BIG News from Great Britain: VWs Make People Lonely and Sick

Yay, a super-scientist with all sorts of opinions about virtual worlds and their ill effects.  I am SO tired of this silliness.

Here's the lead-in:

Britons' health at risk from time spent in virtual worlds, says Dr Aric Sigman
Britons could be jeopardising their health as they spend more time in virtual worlds than the real one, according to the psychologist Dr Aric Sigman.

And the conjecture:

He claims the amount of face-to-face contact people experience has fallen by two-thirds over the past two decades, from six hours a day in 1987 to just two in 2007.

At the same time, he believes the amount of time UK citizens spend sitting in front of the TV, playing video games or visiting websites has doubled to eight hours a day.

Then:

"One of the most pronounced changes in the daily habits of British citizens is a reduction in the number of minutes per day that they interact with another human being," he said.

Does he know anything at all about virtual worlds?

He goes on to cite loneliness as a major cause of ill health:

'In an article published in the journal Biologist, he cites research that claims lonely people are more likely to suffer a stroke, develop high blood pressure or dementia and even die earlier.'

Well, in my experience (and doctoral research) VWs are a massive panacea for loneliness, a lack of belonging and other societal ills.  People do NOT have to have face-to-face meetings to have meaningful and lifechanging interactions with the millions of other occupants of virtual worlds.

Any other comments?  We have had lots of discussions here about what's really happening in online spaces, and how play and various online interactions (thinking discussion boards, support groups, etc.. here) can transform people's lives.  How do we connect the dots to other disciplines, research communities, etc?  How do we make 20 hours of WoW mandatory before writing ANYTHING about VWs?  Sheesh.  I'm indignant.

(Virtual) Virtual Worlds Symposium: The Future of Retail in Virtual Worlds and Web 3D

My good friend John Eyles is an educator, philanthropist and activist, and also leads research and alliance efforts at Telecom New Zealand.  He is organizing this symposium to explore possibilities for retail endeavors in virtual worlds (ideally imagining possibilities beyond the usual brick and mortar simulacra).  I am doing a session on mobile gaming and virtual worlds (a la Parallel Kingdom, which launches Oct 31st), and he is also looking for some more contributors for other sessions that might be of interest, or inspire some new thinking in this area.

It's Oct. 29th - 31st, running for 30 hours so people world-wide can participate.

More information at http://www.futuretelco.net.  Schedule, etc. is forthcoming.

An Atlas of our Terra Nova?

Truly a herculean effort has been undertaken!  The Association of Virtual Worlds has compiled 'The Blue Book: A Consumer Guide to Virtual Worlds", an index to 250 virtual worlds from all over our physical world, all neatly meta-tagged and linked.  Oh, and there's a glossary... 

Continue reading "An Atlas of our Terra Nova?" »

Did We Ignore the Rise of the Personal World?

In a week when Sony has announced yet more delays (another in a longer series of gaffes that has spawned endless humiliation) in the development of their much hyped virtual space, Home, and when even the roar from WoW’s success seems to be fading into an echo, a reminder about the incredible success of a little game that could...  Like All in the Family or this year's indie darling Once (or the Aeron chair, for that matter), it almost never got made 'cause people making decisions about such things didn't believe Will Wright (who doesn't believe Will Wright?!) when he said it would be the best thing ever. Cause after all, who the heck would want to play in a virtual dollhouse?   

Continue reading "Did We Ignore the Rise of the Personal World?" »

Let the Total Inundation Begin...

Amidst our talk of a possible virtual world winter,  and the frantic efforts of pundits looking for bright spots in a somewhat dismal holiday retailing season, more and more suggestions that kids will fuel the next wave of virtual world development ('the most annoying trend since Beanie Babies')....

From the NYTimes...

Second Life and other virtual worlds for grown-ups have enjoyed intense media attention in the last year but fallen far short of breathless expectations. The children’s versions are proving much more popular, to the dismay of some parents and child advocacy groups. Now the likes of the Walt Disney Company, which owns Club Penguin, are working at warp speed to pump out sister sites.

“Get ready for total inundation”...

Or is this just a new cog in the hype machine?  What happens when your 5-year old is inconsolable when they can't log on?  My prediction for 2008:  a fresh crop of virtual world 'addicts', and all the requisite concerned voices to go along with them, including the likes of...  wait for it...  Dr. Phil.

Talking trash about intellectual trash...

I quite enjoy it when people get sick of hype and decide to rain all over the parade.  The problem is that too often people do it when their annoyance causes any degree of balance and levity to flee, as in the case of  Malcolm King writing in 'Australia's e-journal for social and political debate', who clearly has seen one too many articles about the amazing wonders of Second Life and the residents therein... Yes, he's a bit late to the SL bashing party, but the level of vitriol smells like a pile of fetid backlash to me (predicted by Ren for 2007.  Check).

Continue reading "Talking trash about intellectual trash..." »

You know virtual worlds have arrived when...

There is now a customizable digital Barbie that connects (with included cradle?) to a virtual world - 'a next-generation fashion doll and stylish MP3 player all in one'.  You need the device to connect to the world, but once there can create a room, shop, and do other typical social VW stuff (all with parentally controlled permission settings).  From Amazon (who are suggesting I buy one):
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The hottest toy of the season is finally here! The interactive Barbie Girls let you do more with Barbie than ever before! At www.BarbieGirls.com, girls can create their own, personalized online space--everything from designing a "room" to creating a character--where they can then play games, chat with gal pals, watch videos and even shop with earned virtual money. They even play MP3's! Parents will appreciate extras such as word filters, moderation tools and other safety features to ensure that the virtual world stays friendly and fun for all visitors. Barbie Girls are the newest, coolest way to play.

Apparently the site has been up since April, but this is this first I've heard of it... anyone else got kids obsessed with Webkinz?  Mine calls hers Websky.

Check out the video...

The Singularity, Virtual Worlds and AI Babies

I'm reporting from the Singularity Summit (AI and the Future of Humanity) in San Francisco where a bunch of fascinating luminaries (from MIT, IBM, Google, WorldChanging, etc.) are discussing the possibility that despite a lack of excitement in AI research lately, we might yet invent artificial intelligence that is smarter than we are.  (The term singularity, though I'm sure you all know this, was first pulled from the physics/big bang/black hole vernacular and used in this context by Vernor Vinge, then popularized by Ray Kurzweil, who is speaking via video conference tomorrow). Some people get as excited about the Singularity as Christians do about the Rapture, thinking it might solve all of our problems via a positive feedback loop emerging from intelligent systems that are capable of making themselves recursively better.  Others refer to it as a nerdpocalypse and tell tales of Hal-like doom and gloom or economic and network catastrophes that will inevitably arise from AIs (either malevolent or just behaving stupidly because of bad programming) running rampant.

Continue reading "The Singularity, Virtual Worlds and AI Babies" »

Hey, Who Filled My Ivory Tower With Carbon Monoxide?

Sorry, kids, but I just really needed a post with this title.  Did you all read this beauty (scroll down to 'Terrifying Teachers') buried in comments?  Freaking awesome.  They have no idea just how terrifying we are.  Muahhaha!

Is it really so bad to be bad?

Colleen 'momgamer' Hannon's rant about the 'hate-filled miasma' that clouds player vs. player interactions has me thinking... While I understand her point - maybe people want to be able to engage in a little friendly PvP without being subjected to a continuum of crap that begins with infantile lewdness and extends to potentially damaging attacks characterized by bigotry, misanthropy and vitriolic abuse - I can't help but wonder if there is a larger phenomenon that we're missing.

Continue reading "Is it really so bad to be bad?" »