More Second Life in the mainstream press

Blogged under MMOG by Andy Piper on Monday 31 July 2006 at 2:28 am

This Saturday, The Times - the newspaper of record in the UK - ran a 2 page spread on Second Life (online version here). This was in the main newspaper, not in the magazine or one of the other weekend supplements. Nothing stunningly new in the coverage… again talking about real people making real money through SL (Anshe Cheung always seems to get a mention in these pieces), how easy it is to get started, the various subcultures you might encounter (with the usual health warnings). The message was very much, “this could be the next big thing”. Well, if it is, I’m glad that I’m involved already…

Striking that I seem to encounter SL in so many places in Real Life now. This is just yet another example of the mainstream media paying attention.

The Second Life Insider blog has its own coverage of the article.

Software Activation and Licensing

Blogged under Industry News by Casey on Friday 28 July 2006 at 6:18 pm

This is my first posting to GameTomorrow, and I only wish I had posted it a month ago (sorry Catherine). You know how life can get sometimes.

I work on a lesser appreciated side of the software and gaming world, one that many of you might not be too fond of. My responsibilities as CIO of Uniloc are to oversee the development and innovation of new technologies within our softANCHOR and netANCHOR product lines. Our softANCHOR product line is one that many of you will have opinions on, and this is the purpose of my first posting: What do you think of software activation?

I’m sure you’ve all seen Microsoft’s “voluntary” genuine advantage program and many of you may also be familiar with flamings such as the one Starforce received from Ubisoft. But what are you thoughts on software and game publishers taking a fair-use approach to licensing their content?

Have software publishers become the new RIIA treating customers as pirates and suing for reparations? Are they justified in protecting their IP with limiting activation and licensing rules? Or do you believe there is a fair balance to be struck, one that both gamers and publishers can live with?

I’ll be checking in regularly and I look forward to your comments.

New magazine to launch on Second Life

Blogged under Industry News by Catherine Helzerman on Wednesday 26 July 2006 at 10:02 am

Found on 3pointd…

While browsing the Second Life Podcast blog I found this link to the upcoming SL Business magazine, due to launch in-world and as a PDF on August 1. According to the mag’s media kit on SLExchange, it’s quite an ambitious undertaking. The media kit was posted by resident Dalian Hansen, but no staff is named in it, so I’m not yet clear on who’s behind the undertaking. Second Life could really use a good business publication, in my opinion, but it remains to be seen if this is it.

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More of IBM at DAC - we still have some Xbox360’s to give away

Blogged under Industry News by Catherine Helzerman on Monday 24 July 2006 at 10:06 pm

Some more photos from the Common Platform Technology (IBM, Chartered, Samsung) booth at this years Design Automation Conference.Front shot of the booth.  You can see one of the rows of 360s in the center…


Playing for high score….

IBM

More 360s…

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Power Architecture at DAC

Blogged under Industry News by Catherine Helzerman on Monday 24 July 2006 at 9:55 pm

Some photos from the IBM booth at DAC. The new Power Architecture logo was on display at our booths in the North and South halls. If you’re at DAC, don’t forget to stop by our booth #3310 where we are giving away an XBox360 every hour!

IBM’s Walter Lange gives away one of many Xbox360s

IBM

Stop by and get your power.org tattoo:

power.org

Two of many signs at DAC showing our new logo:

power.org

power.org

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Serious Play For Learning and Work

Blogged under Industry News by Chuck on Monday 24 July 2006 at 6:07 pm

Many people and organizations have been asking IBM to explain just what we are talking about when we discuss Serious Play for Learning and Work. As one of the internal champions for this direction, here is my own perspective.

We use the term ‘ Serious Play’ to describe the lessons we are learning as we watch the evolution of technology and social systems in video and casual games, synchronous chat, and web collaboration spaces over the past 20 years. Serious Play can include any game genre, many of which are considered a form of edutainment, but the main goal of a serious game is not to entertain. Certainly games in the form of Serious Play will engage people which is always good for learning, but serious games are usually created to train or educate users. Some serious play is seen within simulations and may have the look and feel of a game, but are actually a simulation of real-world events or processes. 

Serious Play is also be observed in the way all of us collaborate, interrelate and connect in our rapidly evolving virtual social networks and work spaces. The playful engaging nature of IM chat for example, which swept IBM just a few years ago, is now a mainstream application carrying serious business. We also see play at work in the formation and use of team spaces, new communities of practice, external community building tools, VOIP applications, mobile phone interfaces, chat spaces, and the way in which we connect, network and live within the world. As we think seriously about play, we can see that play may be becoming a core competency which we must understand to navigate the media rich, increasingly virtual worlds we are creating. Most of us intuitively understand that when we play, we learn. “The four great chords of mental health are the ability to love, to work, to play and to think soundly. It is remarkable how closely tied each these chord is with one another.”[1]

I have this rather obscure theory that I offer in various circles when asked to talk about Serious Play. I contend that we seem to be in just four spaces in our entire life. We are either at home, at work or at play or in the undefined grey space in between the first three.  For many of us these spaces are increasingly becoming the same physical place as we live, work and play in the same place we call home.  This lifestyle by its very nature separates us from a great deal of the playful activities, body language, lunch chats, meetings and camaraderie that used to be a part of our work day. We are losing thousands of messages in our technologically ruled virtual work space, that we must replace with the modern day equivalent.  This is the Serious Play for Learning and Work challenge we are pursuing and it’s a big deal. 
…. And I think there is a great deal of innovation to be mined in ‘them there hills!’ 


[1]       Blatner, Adam and Blatner, Allee – The Art Of Play  

 

Second Life press coverage

Blogged under MMOG by Andy Piper on Monday 10 July 2006 at 3:03 am

Richard Brown has spotted some press coverage of Second Life in The Observer newspaper in the UK. A couple of months ago, it made the cover of Business Week.

MMO is rapidly gaining ground from a business perspective, as you’ll see if you take a look at what the eightbar group have been up to.

links for 2006-07-04

Blogged under Sony by Catherine Helzerman on Monday 3 July 2006 at 6:57 pm

Huge Video Game Tournament Broadcast Online!

Blogged under Industry News by Catherine Helzerman on Monday 3 July 2006 at 1:32 pm

Halo 2, Quake 4, Counter-Strike 1.6, Project Gotham Racing, and Ghost Recon: AW tournaments all in one place, broadcast live! There’s a ton of prize money involved and seems like there will even be a grand finals at the end of the year!

Anyone out there taking part in this? Discuss here.

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