Ars Technica (Art of Technology blog) reports that Google is prepping it's own entry into the field of Virtual Worlds, potentially named "My World". Students at ASU (a school Google has a strong working relationship with in the past) this weekend received questionnaires that "hinted strongly" at the possibility that they would be among the first to test such an app later this year.
(Screengrab of the questionnaire courtesy of the MacRumors forum).
A logical step for Google, given that they've already made a foray into Virtuality with Google Earth.
And a significant move, not because it's just another virtual world for people to choose from, but because it is a mainstream tech giant adopting what some decry as little more than a passing fad, and it's yet further evidence that a 3D internet is the next logical progression of our digital lives.
A few snippets from the article:
"The notion that Google might test the new service with ASU students isn't very outlandish, then, so the question is more a matter of what the service will be rather than if it will come to fruition."
"To us, it seems that a virtual world is natural progression of Google Earth and its 3D representations of... well, the Earth. Users could create avatars, like those in Second Life. The "street view" feature of Google Maps could be incorporated, as well as Google SketchUp, with avatars being able to walk around on actual streets and enter real buildings to check out what's inside and socialize with other avatars. But the purpose wouldn't be to rival Second Life and all of its fantasy, sex, and moneymaking schemes."
"Whatever "My World" ends up being, we think that Google will go much further than just competing with Second Life—if the company makes it functionally useful and ties it in with services that people already use, it may have a chance of succeeding at getting average Internet users to participate."
Share ideas that inspire. FALLON PLANNERS (and co-conspirators) are freely invited to post trends, commentary, obscure ephemera and insightful rants regarding the experience of branding.
Tuesday, September 25, 2007
Virtuality: Google Planning to Launch "My World"
Posted by
avin
at
9/25/2007 03:35:00 PM
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Labels: 2L, Brave New Medi, Brave New Media, Postcards from Second Life, Virtual Worlds, virtuality, what's next
Monday, September 24, 2007
Virtuality: Social Media in 3D
Caught a post over on adverblog about the launch of a new social networking site for your virtual self, Koinup. The site allows you to connect all of your virtual world experiences in one network- your activities from Second Life, World of Warcraft, The Sims all in one location, where you can post content of your adventures (video of a recent SL trip for example) and browse through the virtual lives of the sites other members.

This brings an interesting new layer to all of the talk around virtual worlds. KoinUp elevates the discussion above "worlds" and highlights the trend that our online activity is increasingly becoming virtual, so much so that we now need a social web to bring together all of the virtual identities that define us in the digital space.
I just came across this (thanks Aki) and while interested, still haven't quite decided where I see this going and how "big" it may be. Any readers out there more familiar and care to weigh in? For those of you in virtual worlds, do you see yourself social networking your virtual identities? Are you so dedicated that, in addition to maintaining Facebook, MySpace, and your other real world social webs that you would start a virtual side?
Posted by
avin
at
9/24/2007 01:08:00 PM
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Labels: 2L, Brave New Medi, Brave New Media, Postcards from Second Life, Social Media, Social Networking, Virtual Worlds, virtuality, what's next
Friday, July 27, 2007
Postcards from Second Life: Virtual Recruiting Gets Hot
While many are likely to keep pouring on more haterade (such as here and here) and proclaim virtual worlds to be little more than a fad, many companies are finding that one of the more practical applications for them are as a good tool for recruiting. Check the CNBC segment on it here (short ad at the beginning).
It's interesting, while I can understand all of the skepticism around virtual worlds, I'm surprised more people don't acknowledge the similarities to mass reactions to the Internet in the 90's. Look at how far the internet has come in 10 years: in 1995, did anyone (besides perhaps the most techie guys out there) envision a future internet of MySpace, Facebook, YouTube, blogs, podcasts, etc and the tremendous impact all of these have on our lives?
Personally I don't think it's unrealistic to picture a similar path as virtual worlds become more user-friendly, visible exposure makes them less weird/freaky to the masses, brands learn how to actually do something of value instead of putting up buildings for no reason (and in particular, how to make it easy for people to get started and comfortable in-world ), and we all become more savvy at finding ways for them to provide value in our own lives.
Posted by
avin
at
7/27/2007 10:03:00 AM
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Labels: 2L, Postcards from Second Life, Shift Happens, Virtual Worlds, what's next
Wednesday, June 27, 2007
Postcards from Second Life: Crayon's Virtual Branding Event
Yesterday, a few of us gathered around my computer and watched as my avatar made his way through SL to the Crayonville Amphitheater- virtual home to new marketing firm Crayon which was hosting a panel on Marketing in Virtual Worlds.
Much of the panel discussion hovered around what the panel members respective companies had tried so far to build their in-world brands (such as Coke's Virtual Thirst contest).
A central theme that emerged- not so different from discussions around here- was that companies have thus far mistakenly hedged their bets on simply having a presence in Second Life as the end goal- setting up shop in the same fashion as the do in the real world and assuming people will just come to them. Now, those companies are left with often times barren landscapes as residents gravitate elsewhere...
...towards brands/companies that view Second Life for what it is: a tool used to ENGAGE people. Coldwell Banker is a recent example of a company that gets the need to provide value to be relevant. Other (relative) success stories include Pontiac's Motorati Island, HBO's island for the L-Word (which holds recreations of the show in it's lobby), and IBM (company island includes tutorials on open source coding). These three have some of the highest weekly unique visitors in SL among real world brands (+4000 according to SL demographic experts).
Despite these few exceptions, it's not a surprise that the most trafficked areas in SL are those created by residents- they offer more than a slick logo and building, and bring some value to the table and the experience of being in-world (such as Amsterdam Island, a recreation of the real thing...complete with many familiar Amsterdam activities).
The panel discussion appeared to be one of those places residents respected as adding to the experience and not just "being there"...
Well, it's not bursting at the seams, but compared to the largely empty buildings of most companies, this is pretty good. And, according to Crayon, the sim was at max capacity and they actually had to turn away some last-minute sign ups.
Perhaps just as interesting as the panel itself was watching how the audience of avatars engaged with the presenters. While one might assume that, in this world where the laws of physics can be broken, and one has the ability to create objects from nothing, keeping people's attention would be tough. But there we all sat, pointed at the stage, listening intently to the words of these virtual branding experts.

We also started to see how closely this virtual world can mirror the experience of First Life. Just as you would lean over to a friend who was at a conference with you, whispering side-conversation back and forth, avatars were doing the same. (In Second Life, you can chat with basically anyone within earshot- simply start typing, hit send, and your words appear on screen for all to see. Think chatroom- with a visual component).
As we sat in our Minneapolis conference room, discussing the panel's comments, many of the same comments were popping up on screen from the avatars in attendance- some questioning the need or use for Second Life, and many other's pouncing quickly in defense of the world. The general consensus from the audience was that, while SL is important and shouldn't be ignored, it is still too complex, too vague, and not user-friendly enough for adoption by the masses.
Overall, a good event to take in. It was the first in what will be a monthly thought-leadership series. They also have weekly informal chats- Coffee with Crayon- every Thursday @ 9AM EST at Crayonville for more new marketing goodies.
Posted by
avin
at
6/27/2007 08:56:00 AM
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Labels: 2L, Brave New Media, Postcards from Second Life, Social Media, Virtual Worlds, Web 2.0
Tuesday, June 05, 2007
Postcards from Second Life: Alternate Virtual Worlds
Found this great compile of alternate virtual worlds.
AlphaWorld - “SW City Revolution”:
From the website:
AlphaWorld, is the oldest collaborative virtual world on the Internet, and home to millions of people from all over the world. Since it’s birth in 1995 AlphaWorld has rapidly grown in size and is roughly as large as the state of California, and now exceeds 60 million virtual objects!
This has been open since 1996
Entropia Universe (aka “Project Entropia”)
The Sims Online - “”Sims Online” - game commercial”
PlayStation Home - “GDC ‘07: Playstation Home Debut Trailer”
Sony has officially and vehemently disqualified PlayStation Home as an alternative to Second Life. Here’s a quote from a recent Phil Harrison interview on the flog:
PH: I think you’re way oversimplifying by suggesting Second Life and Home are the same. In Home, you get a character and a 3D world, and that’s where the similarity ends. Second Life does some brilliant things but with Home, we’re providing a service. Therefore, the tone of voice is what will differentiate it – Home is about entertainment, it has a game focus, and it’s about sharing with a like-minded community. We don’t give users the level of influence over the environment, behaviour and object definitions that Second Life does – it’s as secure as any other PS3 game. With some of the operating system protocols that are built into the Cell chip, it’s about as secure as you can be on a consumer device.
Kaneva - “Kaneva - A Worldly Vision”
There - There.com First Virtual Steps
HiPiHi - “hipihi Newest test video frequency”
There’s no Chinese port of Second Life, but somebody decided to build something just like it. (The claim here is that they didn’t even know about SL when they started.)
Pre-Beta
Areae Inc. - They’re being very secretive, but seem determined to create a space that marries Web 2.0 (social networking sites like MySpace and YouTube) with immersive user-created environments like Second Life. They have an all-star cast of advisers, but so far we know very little else.
Outback Online - Promises to be just like SL but also with multiple planets.
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Other Neat Worlds
Whyville - A 2D world for 8-15 year olds. It’s been around since 1999 as a safe and educational social environment. Players interact in environments where they learn about science, math, art, civics, and economics.
Cyworld - A huge hit in South Korea and a newer phenomenon in the west.
Check out this quote from Wikipedia:
Korea’s Internet culture has embraced the Cyworld model, which differs from the blog culture of the United States. The simplicity of buying items to decorate one’s minihompy, without needing to learn HTML or Photoshop, has attracted many young women who had not previously used the Internet. This item-based business model has also bolstered Internet community sites that had previously struggled as free services. Many renowned Korean socialites and celebrities have been known to possess a cyworld account in which details of their upcoming tours and works are posted, such is the case with korean icons such as Duk-In Joo, poet and author of the bestselling meaning of meanings novel.
The corporate world has also embraced Cyworld, with examples of companies creating minihompies to accompany product launches. Celebrities and politicians have also increasingly opted for minihompies, rather than homepages, to gain closer contact with the population.
Worlds.com - A collection of themed worlds commercially created. Free to play (although there is a premium account option), insanely low system requirements, and lots of music-band themed worlds.
See Habbo Hotel, Webkinz and Club Penguin for three more fun and monstrously popular social spaces… but I’ve got to stop somewhere here.
-
via Second Life Games Blog
Posted by
AKI SYSTEMS 2600
at
6/05/2007 07:40:00 PM
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Labels: 2L, Interactive Mass Interactive, Postcards from Second Life, ROI of Blogging Web 2.0, Virtual Worlds














