they left. But he also says the problem was or is twofold. One is obviously the software, Linden Labs ‘part of the deal’ - and then there is the community, responsible for the content of Second Life. The content of Second Life wasn’t appealing enough to these people either to keep them from leaving, but he is confident this will change in the future as he talks about media the media coverage of 2006.

…the media hype

Philip goes on to say the media has created a ‘too pretty picture’ - thats why many people came into Second Life to early, and left when they were faced with disappointment. Second Life has not been able to live up to the High expectations but Philip was confident these people will return once they find Second Life offers more applications, and is able to meet at least some of these users in their expectations. He continues to say we will see more Hype Cycles because of this every 12 to 18 months for the next 5 years.

…Signfarms

Sounds like Prokofy has been calling in, and Philip says: I don’t care. Well spoken Philip.

…Copyright issues

Technical rights management is not too difficult, he claims it is within the range of Linden Labs capabilities at the moment. What will take time is to implement these rules and get them right. He wants to make certain he doesn’t underestimate the issue of ‘Content Right Control’ and is well aware Linden Labs is on an experimental level here.

The complete interview can be found on Reuters and is well worth a listen.

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Thursday, January 24, 2008

Phil's pick on Virtual Business

Wednesday, January 9 Philip Rosedale wrote Year-end Updates, and thanks for the Emmy! on the Second Life blog. One particular paragraph interested me:

"There has been lots of speculation and skepticism in the media regarding the success that businesses are having in-world. I’d like to point out that most of the most visible media coverage has focused narrowly on attempts to use SL
for brand marketing.

In reality, the majority of the business use we are seeing now in SL is focused on meetings and collaboration, and is rapidly increasing as more companies discover the efficiencies and unique capabilities that working together in a virtual world can offer. As I’ve said in the past, I think Second Life is going through a natural evolution which mirrors other new communications mediums, as individual early adopter usage shifts to include education and work collaboration. As far as we can tell, education and work use is now growing at a larger relative rate than the overall growth of SL, so we can expect to see lots more of it in-world."

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Wednesday, October 24, 2007

CSI (1) D-Day for Second Life

It's october 24th, which means D-Day for Second Life stability. Today's the day that CSI New York will immerse into Second Life. Among the Second Life establishment the hour of truth brings about mixed feelings.



Everyone with a media background is looking forward to this event with great anticipation and anxiety. By putting Second Life (and virtual worlds in general) right in the spotlight of the world's largest (US$ 6billion) television show, bringing it to the homes of 16 million people at once today is a day that could potentially change the future of both the entertainment and the virtual world industry.



Everyone with a background in testing, infrastructure and risk management is looking forward to this event, while holding their breath or saying their prayers (except risk managers don't pray, they'd have fall-back scenario's) questioning if Second Life is ready to perform today. A normal will see about 45K concurrent logins. What if an additional 25K out of the 16 million viewers decides to check out Second Life within the hour after the show has ended?

As usual, the early bird catches the worm. Here's part of Aleister's thoughts on tonights moment of truth:

There's not much to say about this really. In my view, it is an interesting experiment but the lack of maturity and stability of virtual worlds like Second Life means this is happening far too early. Perhaps in another 12-18 months.

We will see.As I don't follow the show, or have any interest in it, I am not best positioned to judge the merits or otherwise of the gameplay - which looks fairly
straightforward to my eye. I have to say that the in-yer-face shameless promotion of Cisco I find particularly jarring. But then, I like to be seduced by advertising, not beaten about the head with it.


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Sunday, October 21, 2007

New York and Virtual Entertainment - it's a Meme Thing

Every so often I pick up on a common theme running across Second Life. In the past it's included "German cities" and "virtual recruitment". These themes or memes (as I prefer to misuse the term), though no doubt long in the conceptualising, seem to burst forth in a spookily synchronous fashion at a number of locations. Perhaps the hottest meme of Autumn 2007 is also the most complex that I've seen to date: New York and Virtual Entertainment.


Within the space of only a few weeks, 2 of Second Life's major construction and consulting companies - Electric Sheep Company (ESC) and Millions of Us(MOU) - will have launched 3 different models of New York to vie for your attention. Furthermore, each of these is tied in with the glitz and glamour of the entertainment industry.


So let's consider the options:


New York #1

First up, we have ESC's "I Am Legend" site, designed to tie in with a movie of the same name, that is due for release by Warner Bros in mid-December. The movie trailer suggests to me a remake of the old Charlton Heston sci-fi classic(?) "The Omega Man," though it seems both are derived from a 1954 science fiction novel by Richard Matheson. In the new movie, Will Smith plays the last surviving human in New York following the release of a rather nasty man-made virus. His only companion is his faithful pooch. Unfortunately for him, the city is also populated by mutants, who are not that keen on him having the run of the town. It's a classic "man vs mutant" tale.


As part of the marketing for the movie, ESC and Warner Bros have launched the biggest (movie tie-in) game yet seen in Second Life. It has its own orientation zone for newcomers, together with a game orientation zone where you can opt to play human, dog, mutant or mutant mutt. You should then undergo a set of training exercises before you reach the bridge that takes you over into the game zone of New York itself. Being a self-confessed coward I made my excuses and left at this point. No SLURL for this - but if you use MAP SEARCH and look for "IAL" you won't go far wrong. Oh... nice textures by the way... if a bit laggy.





New York #2


Next, and also from ESC comes the interworld game / programme / entertainment behemoth of CSI:NY. This was blasted all over the recent Virtual Worlds 2007 Conference, and launches in Second Life on 24th October. Bookies are still taking bets on the exact moment that the grid will crash. In an Omega Man kind of way, I may be the only person left on the planet who has not seen, and is not particularly interested in, CSI:NY. However, this is ground-breaking stuff for virtual worlds, where the linear narrative of the Real Life TV show intermingles with the gameplay and narrative in Second Life to produce some kind of Ultimedia extravaganza.


If you want a more complete story about this, you are best off popping along to Ugotrade, which has reams of top notch info for you.


Not only will there be orientation zones and game sims, but to make life easier for newcomers to Second Life, the Sheep are also launching their own, browser-based viewer: OnRez. Personally, I might give CSI:NY a miss - but I'm looking forward to trying the new viewer. For many of us this might solve some of issues we have with the standard Second Life viewer. A number of my colleagues, for example, are unable to run SL on their work-supplied laptops owing to issues of memory and, more often, graphics driver compatibility. This might be the solution.


New York #3

The third version of New York comes courtesy of MOU. This is a virtual version of 7 square blocks of the Upper East Side, and has been built as a tie-in with "Gossip Girls" on behalf Warner Brothers and the CW Network. This is described as a teen drama, based on a novel series of the same name. An article in wikipedia describes it thus: "Gossip Girl revolves around the lives of socialite young adults growing up on New York's Upper East Side who attend elite academic institutions while dealing with sex, drugs, and other teenage issues." Yeah...well... whatever.



The show first aired in the USA on 19th September, 2007 - followed a day later by its launch in Second Life. In a blog post dated 20th September, MOU boss, Reuben Steiger, said: "[soon] we will start a very interesting social game that will take place in the city." More recently MOU announced The Gossip mobile, a heads up display that lets you to see the style, coolness rating and status of the people around you. Here's a video tutorial if you find this to be this season's must-have accessory. Hmmm...


So there you go... 3 New Yorks for you to explore, play in and reach your own conclusions.


First posted at Ambling in Second Life.

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Thursday, August 09, 2007

EMI / Virgin and more Japanese Stuff

Al 'superscooper' Kronos and I have made several trips to the Asian parts of Second Life, as we both look forward to welcoming millions of new residents bringing new culture and business to Second Life.

A major new arrival is EMI music / Virgin music Japan which is a hovering platform with two piers filled with small booths where recommended artists are shown and a gallery in the main building.
More can be found on Al's blog in this post

SLURL: http://slurl.com/secondlife/Aoyama/128/128/0

Then there's my obsession with Suntory. I've visited this sim several times before and first recorded that it laid bare for two months, then saw some first designs appear, then something more and now something else completely.

It doesn't look corporate anymore, but it's certainly becoming a nice build

Just across the sim border there's Intelligence, and on the other side there's a tower branded Color Chips, a Japanese ISP. I'm not sure what these companies are all about, maybe our Japanese readers at Second Life Watch 2 or Metaverse Japan would be kind enough to comment...

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Tuesday, July 17, 2007

Transformer Barricade

Late last night (European Standards) Liam Kanno of the V3 informed me that the new Transformer avatar Barricade was out. When looking at the map I noticed the new avatar was in popular demand as the sim was filled to the brim.

Thanks to Liam I got my copy through express delivery.

The Transformer sim is a coproduction of V3 group and the Picture Production Company which I've blogged extensively last month.

SLURL: http://slurl.com/secondlife/Sector7/147/76/163/

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Monday, July 16, 2007

Fundraising 2.0

In the past few months I've seen quite a few NGO's enter Second Life, such as the Red Cross, Disabled Sports, Flying Doctors, the MacArthur Foundation , Dance 4 Life and a few others. This sudden onrush kept nagging me.




The Current Blogoshpere


When it comes to the Blogosphere there's two blogs that stick out when it comes to keeping track of these things: First of all there's Beth's Blog that has a keen eye on everything Non Profit and secondly the fabulous Ugotrade blog where Tara5 Oh (left) regularly posts real works of love and labour on Mixed Reality and with a good heart to the poor and needy of this world.



This post will probably be a work of labour and very Ugotradish in size and subject as well...



This past week I got spammed by the ElfenCircle for a Relay For Life building entry and that nagged me again. After rereading some of the entries on both the aforementioned blogs I started thinking on this post. When Al 'superscooper' Kronos blogged Virtuool and The Fight Against Cancer I knew this was a post I had to make.


Traditional Fundraising & The 21st Century Philantropist

It's actually a while since I've been giving NGO's much of a thought. We, the Dutch, have always been generous givers when it comes to relief aid and mission workers in Africa and Asia. In the past years this culture is slowly changing. It's not that people are getting greedy, but the way they want to spend their money has changed.



In the 20th century it was a natural thing to pick 2 or 3 (or more) non profit organisations and sponsor them annually. Many organisations organised themselves accordingly: You knew how much sponsors you'd have, so you know what next years'budget will look like.



The 21st century do-gooder has a different mindset though. No longer long-term commitments, long term sponsorship, but occasional, dedicated sponsorship, sort of hit-and-run style philantrophy.



This is causing traditional NGO's a severe headache since they see shaky budgets and worry about keeping all their relief aid workers at work. This isn't about 'huge disasters' those are incendent based by definition and a TV rally for Live Aid (1985) is no different than the Tsunami Fundraising a few years back; on both occasions dedicated sponsorship without long term commitment.



In short, generally speaking, NGO's need to find new ways of attracting long term sponsors: the 21st century calls for Fundraising 2.0. The question is: Is Second Life a good platform to expirment with.


Philantrophic Worlds

When it comes to actual fundraising, Second Life is surely a no-no. Tip jars containing L$ 1.600 dollars barely make up for a weeks rent. Virtual World Campaigns are not about raising enough money to fund a relief aid mission to Timbuktu.



As I mentioned in my blogpost on the Red Cross entry at Second Life, depicting a disaster zone, one way is to create awareness, convey a mood or show people the challenges in such areas. This awareness is much more valuable than the lousy linden bucks it brings in tips.



There is a thin line though; It is great to raise awareness but the cost is a consideration. The presence should be sponsored, not funded with sponsorship money.



A Bridge too far?

In search of awareness and commitment I think NGO's overstepped themselves a little. Virtual Worlds such as Second Life are to small to make a difference - yet. It's still a niche thing.



In my opinion the focuspoint of NGO's and Philantrophy should be at the heart of Web 2.0. Relief Aid in most cases is all about commitment. Commitment in small circles of sponsors that want to be informed. Web 2.0's social bookmarking and tagging is offering the ideal tools to create close range awareness. Think of Fair Trade and Relief Aid widgets for Facebook. Mission based YouTube or Flickr streams...

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When will they get it?

The Dutch PCM Web (Personal Computer Magazine) picks up a story by the LA Times that companies are getting disappointed in Second Life. It is another sign of old media living in total oblivion of what is going on.


"After an enormous hype om Second Life more and more 'experts' are getting sceptic on the added value of Second Life to business. Online visitors aren't big shoppers, but are mainly looking for entertainment" reads the introduction. Where did this come from? There's hardly a real life company to be found in Second Life that's actually selling stuff. If it ain't on offer, we can't buy it.

"Successfully promoting your company inside the virtual world of Second Life shows to be harder than expected. More and more marketing departments conclude that Second Life residents feel like visiting their online stores. "Actually there isn't any convincing reason to be present in Second Life" says Brian McGuinness, a Hotelchain bigshot in the LA times, and thus his company left Second Life"

Most of these 'marketing departments' probably have never seen Second Life from the inside. Many companies just use Second Life as another medium for corporate communication... without understanding it. It's back to the early 90's when serious companies launched crappy (excuse me) Frontpage websites.

In most cases there wont be a ROI (return on investment) indeed for the year to come, or even the year after. When will companies see that Second Life is not a commercial, a product flyer?

There are companies that dig SL though. Have a look at Intel and Cisco giving tech meetings and classes on Java and other skills. take a look at Philips taking surveys, or at ABN Amro organising sponsor events for non profits.

Forrester shows brain!

One of the most telling lines in this article is the following quote: "Analists from Forrester (yay, the big reasearchers) have calculated that at prime time there are only about 35,000 to 40,000 visitors in Second Life"

Okay, prepare for another research paper (usual rates about $ 1.000,- US dollar / hard cash) telling you the same the counter on this webpage -an many many other websites - will show you every single day.

The good news is: You don't even need to pay me L$ 1,000 to get this info.

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Monday, July 02, 2007

MSN Video: Follow the Money

Giff Constable of Electric Sheep Company speaks about virtual worlds in CNBC's On The Money segment, "Recruiting Goes Virtual"

Watch the video on MSN

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Friday, June 29, 2007

Mediacom Branders


A new arrival to Second Life is Mediacom, a global media buying and planning company with over $13 billion in billing and has over 100 offices in 80 countries worldwide.
It is one of the many Real Life branding companies making a move towards Second Life, and in this case, Mediacom is a player. The question is: "Do they understand how the game is played?"
I'm not sure they do. First of all, the sim is still in development mode (I'm guessing, since it's half empty). For bloggers like me its always nice to have sneak previews, but I'd rather see a complete build than a half finished one. In my opinion the island is open too soon.
The main venue is a square with a lot of basic white. The coloring does fith the corporate colors, so no remark there, it's just my fear of German Design Snowblindness is playing up again.

The main venue is set up in a square with a white path leading past the various stages. The path includes the location of all offices. There's a seminar room, an inforoom and some display stands.

Peculiar is the slogan behind the car (right) reading: "Building Brands in Second Life." If they live up to that call, time will tell.

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Thursday, June 28, 2007

Metarazzi down the drain

Earlier this week Second Life's premier Machinimist Moo Money noticed the metarati on twitter and within a few hours it became a pretty good row. It was living the fastlane for metarati-TV - though forced to take the first exit.
Within a week the project has died and the site's been taken offline. Moo Money was kind enough to snapshot the site, so here's yesterdays news and todays reality.

related articles:

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Wednesday, June 20, 2007

Amsterdam sold once more

ANP, the Dutch Reuters, reports that Virtual Amsterdam is finally sold! This is the second time it is sold, the first deal fell through in early may. The buyer is 3dutch.com, part of the Boom TV company.

The deal is countering recent Dutch press that is taking a negative view on Second Life. After Linden Labs released the official activity stats the Dutch press got a negative hiccup saying "only 17,000 Dutchmen are active in Second Life" Eric Rijkaart, Boom TV's CEO says that they've estimated Dutch activity to be around 7,000 at the time of purchase, so the new stats do open perspective in his view.

They're not expecting a shortterm ROI but inted to gather experience in Virtual Worlds which can be used later in other metaverses.

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Saturday, June 16, 2007

State of the Virtual Union

It's a saturdaynight, 10pm, or 1 pm Second Life prime time, yet the grid is rather quiet today. All my homeys are offline as well. Probably spending some quality time with the family...
So here I am, while Mrs. Vee is doing the laundry with some time to browse the blogs.

All in all I'm seeing various blogs taking some time to take a real life breath and slow in posting new and wild adventures. Reuters reports that Second Life's growth is cooling down a little and concludes that Linden is in need of professional help to overcome the latest bugs and setbacks.

True enough, there have been bugs, and releases didn't quite turn out the way. I am sure the Lindens are having a bad headache this week, they just don't say the word, but LL is under pressure as residents are getting impatient. One of the things in my opinion is that LL is not communicating the challenges it faces. Give out a clear roadmap on what you're doing. They've got some cracking High Performance Teams out there who know what they're up against, yet the Tao of Linden seems to be hampering a structured Release Management approach. They're making progress though.

We're walking a path of innovation on the road to Web 3D and you just can't expect everything to be slick and smooth all at once. Second Life is not the only immersive world having it's difficulties, but since SL gets more serious press coverage than most other metaverses together, it's easy to think only Second Life faces challenges. 57 covers this to some extend as well as he reflects on the Virtual World Roadmap, reminding him of the early days of the internet, like being back at the BBS days.

Some good news is that Second Life Insider reports that eBay was discovered in Second life and IBM is running Wimbledon again, just like they did Roland Garros.

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Thursday, June 14, 2007

Playboy

Last month I wrote on Playboy entering Second Life, well, earlier this week they opened up with a big party -which of course was a USA timezone thingy, too late for me to stay up.

So I probably missed out on a few lightly clad party-animals, cyberchampaign and some music. No big fuzz then. I popped in for a peek to see how the build was done -though Nic warned me:

"This may not be a venue you would perhaps want to visit from work - it’s got a mature rating and most people there do seem to be wearing very little. Of course, you could always convince your boss (or IT department) that visiting the virtual Playboy mansion is in fact a research exercise into leveraging real world media into virtual worlds. Let me know how that goes."

It became PG rated somehow, Partner Guided that is, as I was having coffee with Mrs. Vee.

The Playboy sim is hard to miss on the map, it's logo stands out very clear and the design of the sim is very handsomely build around the trademark bunny. It's probably no surprise the general look and feel are on the sunny side of life, there's a high beach and coconut tree per square inch ratio. Being there from a business point of few I politely turned down "my Happy Meal" who asked me to dance.

The first thing that got me excited had absolutely nothing to do with Playboys' core business, but with simple communication. This is absolutely one of the very few business sims that has an Event Calender! How hard can it be ;)

The pic on the left is something that would please a colleague of mine, who's been immersed in There.com for several years and showed me several mood-pictures from his favorite places, they always had similar signs. On the right is The Cherries, the club "to enjoy formal elegance in an informal setting." Throughout the sim there's music, not only on the audio stream, but interactive music as well, like this harp. Later we'll get to Drum Mountain and inside the store I also saw a piano.

The Playboy Store

The sim's main event is the Playboy Store, which basically has a platform for clothing and apparel (left) and a hovering platform for Playboy movies and mags. (right)

The Sunny side of life

On the sunny side of life there's the Reed Resort, a Tiki shack with a sculpted bunny hostess and free raft rides" The pic on the right shows me doing a modelling pose, one of the many spread throughout the sim.


Then There's Drum Mountain with all sorts of drums and the Grotto, a lush secluded pool paradise for Hugh's private pool delights.

There are a few more elements on the sim, but I'll leave it up to you to explore. I'm a little pressed for time, so this time I'll skip the surfboards.

A short wrap up; unlike Nic's statement the visitors were quite decently clad (must be since I visited during US office hours) and the overall build is well designed and done. On a few occasions I saw prim jitter and cornerpieces that were slightly off. The most positive thing is that it's varied and has an event calendar.

SLURL: http://slurl.com/secondlife/Playboy/128/128/0

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Thursday, June 07, 2007

Hollywood bots to invade Second Life

Last week we saw Bruce Willis (in some blogs said to be Yippie Kay Ay, or others as Bee Dub) come to Second Life to promote his new movie, Die Hard 4 (blogged here).

Hollywood now has a turn on on Second Life and has decided that Second Life needs more bots. After copybots and landbots and tons of other not so nice spiderthings Second Life is heading for the Autobots and Decepticons as Silverscreen is prepping the SL entrance of the Transformers movie.


update 11 june 2007


It seems I was a little ahead of the official press. I've been kindly asked to hold down on this post for a while.

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Reuters spam

I'm not sure wat the problem is, but it's starting to annoy me a little. A while ago I purchased the Reuters Vendor 2.1-something, now I'm getting spammed for version 3.0.

I've tried to discard, keep, mute to it, without any succes.. I've deleted all old and obsolete versions from inventory and trash, but still the spamming continues (4 times a day I think)

The object '[Reuters] Vendor' in Second Life
has offered you inventory.
Log in to accept to decline this
inventory.
Object Details:
Region: Reuters
Position: { 131.573,
119.286, 20.5407 }
Owner: Holding Box
Slurl:
http://slurl.com/secondlife/Reuters/131/119/20

I've even contacted Reuters about this. No success yet. Any suggestions?

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Wednesday, June 06, 2007

Blogwars !?

I was reading up on some other blogs and found out sometimes our allegiance switches. When it comes to Skynews I'm in line with Nic at KZero in liking it, contrary to Aleister.
When it comes to Comcast though, me and Al like it, and Nic doesn't. Now we're all pretty serious bloggers, so where's the switch? Why do you like a build, or why don't you, what makes you think a build will work, or not?

Here's a little comparative reading:

AL on Comcast : http://www.3pointd.com/20070605/comcast-parachutes-into-second-life/
AL on SkyNews: http://www.3pointd.com/20070605/can-sky-news-rise-to-second-life/
Nic on Comcast : http://www.kzero.co.uk/blog/?p=728
Nic on SkyNews: http://www.kzero.co.uk/blog/?p=658
Me on Comcast : http://blog.mindblizzard.com/2007/06/comcast-plugged-in-sl.html
Me on Skynews: http://blog.mindblizzard.com/2007/05/skynews-hits-virtual-sky.html

Obviously we have different tastes, and sometimes we like Rivers Run Red and not Millions of Us, or the other way around. But should that matter when it comes to judging a build. We should be able to go beyond that and spot the key elements for branding, for business integration and potential to actively engage the community.

It seems that it is a complex cocktail of several factors after all.

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Tuesday, June 05, 2007

Comcast plugged in SL

The cable guys have immersed in Second Life as Comcast, alledgedly one of the largest providers of cable services in the US have opened up their island in Second Life. It's an opening we bloggers have been waiting for for several months.

At first look it seems like a chemical-fun factory, largely due to the first building in view, a pharmacy. The enormous racetrack which covers most of the sim would fit in that picture. However, after a little discussion we thought the blue pipes might represent a cable streaming fun into our homes..

However, according to Millions of Us, builders to this site, it's inline with the comcastic! tv ads where they were playing on the idea of a Mad Science Lab where Liquid Faster was created, a sort of 1950's shlocky sci-fi typecast shot in a sci fi lab with vats of bubbly goo.

The racetrack caused problems though, as we (Aleister and Me) were unable to rez the jets to enter the tubes (so I looked a little foolish on the tiny version). The live cannonball and jetpacks were easier to control, though the jetski's will give rise to some severe drunk flying.


Sofar there has been no promotion, on the clients request, so the softlaunch period will return some feedback that will lead to tweaks before a major launch to create a lasting experience, or as one of the builders said;


"Comcast are really interested in supporting folks online with efforts like this park - basically, and please understand this is me paraphrasing --offering fun content for folks"


The focuspoint has been on creating the experience, with a subtle touch of branding, and experience there is. Refreshing to see such a circus. And an experience it is as nearly the complete staff of Millions of Us enjoyed the sim's rides in the past few weeks.

For the record though, the build is not completely finished yet.


SLURL: http://slurl.com/secondlife/Comcast/128/128/0

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Wednesday, May 30, 2007

Inworld Companies 1: The Avastar

In the past weeks we've seen a number of Real Life media companies trying to establish a foothold in the virtual world of Second Life (Channel 4 and Skynews). Now it is time to take a closer look at a new media corp that has immersed from within Second Life: The Avastar.

Lately the Avastar is gaining popularity over older Metaverse newspapers, such as the Second Life Herald or the Metaverse Messenger largely due to it's gossipy, colorful appearance. The sim is no different, it's slick, futuristic and right on the spot.

The sim is build up by several hovering globes, possibly representing the different virtual worlds notion. The design is low on textures, but with a lot more subtility than the German Designs I've blogged. Here it's functional, adding to the overal futuristic impression. Several press rooms, info rooms are set up along the outer rim.


Last but not least on the main Globe, at its core there is a conference room and at the summit a very nice bar to end a night of heavy talking with a good virtual cocktail.

Finally, the other two globes host a luxury pool for exlusive parties and a talkshow set up.

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Tuesday, May 29, 2007

Belgacom softlaunch

Today I stumbled into Belgacom by accident. I've seen this sim on an earlier trip last month, but then I couldn't get in. But this time I could.

According to Alain Gufler, Belgacom's Marketing Manager the sim opened up May 24 and they're now in softlaunch mode to find some User Acceptance. In the past days they've already seen more than 100 visitors, mostly from Spain looking for Football (soccer for our us readers).

To my question if that wasn't a serious image problem, the answer was quite simple. Belgacom isn't sponsoring a football team, but it is one of their cornerstones for their Broadcasting activities, so that's why it's in their search string.
The sim is build radiating from a central point towards 4 domes, representing Belgacoms productlines: Television, Telecom, Mobile and Internet. Pulsing beams across the walkways symbolise their convergence to crossover mobile television and so on.
It was nice to get some personal attention and explanation of the sims build, and though the guided tour is a smooth ride (available in English, Dutch and French), it's a bit of a long stretch at 5 minutes.
Finally there's a maze which will probably take about 10 minutes to figure out first time, top time right now is 2:07. Fastest labyrinth killer will receive some great freebees, as long as they're Belgian residents.
Now, shortly on the build itself. It's a decent build, no prim-jitter and nice fresh colorings. However, while I dig their philosophy on convergence, there's something missing. It misses immediate active participation or something I just can't put my finger on directly.
Last detail is that Belgacom has hired a Belgian Concent Creation company... I forgot to ask which.

SLURL: http://slurl.com/secondlife/Belgacom%20I/128/128/0

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