Showing posts with label Work. Show all posts
Showing posts with label Work. Show all posts

Saturday, May 8, 2010

Virtual Worlds: Rest Stop or Destination

Yesterday I gave a talk as part of the MetaMeets 2010 conference. I was supposed to be there, but my flight was cancelled when volcanic ash caused the closure of Irish airspace, so I ended up speaking via LiveStream. Although there were some technical challenges (no audio on my end!) I was glad I was able to participate. It's the first time I've spoken about virtual worlds since leaving Linden Lab in February, 2009, and I enjoyed the opportunity to think about how things have changed, or haven't changed.

Following is the complete text of my talk. I'd love to hear what you think about the potential and future of virtual worlds like Second Life.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

My name is Robin Harper – in Second Life I’m known as Taliesin Protagonist.

Some of you may also know me as Robin Linden. I spent 7 years at Linden Lab and came to know some of you very well.

This conference is geared toward exploring Myths, particularly those about virtual worlds.

And since I was originally meant to kick off the discussion, I’ve started with the big question: are virtual worlds dying (again)?

Or are at least limited in growth potential as a business and consumer experience? I'm not ready to say if this is a myth, but certainly there seems to be a big shift underway.

Tateru Nino, Massively correspondent, and creator of the blog Dwell On It tracks Second Life stats. After huge growth in 2006 following a change to the registration process, Second Life has stabilized around 1 million past-60-day unique users.

Contrast this with Facebook, which has grown in a few short years to over 400million users, with a share of visits each week equal to Google and where over 50% of users log-in each day.

So I'd like to explore today, and during these two days’ conversation, whether virtual worlds can ultimately become a destination or if they were just a pleasant roadstop on the way to something else?

Some questions to think about: What will impact the choices that people make? If SL is the leader among virtual worlds, and growth is so elusive, will virtual worlds be able to get beyond relatively stagnant population into the mainstream? Would everyone flock to SL if only it was easier to get in? to use?

What does mainstream really mean?

Ordinary people. Lots of them.

A brief digression. Many of you may be familiar with The Chasm Model – Geoffrey Moore – that draws from the difference between early adopter and mainstream user psychology.

Where one is intrigued by new technologies the other is interested in technology because it solves a problem. They are referred to as pragmatics for this reason.

So the first consideration, if in fact mainstream adoption is the goal, is how to grow beyond the early adopter market. If problem solving is the key, what problem is being solved by virtual environments?

Let’s start with the role technology is playing in affecting mainstream use. In other words, the first question to ask about mainstream reluctance is whether it is an accessibility problem?

At the beginning, way back in 2002, hardware requirements were a big challenge. For the most part it was only artists, gamers and technologists who had the computing power to run Second Life. Today despite improvements in graphics processing and nearly universal broadband penetration, accessibility remains an enormous challenge, and is getting more difficult with the increased use of laptops and notebooks, and now the iPad.

The Lab is addressing the accessibility challenge, launching a new viewer, integrating the web into the new user experience, focusing on improving the initial orientation, and improving search functionality.

These are all good things, but in my view, not sufficient for mainstream acceptance. Technology can help, but it's not enough.

Along these lines Daniel Terdiman asked recently - where is the innovation? He was looking for a technical answer, I think. Something that would cause more people to engage in virtual worlds in numbers like they’ve engaged in social games.

But is it really about technical innovation?

Raph Koster said in his response to Daniel that, "The innovation lies in making something that matters to ordinary people." And Raph speaks from experience. Metaplace the virtual world had roughly 19,000 active users when it closed early in 2010.

Metaplace then introduced "Island Life" on the Facebook platform, and eclipsed that number in the first week. " Island Life" now boasts over seven hundred thousand users. Same art, similar perspective, tried and true game format.

So I think the next question we need to ask is what can we learn from Facebook?

First, real life connections matter, and are the starting point for the growth of community. And it’s not just about reconnecting with old friends or remote relatives. Facebook, along with other social networks, has changed "the evolution of first impressions". It’s possible now to ease into a new relationship – to find common ground and manage the pace of the experience. In fact, to begin to develop a relationship online, before taking it offline.

In a virtual world, on the other hand, the cover is deeper, the immersion sometimes frightens, fantasy often obscures the reality, and it takes a long time to build enough trust for virtual relationships to spill over into real life.

Second, Facebook does a good job of discoverability, and being able to find people and come together around common interests is a primary driver of engagement in the social network.

We all know it can be a challenge to find people of like mind, or places of interest, in a virtual space. It takes perseverance and a willingness to explore in an unfamiliar environment. Early adopters by nature are far more willing to do this type of exploring than the pragmatic mainstream user.

Third, Facebook requires a minimal time commitment. Even if you log in daily, 10 minutes lets you catch up with friends and family, comment or just indicate some shared understanding with “Like”. The fact that the connection is asynchronous doesn’t matter. Asynchronicity facilitates the connection -- a meaningful way to stay in touch or reconnect.

Virtual worlds are compelling, fully realized environmental experiences. It’s pretty hard to have any sort of meaningful experience in 10 minutes.

Finally, Facebook is about sharing, especially images, music, events, and games. Everything in Facebook is designed with sharing in mind.

HBS recently ran an article about how people are using Facebook, and, "The biggest discovery: pictures. 'People just love to look at pictures,' says [Mikolaj] Piskorski. 'That's the killer app of all online social networks. Seventy percent of all actions are related to viewing pictures or viewing other people's profiles.'"

It should be no surprise then, that among the first things to be built in Second Life were galleries, where people posted their pictures and artwork, and that musical gatherings continue to be one of the most popular activities. Sharing is the killer app.

So based on this quick assessment, my hypothesis is that the next level of social engagement and community are most likely to spur the growth of virtual environments within the pragmatic mainstream, because unlike Facebook a virtual space can open new opportunities for human interaction. This is because unlike Facebook virtual environments provide persistence, presence and place.

Virtual environments can

  • redefine the Great Good Place – the special gathering place outside of work and home where people can come to relax and share
  • expand boundaries, allowing for experiences generally unavailable within the real world
  • enable cultural sharing
  • create new ways to think about oneself in the context of 'community'

For this to happen, however, here’s a starter list of considerations that I think are critical, and which are being contemplated to some degree already. In combination with accessibility and ease of use, these conditions move us much closer to sufficiency.

1. Acknowledge the importance of real names and make them easy to use and search
2. Set expectations among new users for understanding immersion. It’s kind of like a space lock – slow adaptation to a new environment.
3. Use education, art and work as drivers. Although there are extraordinary educational projects in place, beautiful artworks and some corporate use, supporting the expansion of these use cases to legitimatize virtual worlds should be a high priority.
4. And finally, help people find purpose – through communities of interest, connections to real world friends and families, and the ability to share lives.

What is it that Second Life can take from the relative success that Metaplace has had in moving from the “virtual world” space to the “Facebook” space?

First, that access to a target audience predisposed to computer communities is a huge help in finding potential users with a higher propensity for trial and adoption.

Second, is the lower technical hurdle to adoption. Second Life has not evolved into a less onerous technical spec as the most popular hardware platforms have moved toward more portable, lower high-end graphics requirements. Second Life still cannot even run reliably on MacBook’s, let alone Apple’s popular handheld units.

And finally, is motivation of the user, the purpose. Changing from a virtual world, generally open-ended usage model to one that was game-driven provided a handle for entry to Metaplace’s "Island Life". The enormous success that Facebook games have enjoyed is evidence that game-play is still a critical component of adoption of computer-based social spaces.

For Second Life to become resurgent and again become a destination, it is going to have to get to the people most willing to give it a try --- go to where the people are by tapping into Facebook; it is going to need to substantially lower the technical barrier to entry --- go to where the hardware is; and it is going to have to find a way to bring purpose to users beyond the educational, art and corporate spheres where it has clear application --- go to where users' existing social networks are and make the community real.

Will virtual worlds ever become mainstream? Can they survive if they don’t? Will education, art and work lead the way? I don’t know the answers, but I’d love to hear what you all think.


Friday, May 7, 2010

Saturday, July 11, 2009

Richard Bartle's Embedded World

I went to check out Richard Bartle's embedded Metaplace world and found a really fun puzzle game. While certainly not a virtual world in the 3D, immersive, walk around with avatars sense, this example shows the breadth of options it's possible to explore with Metaplace.

Saturday, June 13, 2009

Virtual Worlds, Real Learning

This past week I participated in a special conference track hosted by Global Kids at the GLS conference in Madison, WI. The conference is part of their RezEd effort, bringing together people with a special interest in virtual worlds and education.

My presentation can be found at prezi.com. I've posted my speaker notes below. I'd love to get feedback, and I'm happy to answer questions.

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Speaker Notes - RezEd at GLS, June 10, 2009

--------------------
Intro
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- I am not an educator, just a marketer and virtual world enthusiast who has been learning as I go
- I know most of you have some experience with virtual worlds. I want to share what I've learned about the possibility of virtual worlds
- the main goal is to get you thinking about the varying options as you look for better ways to create enhanced learning environments
- secondarily I hope we'll all be even a little more excited about the future of a technology that supports the natural curiosity and creativity of our youth

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My background
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- Many of you know me from Second Life. Today I'm known there as Robin Harper or Taliesin Protagonist. Or you may have known me as Robin Linden.
- I left Linden Lab in February and am now working with two more recent entries into the VW space: Metaplace and Frenzoo
- I'm also working with the AARP to build a community driven website to teach financial literacy to young adults

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Virtual Worlds
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- have been around in different forms for decades
- appeal lies in many areas
-- creation of something new with apparently significant potential
-- opportunity to explore who we are
-- community

- although not the first with 3D, the advent of Second Life was the first to bring together unfettered user driven creation, real-time collaboration, and the immersion of 3D. The addition of fully customizable avatars brought the exploration of identity to new levels.

- educators have taken full advantage of the tools in Second Life
-- experiential learning
-- data visualization
-- physics experiments
-- 3D everything -- even a wiki

So is there room for other virtual experiences? What new ideas will they spark among educators? And most important, how will today's youth benefit from the opportunities these digital worlds open up?

----------------------
Second Life
----------------------
- Launched 2002
- potential for creating experiences in the virtual world that enhanced or expanded what is possible in the real world
-- physics
-- creation tools
-- simulation
- new society, a better place -> unfettered imagination

this is where Your world, your imagination came from

- first educator entered in the summer of 2002 while still in alpha when Anne Beamish brought her urban planning class in to explore how a new society forms itself

- Anne's class looked at the economy, made recommendations about transportation and explored the social implications of starting a new world from scratch. From that beginning grew the Campus: Second Life program, which eventually became SLED, which itself has spawned new groups such as RezEd.

Along with the creation tools, perhaps one of the most salient aspects of Second Life is the incredible variety of ways you can explore identity: gender shifting, alien life forms, age-defying. The opportunity to design an avatar to suit your mood or your innermost fantasy opens doors for exploring who you are. For young people just trying on their new lives, this is an amazing opportunity as they explore who they are and take that learning back to the real world.

Of course anyone who has designed an environment within Second Life knows the power of 3D, graphics and scripting to create an immersive experience that can be used to teach, explore, experiment. Immersion is a core part of the Second Life experience and another reason that young people find it compelling.

Of the virtual worlds that I want to look at today Second Life is the most mature.

Land metaphor: the basis of SL is the large contiguous land space. It gives SL it's sense of Placeness. When combined with the economy, the world of SL becomes a fully realized society, with the primary characteristics of collaboration among a global audience, experimenting with new types of social learning and culture, based in self-expression.

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Metaplace
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launched in 2008 in closed beta, and opened last month
- as with Second Life some of the earliest users are educators

- Founded by Raph Koster
- web-based platform where users can create their own worlds unconstrained by the ideas or design of the platform providers.
- Metaplace becomes a network of loosely joined worlds that are very reflective of their individual creator.

Metaplace shares the goal of creativity with Second Life. It has building tools, scripting and texture options. It works in real time allowing for collaborative experiences. Metaplace puts the world in the hands of the user. blogs -> creativity -> worlds

Ownership - Based on the Avatar Bill of Rights, the Metaplace Terms of Service spell out the responsibility of the world owners, as well as of world users. Analogous to a website, down to the URL

world metaphor, and world centric.
Your world can look very much like a garden, a house, or a town, or it can be a simple plain-text world such as this one, called Educhat.

- unlike SL, Metaplace takes its context from the web, and is fully integrated with the Internet.
- it is accessible from any browser, on any computer. It can easily connect to any information or data that resides on the Internet.
- And shortly you'll be able to embed your world on your blog page, your school's community site, or on your Intranet giving you and your school the power of Second Life and the ease of The Sims.

-------------------------
Frenzoo
-------------------------
I want to touch on Frenzoo because it shares something in common with Second Life and Metaplace, and that's the focus on creativity and user generated content.

Still in beta, Frenzoo is based in Hong Kong, although its user base is largely in the US.

-Frenzoo opens up the world of fashion creation to youth.
-It gives them the ability to design their own clothing, using templates or by creating their own, and then to show off their creations with fully customizable avatars in a setting of their choice. Fashions and animations can be gifted or sold, and there is an active and growing shopping activity.

There is an active, global community of young adults. Today they are sharing their designs, holding fashion shows, and starting a fashion magazine. Their communication takes place in an active forum. Plans include extending the current shopping into a full cash economy, allowing aspiring designers to start their own businesses. Like Metaplace, Frenzoo is fully web-based, and accessible to anyone with a computer and a browser.


----------------------------
Intermission
----------------------------
Barry Joseph: scaffolding

- virtual worlds that allow for user generated content contain core elements that correlate closely with educational goals
-- builder ladder matches skill model and achievement ladder of progressive learning
-- platform that allows students to prototype their ideas
-- collaboration enhanced by the shared sense of place and the embodiment of their ideas in a world they can call their own

incorporating new technologies: virtual worlds, blogs, IM, search, imagery, video into curricula
- encourage creativity and give them opportunities and freedom to express themselves and engage in the learning process

Two cases, one in Second Life and one in Metaplace, where innovators have built programs using virtual worlds in combination with other digital media to realize a digital learning experience that's in sync with the outside world.

What I think is most interesting about both these cases is how the youth have been drawn into contextual situations that encourage global citizenship through the acquisition of digital skills --

using the virtual as a gateway to the real. In a changing global world and economy, understanding diversity, other cultures, and collaborative creation is a critical skill.

----------------------------
Skoolaborate - Linden Prize finalist
----------------------------
An example of Global connection.

Goal
"...the transformation of working relationships within schools, within faculties, across sectors of education and across national and international borders"

Learn and play at the same time.

partnering across the globe. The PacRim Exchange includes a group from Modesto CA and one from Japan. They meet in Second Life, and they've also met in real life. Mentoring a large part of the program, as students from different cultures and communities come together and teach each other about their lives.

Technical integration: in addition to Second Life, the students are using wikis, blogs, online learning. Teachers are working with each other and with the students to design the curriculum and to help each other work collaboratively in a digital world.

Challenge: "Instill confidence in the minds of teachers and their communities that virtual worlds have much to offer education."

What they're finding is they are transforming the way people work together, in their schools, their communities and across the world. They're also giving students an opportunity to participate on a level playing field where real world perceptions can be put aside.

-----------------------------
3DSquared
-----------------------------
Joe Castille and Spencer Zuzolo

Technology
- the mission is part of an initiative in the state of LA to develop a digital workforce that can serve as the foundation for state industry
-- modeling, simulation, games
-- national educational tech standards being adopted by LA. Grade level expectations for fluency and digital literacy. VWs help this.

Spencer Zuzolo, president of 3D Squared
- young people have a natural affinity for these workforce skills
- they need academic programs that help them more formally transform their interest in games and immersive virtual environments into realistic career and education paths.

Raph: Citizenship is the same whether it exists in the real world or within a digital framework. Even in a cartoony world, you can be speaking about important, real issues like health care, coastal restoration, and the legislative process.

Forty middle school and high school students spent their entire spring break at the Digital Workforce Intensive, working 12 hours per day on games and virtual worlds where the focus was on Louisiana's core social problems of education, health care, coastal restoration, and pollution

- Second Life not as easy to build in; more comfortable with model that each world is its own environment where each world owner establishes the rules (dew drops on a field of grass); art style more comfortable for parents -- friendlier environment for young people

- also use Ning for students to blog, upload ideas, share files. Gave them the possibility to work together, prototype ideas, and then presented to industry people

using digital media for social benefit

work in teams provides learning about teamwork, collaboration
presented to state legislature and state superintendent of education

Parents excited about the program. Parents are already concerned about the role games play in the lives of the kids. They like that kids are being told they need to understand science and math in order to be a game programmer, and literature and history to be a game designer.

The Intensive was followed up with a Stakeholder's Capstone Conference that included panel discussions and a three-hour marathon keynote by education futurist James Brazell. Carnegie Council Senior Fellow Joshua Fouts and I presented on the applied value of digital workforce skills across the fields of journalism, international affairs, and economics, in an effort to demonstrate the local, national, and global implications of the initiative. We highlighted the importance of integrating creativity into the framework of science and technology education.

-----------------------------------------
Creating a network of worlds
-----------------------------------------
Somewhat like island campuses in Second Life, but accessible to individual students
Full control of access, culture, look and feel
Web integration
Parent world serves as a hub, with teleport doors to student worlds

Charlie, 14, spoke like a showman about his team’s game, “War of the Wetlands,” that centers on preventing coastal erosion through educating people in an immersive environment.

---------------------------------
Sharing values
---------------------------------
Exciting thing about these worlds and these projects is how the values they represent come together to create an experience that isn't secondary to the content, but is surrounded by the content.

Whether it's the grand society imagined by Philip Rosedale, or the creative explosion envisioned by Raph Koster, from my outside looking in I see an opportunity to truly build a global, engaged citizenry who know how to work together and shape their environment.

Monday, March 23, 2009

Clarification

Last week I participated in a panel discussion for FountainBlue.

A blog written by someone in the audience quotes me as saying that someone made US$1.7Million selling virtual shoes. In fact what I said was that there were nearly 60K accounts that are making enough money in Second Life to cover their costs.

In addition, several people/accounts are cashing out US$ amounts in excess of $1M per year (with the highest amount estimated at $1.7M), based on annualizing one quarter of data. Most of the top 10 are in the real estate business, but the group also includes a company that does events and one that designs virtual goods including shoes.

My apologies for any misunderstandings that may have arisen from my statements.

Tuesday, February 17, 2009

Leaving Linden, but not Second Life

I had the most amazing experience on Friday morning, when I attended a going-away party that Sitearm Madonna and Ham Rambler hosted for me in Second Life. It was humbling and gratifying, as so many people stopped in to wish me well. Of course it wasn't without its crashes, but all in all it was wonderful. I want to thank Sitearm and Ham, and also the people who provided the live music: Dizzy Banjo, Frogg Marlowe, Grace McDunnough and Cylindrian Rutabaga.

Here's what I said to all the party-goers...

Thanks to Sitearm and Ham and their team

It's so awe-inspiring to see so many people who have been so important to me for such a long time. I can't thank you all enough for making the time to stop by. I know you all have busy RLs in addition to your SL.

I want you all to know how much I admire what you've done. We gave you a foundation and some tools, but you've made SL the diverse and beautiful place it is. It's in the things you've built and the people you are, and the friends we've all become.

I'll be sorry to leave you all as Robin Linden, but I'll still be here as Taliesin Protagonist and I hope you'll all continue to be with me in my new journey, wherever it takes me.

Monday, February 2, 2009

Change is a good thing

I posted the news that I'm leaving to the Linden Lab blog today. Such a hard decision, but I'm excited at the possibilities. Seven years is a long time, and it's been a great ride. But time to move on and refresh.