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July 22, 2007 - July 28, 2007 Archives

July 23, 2007

Disney Creating Virtual World on Nintendo DS

-Starting in May 2008, Disney games for the portable Nintendo DS will come bundled with kid-friendly software that allows players on a Wi-Fi connection to create avatars, socialize and swap goods in a virtual environment. While the Nintendo DS has always had embedded firmware to facilitate simple chat, the Disney product, called DGamer, will work directly with the Disney games-- kids can share their high scores and vote in polls, too. The DGamer world will also synch directly with a compatible web portal simultaneously.

DGamer was announced at Disney's recent E3 presentation (check out the video), and is slated for a worldwide release in May of 2008 with the first compatible title to be The Chronicles of Narnia: Prince Caspian.

Disney has raised its profile in the console and handheld gaming market considerably in recent years-- they've recently acquired acclaimed designer Warren Spector's Junction Point studio, and have said they will invest $130 million more in game development during 2007. This growth has been concurrent with the development of Disney's online world, Toontown-- now, it seems, Disney's ready to take the next step to marry gaming, virtual worlds and social networking in the portable gaming arena.

“It’s really a perfect environment for people to exchange information and to share their community, and it’s great for the Disney audience,” said a rep.

Trilogy Sticks With MTV Networks for Virtual Pimp My Ride

-Videogame software developer Trilogy Studios announced it will continue to collaborate with MTV Networks on MTVN's Pimp My Ride virtual world, which it helped launch.

Virtual Pimp My Ride features the same larger-than-life, West Coast-style car modification that popularized the MTV show of the same name. It also lets users personalize avatars and race their vehicles in multiplayer challenges. According to the company, Trilogy will help evolve the world, adding new features, additional functionality and "a deeper level of engagement."

The announcement marks an expansion for Trilogy's virtual world software development studio, which is aimed at developing new virtual world properties for media companies. "We’ve developed a business model that enables media companies to successfully monetize their franchises through virtual world networks including micro-transactions, in-game advertising and sponsorships, premium subscriptions and e-commerce," said Michael Pole, Trilogy's Chairman and CEO.

X Media Lab to Present Digital Worlds Conference

-Melbourne's X Media Lab will hold a conference August 10-12 at the Australian Centre for the Moving Image called “Digital Worlds: Social, Virtual, Mobile,” to showcase virtual worlds, social networks and mobile communities. The event will also feature a Professional Day, including the opportunity for designers of online worlds to nominate their own projects for consideration by professional mentors-- and there's a considerable list of mentors in attendance. From X Media Lab's site:

International Mentors include world renowned film-maker and co-founder of Virgin Comics and Virgin Animation, Shekhar Kapur (Director of “Elizabeth"); Dr David Liu, CEO of Beijing’s Cyber Recreation Development Corporation, and the world’s most ambitious virtual world project; Dale Herigstad, 4-time Emmy Award winner, including the first Interactive Emmy; Francisco Cordero, the General Manager of Bebo, the UK’s largest and fastest growing social networking site; Kamar Shah, Nokia’s world-wide head of Marketing; Kevin Anderson, the Head of Blogging and Interaction at The Guardian newspaper; Marcelino Ford-Livene, Head of Interactive Advertising for Intel’s Digital Home Group (Los Angeles); Director of London’s SMARTlabs, Lizbeth Goodman; Martha Ladly, for ten years the Editor and Producer at Peter Gabriel’s Real World Multimedia and now the Director of Toronto’s Mobile Experience Lab; Australian Film Commissioner Tom Kennedy; Telstra Big Pond’s General Manager of Innovation, Jason Romney; Liz Heller, Founder and CEO of Los Angeles-based marketing innovators Buzztone; Brian Gruber, Founder and CEO of Fora.tv; and Stuart Knight and Nicholas Dryden, the founders of Xtaster.com, the UK’s funkiest music community.

We are also deeply proud that the Lab will include a delegation of the Chairman, the Founder and CEO, and the VP Technology from the Cyber Recreation District in Beijing, the biggest digital media industry government investment in China.


China's Answer to Second Life

-China's homegrown alternative to Second Life is in development; it's called HiPiHi, and 10,000 ethnic Chinese from the mainland, Hong Kong, Taiwan and Singapore are currently testing it. A recent Newsweek feature went in-depth with HiPiHi's 38-year-old CEO and founder, Xu Hui, whose goals include 100,000 users signed up in the first three months and partnerships with international firms to establish virtual continents. Hui tells Newsweek he'd like to see disparate virtual worlds interconnected as part of the same universe; "We're on the same road to a dream—virtual worlds are just beginning," he says.

The article discusses some of HiPiHi's challenges, like authoritarian Beijing's censorship of anti-government criticism or sentiments in support for Taiwanese or Tibetan independence, among other verboten issues. Because of this, the article says, any online communication is subject to monitors quashing "incorrect" speech. "There will need to be some HiPiHi nannies—it can't permit a lot of the things that Second Life permits," says David Wolf, CEO of Wolf Group Asia, a Beijing-based consultancy. "It will be Second Life with Chinese characteristics."

It's also unclear if HiPiHi will be allowed to have a virtual economy, either-- the article says it hopes to have something akin to Second Life's Linden dollar, but Beijing policy-making can be heavy-handed and capricious.

It can't be predicted how well the freeform virtual world environment will be embraced by the Chinese-- outside of metropolitan areas, as the article notes, few have access to the highest-end technology, and Chinese gamers tend to prefer more structured and immersive gaming environments like World of Warcraft. "The virtual-life model hasn't been tested in China yet, and it will be a challenge for operators to get a large number of users in the beginning," says Liu Bin, a Beijing-based analyst with tech and Internet consultancy BDA. "I think this is a major problem."

On the other hand, a strictly-controlled virtual environment, or what the article calls a "family-friendly Second Life", might be appealing to Chinese women and parents, and as such could enjoy a broader audience and more acceptance-- especially since the Chinese team is apparently endeavoring to improve on the Second Life interface and make it more user-friendly.

[Via Newsweek]

Online World Atlas: Sherwood Dungeon -- Pt. 1, Overview

[Each day, Worlds in Motion will be taking a closer look at individual virtual worlds. We'll start with a nuts-and-bolts overview, then move on to an in-depth tour, to be followed up with a conclusion-- all with the aim of bringing you all the essential info and details on each world in the rapidly-developing virtual landscape.]

Today we'll take an overview of Sherwood Dungeon, one of the completely free multiplayer games on Gene Endrody's Maid Marian portal.

Continue reading "Online World Atlas: Sherwood Dungeon -- Pt. 1, Overview" »

July 24, 2007

Cartoon Network to Debut FusionFall at Comic-Con

-Cartoon Network has announced it will debut its first massively multiplayer online game at San Diego's 2007 Comic-Con on Wednesday, July 25th. According to a press release, Cartoon Network Universe: FusionFall is scheduled for a summer 2008 release, and conference attendees will be able to check out playable demos on the show floor, while a panel of FusionFall creators will provide an in-depth look at the game on the following day.

FusionFall will reportedly be set in the Cartoon Network universe; players will work together to defend it from an alien invasion, with the help of Cartoon Network characters. It's set to combine 3D platform action with character customization, development and MMO-style open-ended exploration.

“One of the things we’re most excited about in FusionFall is the game play,” said Chris Waldron, executive producer of FusionFall. “With our audience and Cartoon Network characters, we knew we wanted to create a new kind of MMOG and develop a game that takes all the great action of popular console games and merges it with all the elements of MMORPGs that are so enticing to players.”

Cartoon Network developed the game through a partnership with Korean developer Grigon Entertainment (Seal Online, Gamebledon). what it calls an “East-meets-West creative approach."

“Our current offering of online games continues to be the main driver of Cartoon Network New Media’s success, and we’ve surpassed 2 billion game plays annually for the past three years," said Paul Condolora, senior vice president and general manager of Cartoon Network New Media. "FusionFall fulfills our goal of increasing the range of game play we offer, and we expect it to significantly expand our audience.”

In addition to the playable demo and panel at Comic-Con, new information can be found at www.fusionfall.com, beginning Wednesday, July 25. News updates, images and game-play footage will be available, and users will be able to sign up for the official newsletter and a chance to beta test the game.

Bratz's Answer to BarbieGirls

-On the heels of announcements that BarbieGirls, the online world based on Mattel's dolls, has signed up over three million users in three months, MGA has countered with an announcement of its own-- Be-Bratz, an online world with social networking elements based on its competing fashion dolls, will launch August 1st, around the same time as the Bratz movie hits theatres August 3rd.

Be-Bratz will require the purchase of a special doll (at $29.99) that comes with a USB key to access the world, while BarbieGirls doesn't require any purchase to join. BarbieGirls users will need the $60 BarbieGirls MP3 player in order to access the world's special features, though.

Users in Be-Bratz will earn virtual currency by playing minigames, which they can then spend on customizables for their Bratz avatar-- a virtual girl either made from scratch or based on existing Bratz characters, as the user prefers.

[Via PaidContent.org and ToyNews]

Geoterra: GE's Eco-Imaginitive World

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GE has quietly been using virtual worlds and online gaming to promote environmental education for the past two years. Geoterra, GE's flash-based game designed by ad agency BLITZ, lets users see the positive impact of greener choices and GE-branded products on an island's inhabitants through game-like attractions that score players on their performance in in three "eco-challenges."

Successfully completing the eco-challenges raises a player's Geoscore, as they create an island that represents GE's "ecoimagination" philosophy for a healthy planet. As a reward for completing the challenges, players can register with a U.S. or international map that tracks participant density in different areas of the world-- this viral component seems to encourage users to spread the word and tell their friends.

The Geoterra site is also linked to Ecoimagination For Kids, a portal of flash-based, kid-friendly minigames based on environmental education.

[Via BusinessandGames.com]

July 25, 2007

Aardman Animations Creates WebbliWorld

-Aardman Animations, the UK studio of Wallace and Gromit fame, has launched a new world for kids called WebbliWorld. It's got games, films and social networking elements-- users create their own Webbli avatar from colorful, pleasingly odd geometric peacemeal and earn virtual coins-- "Webbles"-- by voting in polls, visiting partner sites and playing games.

The movies on the site feature new Aardman characters, plus various ad client tie-ins; the initial sponsors are Puffin Books and the World Wildlife Federation, and according to an article in ToyNews, further planned clients will sponsor different areas of the site as it expands to include more online community elements and a search engine.

"Whilst there are already some fantastic online sites for children to visit we want to make the name WebbliWorld synonymous with quality both in terms of design and content," says a statement on WebbliWorld's developer blog, which it says is in place to encourage a two-way dialogue about child safety. "We know that we have a long way to ago to achieve our ultimate goals for WebbliWorld and now that the initial site has been launched we are already working to design and deliver phase two."

A spokesperson for Aardman's TV commercials division said part of the goal in creating WebbliWorld was to demonstrate that the studio's animation design skills are just as relevant in web design as they are on screen.

The site's still a little thin now in terms of content, but it's only launched this month, and judging by these statements further developments are solidly in the works. The site's colorful, quirky character design is refreshing-- let's see where they go with this!

[Via ToyNews]

Blackboard Inc. to Award $25,000 to Schools Using Virtual Worlds

-Educational enterprise software developer Blackboard, Inc. has announced they'll award a $25,000 grant to colleges and universities who integrate virtual worlds into their teaching programs. It's called the Greenhouse Grant for Virtual Worlds, and according to the Blackboard website, it's "designed to help build a collective body of knowledge, and reward clients (including former WebCT clients) who have successfully developed and deployed initiatives that promote best practices in the adoption of Internet technology in the educational environment."

In plainer language, any school program that enhances the student experience by combining virtual worlds with Blackboard software to share-able results is eligible for the grant; submissions are due by September 24th, and the winner will be announced at this October's annual Educause Conference in Seattle.

[Via The Chronicle of Higher Education]

Microsoft, MTV and Nickelodeon Study Kids and Tech

-MTV, Nickelodeon and Microsoft Advertising solutions have undertaken a massive global study of youth and technology, sussing out trends from the feedback of over 18,000 kids and teens from 16 countries globally. The study covered a broad swath of kids-and-tech behavior, including console and online gaming, mobile phone habits and internet use, on every topic from play to personal values and social relationships. The study found, for example, that the average young Chinese person has 37 online friends he or she has never met.

Called "The Circuits of Cool/Digital Playground technology and lifestyle study," the aim was to examine the young demographic's relationships to technology and examine the impact of culture, age and gender on technology use.

One of the interesting findings was that China was the only market wherein kids preferred online socialization and play to television, even over Japan, whose reputation for being the most "plugged in" nation was found to be somewhat of a fallacy (Japanese kids apparently prefer the privacy and portability of mobile phones best, as they socialize primarily away from home). This might explain why the multiplayer online community in China is growing at such an explosive rate, with such a high level of interest.

The over-arching message of the study was, though, that kids still like TV most of all, and that most respondents use social networking and similarly-purposed devices because their friends do, rather than having an interest in the technology itself ("kids are not geeks," the study said). This helps to explain the phenomenal rise of social networking sites, according to the study-- their popularity is based on collective usage. In the UK, one of the strongest reasons for using social networks is to keep young people from feeling left out.

The study also discussed the business impact of the findings on advertisers and marketers in the relevant digital spheres. "Traditionally, marketing has considered opinion formers and influencers to be a small number of people. Nowadays it has become a much larger group," said Colleen Fahey Rush, EVP of Research for MTV Networks.

Also among the findings was that friends have a much more powerful impact on kids' online behavior than ad campaigns. The study respondents said that 88% of the website links they viewed and 55% of the video content they downloaded were recommended by friends. "Brands need to provide teens with content that they want to share. Their reward will be the loyalty of brand-savvy groups," said Caroline Vogt, Head of International Research at Microsoft Digital Advertising Solutions.

New Beckett Media Mag Focuses Solely on Virtual Worlds Toys

-The latest in Beckett Media's lineup of magazines for plush toy collectors, called Plushie Pals, is focused solely on virtual worlds-centric merchandise, such as the Webkinz, Neopets and Club Penguin collectible stuffed toys. They're currently promoting a six-month subscription for $24.99, with a free Lil'Kinz (smaller versions of the Webkinz toys) thrown in. The magazine also has an online component, where users can check the current issue's headlines, vote in polls, and see toplists of the most highly-prized (and highly-priced!) toys. When the rare Webkinz are selling for eyebrow-raising prices, it's clear we've got a craze going on!

“We’ve had our eyes on Webkinz for about eighteen months and since the 2007 releases, we’ve seen dramatic increases in value on the secondary market. Seeing a Webkinz like Cheeky Dog sell for over $1500 was incredible," said Doug Kale, Beckett Media plushie collectibles expert in a press release. "The Webkinz craze has all the same feeling and buzz of Beanie Babies or Pokemon. This is the perfect time to launch Plushie Pals, since the values of Webkinz and Shining Stars as well as Beanie Babies are seeing tremendous action on the secondary market."

Plushie Pals magazine will be produced on a bi-monthly schedule with a cover price of $5.99. Beckett media says 75% of its readership are girls with an age range of 6-14 and a combined annual purchasing power of $40 billion, the primary demographic for plush collecting.

Online World Atlas: Sherwood Dungeon -- Pt. 2, In-Depth

[Each day, Worlds in Motion will be taking a closer look at individual virtual worlds. We'll start with a nuts-and-bolts overview, then move on to an in-depth tour, to be followed up with a conclusion-- all with the aim of bringing you all the essential info and details on each world in the rapidly-developing virtual landscape.]

Let's continue our look at Sherwood Dungeon, one of the completely free multiplayer games on Gene Endrody's Maid Marian portal, and have a tour!

Continue reading "Online World Atlas: Sherwood Dungeon -- Pt. 2, In-Depth" »

July 26, 2007

Entropia to Adopt CryEngine2

-Entropia Universe, which we recently toured, will be getting a sharp new look. According to a statement on its website, Crytek (Far Cry) has signed a license agreement with Sweden-based MindArk, creators of Entropia Universe, that will allow Entropia to use Crytek's game engine, called CryENGINE 2. The transition's expected to be completed by 2008, and Entropia users can expect more realistic graphics, improved physics, and more lifelike animations.

"When we saw what the engine was capable of, we immediately understood that it would be perfect for Entropia, as both MindArk and Crytek are pioneers in their respective fields," said MindArk's Jan Welter Timkrans.

"We think the combination of our CryENGINE 2 technology and their extremely popular virtual playground will result in a new kind of rich and immersive experience that has not been possible until now," added Crytek managing director Avni Yerli.

Seems MindArk hopes that the engine boost will help Entropia compete a little better against World of Warcraft and Second Life in terms of subscriber numbers, where its approximately 600,000 users are dwarfed by WoW's recently-announced 9 million and Second Life's reputed 7 million.

IBM to Pen "Code of Conduct" for Employees in Virtual Worlds

-An article in the San Jose Mercury News says IBM will publish official guidelines this week for some 5,000 employees who have presences in Second Life and other virtual worlds, where the company hosts meetings with clients and partners.

The guide will reportedly be a sort of "code of conduct" that will govern avatar behavior and appearance in virtual worlds, and it seems IBM's the first to present such a rule set, keeping in mind that many companies currently use virtual worlds to advertise brands and communicate on behalf of their corporate identity.

While, as the article says, critics are skeptical as to the rules' efficacy-- or their necessity-- IBM execs argue that creating a code of conduct is more like a corporate green light encouraging workers to explore the possibilities of the 3D web.

Seems IBM also hopes to earn money consulting other businesses on virtual worlds strategies. According to the article, IBM executives say clients are already approaching them for assistance crafting their own set of guidelines.

"The 3D Internet will have a big impact on business, on IBM and on our clients, and the only way to figure it out is to use it," said Irving Wladawsky-Berger, chairman emeritus of the IBM Academy of Technology and an engineering advertisement professor at Massachusetts Institute of Technology.

Intel Corp. is also drafting a tip sheet, and apparently plans to offer a voluntary course this year for its employees on the use of blogs, social media sites and virtual worlds.

"For those employees who may be hesitant, guidelines can provide the encouragement and Intel philosophy they need to actually dive in and start anticipating," said Bovara, who maintains Intel's Second Life mailing list.

IBM's rules seem to be mostly common sense-- observe nondisclosure agreements, and refrain from harassing other citizens. While there's no specific dress code, the guidelines suggest employees be "especially sensitive to the appropriateness of your avatar or persona's appearance when you are meeting with IBM clients or conducting IBM business."

"Building a reputation of trust within a virtual world represents a commitment to be truthful and accountable with fellow digital citizens," IBM says. "Dramatically altering, splitting or abandoning your digital persona may be a violation of that trust. ... In the case of a digital persona used for IBM business purposes, it may violate your obligations to IBM."

It's unclear what, if any, repercussions await workers who violate the rules.

[Via San Jose Mercury News/AP]

A Matter of Metrics

-Red Herring's Ryan Olson put in some serious legwork recently to try and pin down the elusive U.S. user figs for the major MMOs and online worlds out there. His study shows some great comparisons between Nielsen-tracked stats and those done by comScore, but the big takeaway is the realization of just how fudgey the numbers out there are, depending on who you ask and what factors you measure. For example, registered users are not the same thing as active users, and Olson also scrutinized engagement level-- that is, how much time users are spending logged on, on average. As Olson says:

These numbers are all over the place and I wonder about their accuracy, especially given that Habbo (see below) says an average user spends 32 minutes on the site each time they visit. Gaia's engagement figures are even higher. So they visit once each month? Riiiight. Meanwhile, the highest-ranked offering according to comScore (Neopets) is tied for third in terms of traffic. Second Life, on the other hand, boasts stellar engagement numbers from Nielsen but ranks second to last in monthly uniques. Not overly surprising.

Know what this means? COMPANIES NEED TO BE MORE TRANSPARENT WITH THEIR DATA.

Olson's emphatic statement is supported by the fact that many online worlds don't release user numbers at all, and those who do are selective, often resulting in widely variant guesses-- as the article says, GigaOm says Club Penguin has 4 million active users, while TechCrunch puts the figure at 500,000. Olson also helps illustrate his point with a "report card" showing just what types of user data (active, registered and unique users) are released by whom. According to the table, NCSoft and Second Life are the most transparent, while Millsberry, Club Penguin and Webkinz are the least.

July 27, 2007

Online World Atlas: Sherwood Dungeon -- Pt. 3, Conclusion

[Each day, Worlds in Motion will be taking a closer look at individual virtual worlds. We'll start with a nuts-and-bolts overview, then move on to an in-depth tour, to be followed up with a conclusion-- all with the aim of bringing you all the essential info and details on each world in the rapidly-developing virtual landscape.]

This week we spent time in Gene Endrody's Sherwood Dungeon, at the Maid Marian portal. It's completely free for all players, runs only on Google ads, and attempts to marry stripped-down simplicity with polished essentials. So does it work?

Continue reading "Online World Atlas: Sherwood Dungeon -- Pt. 3, Conclusion" »

Q & A: Doppelganger's Tim Stevens Talks vSide

-Doppelganger Studios is best known for The Music Lounge, which through partnerships with record labels like Interscope and partnerships with artists and personalities including Tyra Banks and Maroon 5, brought celebs and pop culture together in a virtual world with an ultra-hip, cel-shaded vibe.

Now, on the crux of more big expansion announcements, Worlds in Motion got to talk with Doppelganger prez and CEO Tim Stevens on his vision for virtual society, and how he feels vSide, Doppelganger's soon-to-launch expanded world, will bring a fresh wind into the idea of online society. Click on the screenshots to see full-sized images.

How it Began
A self-styled "early stalwart of the internet," Stevens' background is in internet content advertising and marketing. "My whole focus has been in developing online content and properties that provide outlets for user engagment and advertising interwoven," he says. "It dovetails pretty well with the evolution and development of Doppelganger, and the manifestation of those ideas through our virtual worlds."

"If you look at what the web is, it's a very many-to-one type of medium," Stevens says on how he began moving into the virtual worlds space; he saw something missing. "It's a very effective and efficient bulletin board; you can put up photos, type, read, view videos, link them and so on-- but it's still a type of experience that's kind of the 'many' portion of the computer to the one, individual user. There's little realtime engagement with other people—there’s that personal element that’s been missing. Then you look at what is possible, and how other traditional media [have been] unable to really engage an individual to be participatory."

Stevens' priority is precisely that participatory feel. "There's really an opportunity to change the paradigm to create a new media property," he says, describing his aspiration to blend entertainment with personal communication, environmental control, social networking and the idea of a real-time community. "It’s our own brand category—we call it social entertainment."

Expanding the Experience
The first manifest of these germinating ideas was The Music Lounge, Doppelganger's virtual nightclub-- and Stevens found the results enlightening and encouraging. "What we found is we had such an engagement by our users, the ability to express themselves in terms of how they dress, emote, express themselves, in terms of how they dance and what types of music they like to listen to and when they’re getting together. We got a lot of user feedback that said, 'wow, we love this model, it’d be so much better if it were part of a bigger city and there were more venues and bigger opportunities to explore.'"

Thus, Doppelganger's vSide was born-- a series of three city districts interconnected through transport mechanisms. There are no flying avatars or teleportation devices here, though. "Part of what our users have really told us they like is that there’s density, there’s foot traffic, that you get from place to place by exploring, not by pushing a button and getting teleported somewhere," Stevens explains.

The three districts will all feature variegated cultural vibes; rather than being direct architectural copies of real-world cities, Steven says he hopes to allow users to experience elements of cultures that pique their curiosity, all in the same world.

It'll feature the same partnerships with music labels and real-world celebs that attracted users to the Music Lounge experience initially-- and Stevens that the celebrities themselves are always live behind their avatars. "We absolutely insist on it," he stresses. "This isn’t fake; this isn’t a game. This is real, real-time, you are who you say you are."

User Engagement: The "Aspirational Lifestyle"
In that vein, Stevens is passionate about the idea of allowing users to live what he refers to as an "aspirational lifestyle" in the game. vSide will focus on the mid-teens to early-twenties audience who, as Stevens says, "are entering that portion of their life where it is-- they are now starting to figure out their place in the world. What defines them as a person? What’s unique about them? They’ve seen a lot of TV and magazines, they’ve gone through a number of years of school, they're starting to think about what to do for the rest of their lives."

Stevens continues, "They have knowledge about their own interests-- music, photography, journalism, you name it. And what we very specifically develop our world toward is, this is the place where you can go and be those kinds of things in a community where if you’re good you can actually get recognized for those contributions in the world."

The recognition element is something unique-- users will be able to gain respect statistics in the community through the participatory elements, and higher statistics will allow them access to more exclusive content and special areas. In that way, vSide encourages a high degree of user engagement by rewarding involvement with advancement-- while there will be a microtransactions element to vSide with the virtual currency, "Creds," there are some features in -world that can't be bought-- for example, the opportunity to meet a favorite band.

What Makes it Different
The music element still features prominently in the vSide experience as it did with The Music Lounge; Stevens hopes that ongoing partnerships with Interscope, Warner Music, Downtown Records and various music-focused social sites will be a big win for all parties involved-- attractive to users and advertisers, and useful for those labels' talent, who Stevens says enjoy the opportunity to reach this coveted userbase in a brand new, cutting-edge way.

Stevens also feels that the continual evolution of the real-time participatory content will differentiate vSide from totally freeform experiences like Second Life as well as the pure game content updates of popular MMOs. He described an ongoing murder mystery story in-world constantly being updated with new info and evidence for users to explore on their own-- and noted that players won't be able to solve the mystery without partnering up. Story elements like these are aided both by in-world NPCs and real guide avatars, and are an example of the customizability of the vSide experience-- there's plenty to do for both the casual user and the deeply involved.

User Engagement
In fact, Stevens strongly believes that user engagement is a better measure of a world's success than sheer numbers-- while Doppelganger's 150,000 registered users in closed testing certainly sounds small alongside other worlds, those users spend, according to the company, 9.5 hours in-world per month, and most recently in June, the average in-world session was 1 hour, 11 minutes (up from 51 minutes in April). Compare this to figures that suggest the average amount of time spent on social networking sites adds up to 2 hours per user per month.

Stevens eschews the idea of working on existing models, and says his greatest inspiration for vSide was not in any other online community, but in highly-detailed video games-- he cites Halo and CounterStrike as influences, and hired an art director formerly of Bungie. "Nobody out there has figured out the power of the virtual world," he says. "Lots of sites have figured out how to provide an activity that has generated a lot of interest and a lot of users, but nothing that has really captured the imagination like television did when it first came out. I think all those companies are absolutely phenomenal and I think there’s space in the landscape for all of those kinds of experiences. It’s really knowing and being crystal clear... why are users coming into your online experience? What are they getting out of it? How are they connecting? I am building a business that will engage users 10-12 hours a month or for an hour each time for 4 to 5 years. I want ‘em from 14-15 all the way to early twenties. "

He continues: "Our vision is about delivering immersive, emotionally connected entertainment experiences. 'Immersive' is a key word there, because the world just... envelopes you, and you're are part of what’s taking place."

More expansions and partnerships with big-name personalities are on the horizon, as well as more in-game stories and opportunities for users to add and create their own. So when will we get to check out vSide for ourselves? The official launch date is August 7th, though stay tuned with Worlds in Motion and you just might snag a special sneak peek with us!

KIPA Announces Six New MMOs for Game&Game

-The Korean Software Industry Promotion Agency (KIPA) announced a lineup of six new MMOs for the 2nd half of 2007, to be available on their global service platform Game&Game.

In a press release received by Worlds in Motion, KIPA says Game&Game is an initiative with the aim of paving the way for Korean MMOs to enter the global market. It currently hosts five online games targeted at that market-- Cronous, Darkness and Light, Lunia, Bomb ‘n Dash, and Record of Lunia-- and KIPA hopes to follow their successful introduction by "testing the waters" with six new games:


­Pi Story (Anime MMORPG)

Red Stone(Western-style MMORPG)

Twelve Sky(Oriental-style MMOPRG)

Fiesta Online(Anime-style MMORPG)

MicMac Online(Anime-style MMORPG)

Kicks Online(Soccer MMO game)


KIPA says Red Stone is well-known for its success in the Japanese market, as is Twelve Sky (screenshot shown) and Kicks Online for the Korean market.

The new games will start in September, with information on each title to be made available on the Game&Game website.

Nexon Kicks Off "Summer Break" With the Launch of New Leaf City

- Nexon's free-to-play MapleStory franchise kicks off its "Summer Break" event with what it calls a "colossal upgrade" to the in-game world, introducing a new territory called New Leaf City. In a press release received by Worlds in Motion, the company says the brand-new area, a "teeming metropolis," will give players a new locale for quests, battles and chat, and introduce new monsters, NPCs and secrets.

As part of the Summer Break event, the company promises a host of promotions and activities like experience boosts and opportunities to earn MaplePoints and win prizes, among other special events.

Nexon says three of the events focus on encouraging community interaction, including a Guild screenshot competition and prizes awarded for blog and forum comments. There will also be a sale on select items in conjunction with Summer Break, where users can buy "dozens of items" for a bargain using the in-world Nexon Cash they purchase.


If you enjoy reading GameSetWatch.com, you might also want to check out these CMP Game Group sites:

Gamasutra (the 'art and business of games'.)

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)

Weekly Archive

WorldsInMotion.biz [Twitter / RSS feed] discusses the business of connected games - from social gaming through free to play games to core MMOs and beyond - and is created by the folks behind:



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