GDC08: Thinking outside the virtual world
Filed under: Culture, Events, real-world, Virtual worlds
Filed under: Culture, Events, real-world, Virtual worlds
Filed under: Business models, Culture, MMO industry, Habbo Hotel, Casual, Virtual worlds, Massively Event Coverage
Sulka Haro, lead designer on the wildly popular Habbo Hotel virtual world, yesterday gave the Worlds in Motion summit audience an in-depth half-hour rundown on the Habbo phenomenon. At its core, the Sulake company project is a meeting space for teens - a place to hang out and be someone else for a few hours. The fact that the company can boast millions and millions of unique users worldwide, though, speaks to something many have grasped for and few have succeeded at: a virtual world where people feel truly comfortable.Filed under: News items, Opinion, Second Life, Education
It being the end of the year, people are prognosticating like mad. Analysts for Second Life and virtual worlds are no exception. This time it's Gartner again, but with a "future of education" slant. There is also a "future of virtual world economics" post, which highlights the future of education in virtual worlds, so next year will be the year of the virtual teacher. (With my teaching in Second Life hat on, I might argue it's the year of the Johnny-come-lately virtual teacher, there is a lot of education already happening in Second Life.)Filed under: At a glance, Real life, Video, Game mechanics, New titles, Previews, Opinion, Second Life, Habbo Hotel, Virtual worlds
A new MMOSG (that's Massively Multiplayer Online Social Game, which I don't recall seeing before, but sure, why not?) has sprung up, and it's called Sociotown. Now, not to knock something before it's even been released, but when I hear 'socio-' anything, I immediately think sociopath. And that's not the image you want to send across for a virtual world.Filed under: MMO industry, Club Penguin, News items, Second Life, Habbo Hotel, Virtual worlds
UK-based virtual world consulting and research firm Kzero have put out a predictions for virtual worlds for 2008. Note, of course that this covers the 'Metaverse' class of virtual worlds, that is primarily non-game.
The chart they use is a wonderful piece of at-a-glance display, showing age-groups, time of establishment, current population, projected age-groups, and projected populations all in one straightforward (if large) chart.
Filed under: Real life, Culture, Economy, Opinion
SFGate.com takes on virtual giving in MMOs, with pretty accurate results-- they cover everything from Facebook (is that an MMO?) to Habbo Hotel, and even though they don't take on any more traditional MMOs (I've heard many stories of gift-giving in World of Warcraft), the fact remains that in any game where players can transfer items among one another, there's a possibility of giving virtual gifts for the holidays.Filed under: Betas, Real life, News items, Habbo Hotel, Free-to-play, Browser, Casual
Taatu, founded in Belgium in 2005, looks very much like Habbo Hotel. The similarities of visual styling and target age-group (tweens/teens: 10-19) is pretty much the first thing that everyone remarks on.
Previously available in Dutch and French, Flash-powered, free-to-play, browser-based, virtual world Taatu is now also in available in beta for English-speakers as well (all launched from a single web-page).
Filed under: Real life, Second Life
The next time you see a couple being cutesy in SL, it might just be Drew Carey and his fiancee. According to PARADE Magazine, they use Second Life to go on dates when they're in different cities. While I think that they deserve kudos for finding a way to stay close to each other when away, I do take issue with Drew's explanation.







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