Posts Tagged ‘Virtual Worlds’

2009-12-22 We Are The Network – Forterra And Metaplace Go Boom: What Does This Mean?

December 21st, 2009 1 comment

We Are The Network logo 300“Forterra And Metaplace Go Boom: What Does This Mean?”

Please join us for a discussion every Tuesday at 12PM noon SL (US Pacific Time)

This Tuesday, Dec 22nd, we will be at the Epoch Institute in Second Life

Click here to teleport to the Epoch Institute in Second Life

This Week’s Topic

“Forterra And Metaplace Go Boom: What Does This Mean?”

The closure of two virtual world platforms have just come to light in as many weeks. The first “not quite announcement” was Erica Driver‘s Tweet on December 18th: “It’s a sad day for the emerging immersive software sector. Forterra laid off 60% of its workforce. Remaining assets likely to be sold.” While there appears to be no public confirmation of this announcement, through various conversations I have reason to believe that we’ll be hearing something more about this turn of events, and that it is not rumor. The second announcement showed up in email directly from Metaplace, titled “ is closing on january 1, 2010.” This email was written from this Metaplace blog post. The blog post suggests that the Metaplace environment that we know will be shutting down, and that there will be some new strategic direction undertaken by the remains of the organization.

What do these announcements mean? Do they indicate something more general about the viability of virtual worlds? Do they indicate the relative viability of business, consumer and educationally focused virtual world operations? What do we think the root causes for these companies to not reach critical mass, and are future attempts (ones that we know about or others that are not yet released) more or less likely to succeed?

(We had planned to continue our virtual world ROI discussion this week. I thought it would be more timely to have this discussion and then pick up the ROI discussion again next week after the holidays. See you soon!)

Join us Tuesday at 12PM noon SL, and thanks for being part of “We Are The Network”!

Best regards,


Reading links below – have fun and see you soon! Read more…

2009-12-15 We Are The Network: Working Measures Of Virtual World Engagement and ROI

December 13th, 2009 No comments

We Are The Network logo 300“Working Measures Of Virtual World Engagement and ROI”

Please join us for a discussion every Tuesday at 12PM noon SL (US Pacific Time)

This Tuesday, Dec 15th, we will be at the Epoch Institute in Second Life

Click here to teleport to the Epoch Institute in Second Life

This Week’s Topic

Working Measures Of Virtual World Engagement and ROI

Have you noticed a pattern in the published descriptions of virtual world projects? I’ve noticed a prototypical write-up pattern that usually answers the following questions in sequence: Who sponsored the project? Who is supposed to be interested in using the virtual environment, and to what end? What interesting or “shiny” features of the build or programming were included? It is, however, all too common that a critical piece of the write-up is missing. Read more…

Categories: Misc Tags: ,

Five Critical Success Factors For Mainstream 3D Virtual World Projects

November 20th, 2009 No comments

Virtual world imageThe New Mainstream 3D Virtual World Project

Today’s mainstream users of 3D virtual worlds have expectations and needs that do not match those of pioneering explorers of these platforms. New projects are measured in different ways, and expecting a mainstream project to be successful using an explorer’s strategy is like expecting that you can win a road race riding a tricycle.

Early 3D virtual world experiments were driven by explorers trying to push the boundaries of possibility. These projects tested the feasibility of ways that a 3D virtual world could be used, and focused on trial scenarios to prove or disprove a particular usage theory. Success was often measured on technical terms, with users whose involvement was project focused and short term.

Mainstream projects take feasibility as a given, and create an environment to support day to day use by the regular members of an organization — as an educational platform, a place to enable distributed teamwork for global companies and academic institutions, as a virtual classroom environment, or a “better conference call”.

Mainstream projects have user-driven success metrics. Merely passing the “it works” test does not mean automatic project success. Successful mainstream projects result in “normal users” who are happy with the environment, find it to be compelling, continue to use it willingly and recommend its use to others. They judge the environment on how it improves their day to day experience while doing their real work, not based on whether it is a cool technology or has promising possibilities. They also have limited motivation to learn a new environment as an exploratory exercise, and must find value in the experience quickly in order to justify additional effort.

Mainstream 3D Virtual World Project Success Factors

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10 Must-Do Security Checks To Prevent Virtual World Event Disruption

November 13th, 2009 2 comments

LockVirtual world event management is, in the large, similar to real life event management. You’ve got to make sure that guests and performers are lined up, that marketing and advertising is effective, and if it is a broadcast event, that the technical and support staff logistics have been completed. Security is a bit different in virtual world settings, and requires special handling in order to avoid enabling disruptions at your event. This post focuses on some specifics for Second Life™ security management; however, the principles are similar for other virtual world platforms.

Event Disruption Categories

  • Purposeful region crashes (exploiting a bug to cause the region to crash “on demand”)
  • Littering (leaving objects in inconvenient places, placing them out during an event, or moving them around in the way of the event)
  • Pollution (planting a particle generator that creates a spray of smoke, fog or distasteful imagery)
  • Disruptive chat or voice participation

Must-Do Security Checks

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Categories: Misc Tags: , ,