Australians in Second Life Update - murky growth
September 26, 2008
As we mentioned yesterday, the level of detail in metrics supplied by Linden Lab has declined significantly. The last time we were able to report actual numbers of active Australian Second Life users, there’s been a bounce back to a little over twelve thousand.
There’s no longer a country breakdown for active avatars. Instead, there’s ‘active user hours’ by country. For July 2008, Australian users clocked up 694,580.20 hours, which is 2.01% of the overall hours. This places Australia 11th in the world - the same position we’ve sat at for a long time now.
The equivalent stats in April were 571,042.27 hours and a 1.97% share so it’s safe to assume there’s been further growth. Defining the context of that growth however, is harder than ever.
For a worldwide view, check Tateru Nino’s analysis.
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Taking our biases with us into virtual environments.
September 26, 2008

People are using the same cognitive tools in their social interactions within virtual environments as they would in the physical world. A recent study has confirmed this happens even though our avatars do not necessarily represent a clear picture of the people behind those avatars, with regards to gender, race, and all those other things that we have biases against.
The study’s co-investigators are Northwestern University’s Paul W. Eastwick, a doctoral student in psychology, and Wendi L. Gardner, Associate Professor of Psychology and member of Northwestern’s Center for Technology and Social Behavior. Eastwick’s past contributions revolve around romantic relationship development, and the use of speed dating and virtual environments to test psychological hypotheses. Gardner’s interests focus on the social aspects of the self, and the sorts of evaluation that are performed in the human brain that are unconscious.
Eastwick and Gardner performed the study in There.com, which is billed primarily as a fantasy environment – it is social, and the interactions are with real people, but there are no programmatical constraints on how people represent themselves within those interactions. The management at There.com showed significantly more interest in having the study performed in their virtual environment than did other services like Second Life.
Two classic social psychology experiments were performed within the realm of There.com: an avatar controlled by the study group attempted to influence an avatar controlled by a member of the native There.com populace to fulfill a request. The door-in-the-face (DITF) gambit, in which a ridiculously large request is followed by a much more reasonable request, and the foot-in-the-door (FITD) technique, in which a small, reasonable request or statement is made, followed up with a much larger request, were used. Then, observation occurred to see how people reacted to a) the request in general and b) to the appearance of two different avatars in acquiescing to the request.
As in the physical world, the most successful technique was the DITF as performed by a light-skinned individual, with an increase in compliance of 20% over a simple request; compare this to only an 8% increase in compliance for the dark-skinned individual for the same technique. Less successful was FITD, which returned a result of only slight more compliance for either skinned individual.
Research has shown this disparity in the physical world for decades. DITF relies on a person’s perception of the person making the request: is this person worth impressing, and do I feel that I can risk offending them? FITD relies more on self-perception: how do I feel about my own reputation, and do I care how I appear to the person making the request?
Interestingly, many people seem to share the opinion that virtual environments are exempt from social influence. This idea possibly stems from the anonymity of having an avatar with which you do not identify, and which has no connection with your real identity. Or perhaps from the idea that virtual environments are in essence games in which anything goes and no-one can be harmed. Or even from the perspective that virtual environments are easy to leave, and therefore there need be no social ties with them. Nonetheless, it would appear that most people using virtual environments are heavily socially invested in them, to the extent that they apply their everyday social biases to the appearance of the avatars of those they interact with, and that they are just as susceptible to social gambits designed to increase compliance.
Source: Real-world Behavior And Biases Show Up In Virtual World
Wendi L. Gardner’s professional page.
Paul Eastwick’s entry at the Department of Psychology, Northwestern University.
Social Influence Journal article.
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The growing secrecy
September 25, 2008
Browsing back over some previous stories we’ve run, it reinforced to me again just how more secretive Linden Lab have become in the past year or so.

There’s a growing list of communication mechanisms that have gone by the wayside:
1. The monthly population metrics are no longer supplied in anywhere near the detail they used to. We used to report monthly on the number of Australians actively using Second Life - that’s now not an option.
2. The Second Life forums are a shadow of what they were 18 months ago. There’s been more traffic recently (see point 3 below) but the community is still fairly small.
3. The official Linden blog has had a marked decrease in activity as far as communication from Linden Lab, with comments either closed or moved to the forums. Linden Lab have never argued that the blog wasn’t well read. I can vouch for the significant readership as everytime we report on a Linden blog post, we get significant traffic via the trackback - that’d be a tiny percentage of the overall traffic for each blog post published by Linden Lab.
4. The Second Life Jira is the mechanism by which issues with Second Life are reported and tracked. I’m yet to meet a person who believes it is both user-friendly and effective. Have a browse for yourself - I’d love to hear your thoughts.
5. I’ve been involved with Second Life for nearly two years, a new user in some people’s eyes. Even so, I remember when Linden Lab used to run Town Hall sessions.
6. There used to be regular updates in-world and via email from Linden Lab’s PR - I can’t remember the last time this occurred. There’s an excellent post on Linden Lab’s media management here.
The six examples above are the more obvious ones. Some communication channels like in-world Linden office hours still occur but I’d be fairly confident in saying they’re less frequent than in days of yore.
I’d be happy to admit to being a sentimental whinger if anyone can point me to where alternate communication channels have popped up in lieu of the ones above.
Ahhh… the sound of silence.
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A true EDUCAUSE
September 23, 2008
The EDUCAUSE Review for September/October 2008 was released recently. For those unfamiliar with the publication, it is an “award-winning magazine for the higher education IT community”. It is published bimonthly in print and online. EDUCAUSE itself is “a nonprofit association whose mission is to advance higher education by promoting the intelligent use of information technology.”
Below are three features from the EDUCAUSE Review, précised:
1. Virtual Worlds? “Outlook Good” AJ Kelton (“AJ Brooks”)
AJ Kelton poses this question: Are Virtual Environments (VEs) viable teaching and learning environments?
Kelton’s perspective is that Second Life is the current reigning champion, having both multitudes of educational folk working within it, and having brought the concept of VEs to the mainstream. He goes on to list many of the other VEs in the educational domain, and points out that there has been interest in the educational value of VEs all across the globe.
Kelton mentions Media Grid and its Immersive Educational Initiative, and their continuing work in forming standards and best practices, and creating interoperability for VEs with an educational bent.
Under the challenges and drawbacks section, Kelton lists:
- Perceptual: VEs are still treated as ‘games’ by those with no personal experience; ‘fun’ is not expected to be a part of education, so anything that could be construed as being enjoyable is suspect.
- Technical: Collaborative tools (especially for working with text) and interoperability will be the greatest challenges we will face; other technical considerations will work themselves out over time as broadband services and hardware become cheaper and more accessible.
- Operational: The learning curve for VEs is steep. There are often technical difficulties with VEs, especially those that are more ‘experimental’. With younger age groups particularly, there are legal restrictions.
- Pedagogical: Each institution must decide for itself whether the tool is appropriate for them, and whether they can sort out methods of assessment.
In conclusion, Kelton seems to think that VEs have a solid future in education – but that the extent of their involvement is as yet unknown and unforeseeable.
2. Higher Education as Virtual Conversation Sarah Robbins-Bell (SL: Intellagirl Tully)
Sarah Robbins-Bell turns a deft hand to answering the question: how can we increase student involvement? She feels that emergent social media are key in turning “passive, knowledge-receiving students into active, knowledge-making students.” The more conversations we can get going, the more student involvement there will be. As levels of participation increase, students’ knowledge will increase in active ways.
On the topic of why there has been a slow increase in the use of social media in education: “I think the problem is that our pedagogy often isn’t ready for an increase in conversation.”
Robbins-Bell states that the best way to integrate social media into education is to take one form at a time: she begins with ‘Virtual Worlds’. She then lists the characteristics of Virtual Worlds, and why they work for educational purposes.
- Persistence: A virtual world can be used at any time, whether or not other avatars are there.
- Multi-user: Communication exists between users synchronously.
- Avatars: Avatars with a flexible appearance allow play with identity (roleplaying). Cultural literacy can be studied and learned from them.
- Wide Area Network: Students can reach out and communicate with students and teachers at a wide geographical divide.
She goes on to caution that instructors will need to come to an acceptance of the lessening of control that they have in this environment, but notes that this can produce useful results: more communication and less sterility.
3. Looking to the Future: Higher Education in the Metaverse Chris Collins (SL: Fleep Tuque)
Chris Collins examines the place of higher education within the arena of VEs.
Collins follows the development of VEs with regards to major corporations (IBM is working towards people coming together virtually to save them from having to be geographically congruent), industrial giants (Seimens and the University of Cincinnati are working together to allow models created in 3D software packages to be able to be imported into VEs), and governmental departments (simulations of weather phenomena, natural disasters, and workplace training scenarios carried out in VEs).
Collins’ expectation of higher education is that it will produce people ready to become employees in this virtually aware workplace.
Collins then covers the typical obstacles faced by educational facilities in attempting to provide sufficient learning resources for their students, whether they be learning on campus or by distance education.
She finishes by stating that the optimal goal is for students to have fostered within them an interest in lifelong learning, which can possibly be achieved through the technology of VEs – education through this format create more personal autonomy and a greater sense of personal investment.
The other two features from this edition, also worthy of note:
Educational Frontiers: Learning in a Virtual World Cynthia M. Calongne (SL: Lyr Lobo)
Drawing a Roadmap: Barriers and Challenges to Designing the Ideal Virtual World for Higher Education Chris Johnson (SL: ScubaChris Wollongong)
Sources:
September/October 2008 issue of EDUCAUSE Review
EDUCAUSE Review: Back to (Virtual) School (Chris Collins’ original post).
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The Watch - virtual worlds in the news
September 22, 2008
1. Centre Daily Times (USA) - Virtual worlds provide real interaction. “When I was a boy, I loved the Tom Swift books. Whether Tom was plumbing the depths of the sea in his Jetmarine or flying into space on his Rocket Ship, technology and quick thinking always managed to save the day. Those books delightfully immersed young readers in exciting worlds of imagination and possibility. Books have long served as “immersion technologies” that transport people to alternate worlds. Today, computer technology takes immersion several steps further.”
2. GigaOM (USA) - Virtual World Marketing That Works: My Top 3 Tips. “So last year, most people decided that marketing real products in virtual worlds like Second Life doesn’t work. Since then, however, I’ve come across some avatar-driven advertising campaigns with very impressive numbers. In Gaia Online, for example, users grabbed over a million virtual copies of a Toyota Scion; in Second Life, a promotion for the IMAX screening of the latest “Harry Potter” movie was credited for boosting the movie’s ticket sales online.”
3. Orange County Register (USA) - UCI tackles ‘World of Warcraft’ mystery. “The National Science Foundation has given UC Irvine $100,000 to figure out why Americans go to greater lengths than the Chinese to modify “World of Warcraft,” the hugely popular multiplayer online game produced by Blizzard Entertainment of Irvine. About 5 million Chinese play “WoW,” which is twice the number of American players. But Americans produce far more modifications, or “mods,” to enrich the gaming experience.”
4. VentureBeat (USA) - Robotgalaxy raises $5M to launch virtual world. “Robotgalaxy, a retailer that lets kids build toy robots, is developing a virtual world where players can take those robots on science fiction adventures. The New York-based company has raised a second funding round of more than $5 million to launch the game, as well as for other expansion.”
5. AsiaOne (Singapore) - Chat, shop and play in virtual S’pore by year-end. “Local Internet users and their life-like 3D digital avatars can soon sip virtual cuppas in virtual Shenton Way cafes. What’s more, they will also be able to chat, work and play in other true-to-life, online 3D cityscapes of Singapore.
This virtual world that looks and feels like Singapore is the brain child of German firm Metaversum. Virtual Singapore, which will be based on a Metaversum platform called Twinity, will be rolled out by year-end, a senior company official told BizIT this week.”
6. The Canberra Times (Australia) - Real interest in Canberrans’ virtual worlds. “Canberra software company Simmersion says its new 3D program Mycosm could rival YouTube with 30million users.
Two years ago chief executive Bob Quodling told his creative team to come up with something that would ”blow the world”. At the Virtual World Expo in Los Angeles two weeks ago, multi-national software companies said his team had done just that. Mycosm, a 3D version of Facebook, allows users to build their own worlds and share them online to play games, exchange media, make money and socialise with friends.”
7. InformationWeek (USA) - Second Life Tries For A Second Act. “I first joined Second Life in January 2007, near the peak of the hype cycle. Second Life was supposedly the next technology megatrend. It would transform the face of the Internet and make present-day technology obsolete. Then the hype cycle burst. Second Life didn’t change the Internet much. Journalists quit the service en masse to follow the next big trend. But I didn’t leave Second Life. I stuck around. I cut back my professional involvement to an article or blog every few months. But I still spend a few hours a week in Second Life, just playing and keeping in touch with friends.”
8. Sydney Morning Herald (Australia) - Exit reality with 3D web browser. “A total internet revolution is here. That’s according to ExitReality founder Danny Stefanic, who launched his 3D web browser software at Melbourne’s Federation Square today. ExitReality purports to be for 3D internet what Google was for web searches, what You Tube was for video and what MySpace and Facebook were for social networking. Available for free at www.exitreality.com as a four megabyte download, ExitReality operates as a plug-in for existing web browsers. The developers say it was designed with the average computer in mind.”
9. Ars Technica (USA) - Hands on: ExitReality, another useless 3D Internet tool. “Yep, it’s that time again kids. Gather round and hear the story of yet another “we’re giving you the Internet—but in 3D!” product. ExitReality (get it?) is a company based in Melbourne, Australia that apparently isn’t very happy with browsing, searching, and socializing on the web in its current state. Thursday, it released a plug-in named after itself that “allows anyone to view every web page in 3D.” Its ExitReality plug-in is built for IE and Firefox on Windows (though you won’t find any of those details on its barren download page), and also offers 3D search, chat with other users, customizable avatars, social networking, and virtual recreations of real-world destinations.”
10. Silicon.com - Naked CIO: Virtual worlds will disappear. “At a recent golfing outing I found myself paired with a software salesman from a company that develops ‘virtual worlds’. I then reviewed silicon.com to find a CIO Jury, which discussed social networking possibilities within the IT field. Not long ago I also read an article about the CIA developing a social networking virtual world program to allow its employees to share intelligence information in a more proactive fashion.”
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Weekend Whimsy
September 21, 2008
1. Obamabot in Metaverse (prototype)
2. Ice Stawberry visits RL Salzburg
3. Megan sucht das Glück in Second Life
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WA Police “Step Forward” into Second Life: detractors in hot pursuit.
September 20, 2008

The WA Police “Step Forward” Virtual Recruiting Pavilion was launched this week in Second Life. The plan is for the pavilion to be run during a three month trial period, after which this method of recruiting will be reviewed.
“Trudi Karu” and “Dreibergs Lannock” are the avatar names of the recruiting police who will be attending the pavilion at various times over the weeks to come. There is no information yet on how often these staff members will be available to talk to interested parties in Second Life, but it is promising that, unlike with some other government agencies and corporations who have created a virtual presence, there will be an actual person to converse with, rather than a simple 3D rendition of a web site. Unfortunately, there was no-one on staff on Saturday, a day on which many people who work would have the leisure time to get in-world and talk.

The pavilion consists of a ground-based structure, from which you can teleport to the presentation suite – a sky box consisting of four conjoined, circular huts. The first room is a welcome area, from which you can reach each of the other dedicated rooms. Each room has a link to an appropriate web page, an image of that web page, and a multimedia screen on which to display video content. The video content arrives speedily and without skipping, but is of low visual quality – words cannot be made out – so what the actors have to say has more importance placed on it. Nonetheless, Binary Culture, the company responsible for the build, has produced an attractive and functional build.
On the other side of the story are the folks from the Retired Medically Unfit WA Police Officers Forum (RMU WA POL). While the “Step Forward” Pavilion was unattended by staff, we met up with a member of RMU WA POL at the pavilion. Western Australia appears to be the only state in Australia in which the police, due to a legal technicality, are not classified as “employees”. Due to this legality, police in W.A. are not due any pension or compensation if retired due to medical unfitness. According to RMU WA POL, some of those who have been discharged are not only denied any financial support, but are also denied emotional support and respect.
This is an example of a situation in which a build in Second Life can become equally important a venue for people with opposing or conflicting views as for the people who originally put it together. Indeed, if staffing is irregular, or as is so common in Second Life, absent, virtual presences have the potential to foster numerous views that were not originally intended.
Perhaps the WA Police’s Assistant Director for Attraction and Marketing, Trudi Angwin, may have some secong thoughts about the assertion she’s made: “the pavilion met our needs of being low maintenance, highly accessible, and functional without needing our ‘real’ staff to be logged in for long periods of time canvassing avatar inquiries.”
“Step Forward” page on the W.A. police web site.
Article from “The West” web site.
Binary Culture’s media release.
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