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Virtual World Expo: Who is in?

July 31, 2008 Izzy Neis 7 comments

Virtual Worlds Kids, part of the Virtual Worlds Expo, is designed for the owners of kids brands and provides attendees with the insight necessary to launch, operate and maintain a virtual world for kids and teens in this highly competitive landscape. The track focuses primarily on entertainment worlds, but also addresses the growing popularity of worlds for education. Kids are dominating the worlds landscape with more than 60 youth-oriented worlds currently available and over 40 more coming in short order. 

Kids Virtual Worlds at Virtual Worlds Expo – September 3-4, 2008 – Los Angeles Convention Center

Hey all!  Just a quick note (way way way in advance) that I’m going to the Virtual World Expo here in Sunny Los Angeles next month.  Who else is going?  It might be cool to meet some of you peeps out there!  And by “might” I mean “would totally” ;)

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YIKES: Audience Communication

July 29, 2008 Izzy Neis 8 comments

So… these days, as tween virtual worlds buzz about safety & proactive experiences, I find it interesting that I got THIS push email from Vizwoz – a British virtual world for tween/teens:

Club the Seal game from vizwoz virtual world

Interesting, right?

I don’t know what I find more insulting… the invitation to a game of blood & assault, the “Club the Penguin” which happens to sound VERY FAMILIAR to “Club Penguin” (a rival), the anti-conservative message during a time when the importance of animal conservation (especially in the Artic) is very high, or the tongue-in-cheek barring of U12 kids from playing such a game (which is IN FACT a total INVITE to U12… nothing they want to do more than things they’re not supposed to, right?).

This whole “Not for kids under 12″ BS = clever strategy (but NOT necessarily the good shade of clever).  Aside from it’s “Can’t get on the ride if you’re not 5 feet tall” message, again, kids U12 are going to want to act tough and hang with the big dogs and play the game.  It ALSO is a HORRIBLE message for community.  HORRIBLE.  Why?  The “house” (the biz that runs the site) just gave a giant THUMBS UP for community segregation but giving it the good ole nod and wink.  Sure sure, kids know there’s a difference between their social interactions and their age groups and their ‘cool’ levels, but the minute the Powers-that-be give their acceptance of such a divide it gains credit.

When you’re a virtual world trying to bring some sort of comrodery and unity to your experience, why on EARTH would you then drive a giant wedge in the community by calling out the fact that the “kiddies” are not good enough to play a big-dog game?  I know, I know – it’s not like they’re actually BARRING the younger tater tots, but by openly admitting that they build games that are not necessarily appropriate for a valid part of their demographic – that’s just not cool.

What’s worse?  This email goes out to their entire email system… from parents to kids to market peers.  Tut tut, Vizwoz.

Even MORE amazing is how Disney might take this.  Why Disney, you ask?  Well, call me crazy – but I think the Mouse (aka owner of Club Penguin) just signed a deal to provide video content for the vizwoz movie theaters, etc.  Again, tut tut, Vizwoz.

Aim I being over sensitive to this?  Cos I really think this is in poor taste.  I could be… ya never know.  Anyone have thoughts?
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Blessings: The Immortality of Randy Pausch

July 29, 2008 Izzy Neis Leave a comment

Did you notice today that Google’s homepage has a small message at the bottom: In Memoriam Randy Pausch (1960-2008)?.

Last September 18th Randolph Frederick Pausch , an American professor at Carnegie Mellon University (CMU) in Pittsburgh, gave a lecture to about 400 students, faculty and friends about some life lessons he’d learned that became an internet sensation and a bestselling book.

“The lecture was for my kids, but if others are finding value in it, that is wonderful, but rest assured; I’m hardly unique.” Pausch wrote on his Web site.

July 25th , Pausch died at the age of 47 of complications from pancreatic cancer. The book “The Last Lecture” , translated into 30 languages , remains the nonfiction best-seller lists after its publication in April & inspired many to make their every interaction count. The book deal was reported to be worth more than $6 million. More than 4 Millions viewed the complete or abridged version of the lecture, titled “Really Achieving Your Childhood Dreams” at Youtube. Pausch’s demise & last lecture sparked a buzz in the blogosphere.

Where’s the Buzz :Google Remembers Randy Pausch

I went to this GREAT overnight YMCA camp called Phantom Lake in Mukwanago, WI.  As at many good overnight camp – they loved their fireside stories… or their lakeside tales.  Some, I realize now, were cliche in their analogies and morals. 

Oh, Ripple Effect, how you are beloved as an analogy.

And yet… despite the fact it’s often used, I will always picture the placid, yet beautiful lake, the stars twinkling on the surface, and the power of one pebble.  As the director of the camp tossed the pebble into the water, hundreds of eyes watched ripples spread across the surf, but even more poetically – how a single stone was able to stir the stars so high in the heavens.

I don’t know about you, but my heart warms when I think of people like Randy Pausch, and in THAT… he becomes immortal, doesn’t he?  He was able to share something so simple, so sincere that thousands were inspired across a nation, and beyond…

If you have NOT seen Randy Pausch’s “Last Lecture” on youtube, or read his book, I beg you to do so… and then share it with others.  Many props to Google for their “remembrance” a few days ago with Pausch passed away. 

Pausch left behind a wife and young children.  My hope is that those young children are able to understand the type of hero their father was – he didn’t slay dragons, or rescue damsels, or defend nations, or conquer sports.  He told a story in a language so pure that the heart can’t help but hear and warm to… Whenever I doubt or worry – I turn to his work, and I’m set back on my path.

There’s a book by Salmon Rushdie that I can’t live without called “Haroun and the Sea of Stories.”  That book planted the notion of ocean – the power of stories – in my soul.  It’s a once-in-a-life-time gift to have the ability to tell a tale as Pausch did, and with it, he touched the stars.

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The Guardian Covers Kid VWs with the Corp Babysitter

July 28, 2008 Izzy Neis Leave a comment

Even though I tried to disguise it, I still sound like I was up at five a.m. for my interview for The Guardian’s Tech Weekly Podcast. In the Virtual Worlds Special, host Aleks Krotoski, characterizing Corporate Babysitter as a “watchdog blog,” asked me what I thought about the explosion of virtual worlds for kids. The segment begins around 12:30.

Corporate Babysitter » Blog Archive » “Watchdog” PEM chimes in on Guardian.co.uk podcast about children’s virtual worlds

Head over to the link above to see a bit more from Lisa as she jumped on board the podcast and added her thoughts to such a discussion. (Cheers to Michael Smith over at Mind Candy too).  There’s definitely some food for thought there.  Check it out.

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Fingers Crosssed: Avatar’s MMO

July 28, 2008 Izzy Neis 1 comment

Also at Comic-Con over the weekend, Nickelodeon unveiled plans to launch an Avatar: The Last Airbender 3D massively multiplayer online game based on the animated series. The beta version for Avatar: Legends of the Arena, which will serve as a prequel to the series, is set for launch in 81 markets and in 10 languages on September 15, 2008. In the game each level will introduce and unlock new content, challenges, custom character outfits and the like. Additionally, tomorrow marks the DVD release of Avatar: The Last Airbender Book 3: Fire Volume 4.

Cynopsis – Kid’s Edition

I’m so freaking, freaktastically jazzed right now. AHHHHHHHHHHHH. I LOVE LOVE Avatar: The Last Airbender, and I’m relatively sure I’ve only GUSHED about wishing for an MMO for about a year now.

I just got a bit of secret confirmation that the MMO will be based off the cartoon and NOT the movie (which, despite all the nay-sayers, I’m still holding out for – I’m uber curious).

Now… who will I be? Probably get sorted (oh dear, Harry Potter terms leaking out in lieu of a better word) into the Fire Nation – being the fiesty Aries that I am. But I will not support the Fire Lord (unless someone gives me good Fire rational in game play). Water Nation would be wicked, but sadly, not my personality at all. Perhaps Earth or Air? Hmmm… and now I’m just wandering aimlessly into Avatar geekdom.

Here’s the real question: Quality (here’s hoping) and Demographic?

Quality: It’s a well known fact that most console games based on IPs suck. And as for Virtual Worlds? Well.. we’re in transition time right now. People are coming up with great concepts, but not always solid in execution. Buggy, lack of long-term objectives, laziness due to heavy leaning on IP/Brand to carry and not the actual quality of experience… etc. Loads of times it’s the WRONG people coming up with the agenda – and moving it towards $$ and the exploitation of the brand, and not towards the heart & soul of the property or the audience experience. Avatar is one of the BEST production values I’ve seen in cartoons (even for its anime look) – I’m telling you… some of those martial arts moves are so detailed, it’s more than impressive. Avatar fans are a solid sub-culture. They love deeply, but are not quite obsessed. So… having said that – if you present an experience that is less than top notch quality? It’s going to be a hard sell. I’d rather not have anything to do with a B- world for Avatar, and you KNOW how obsessed I am with VW’s.

Demographic: Yikes. This part scares me. Avatar: The Last Airbender has TWO demographics… the typical Nickelodeon audience (4 – 10, etc), and twenty-somethings+ (sub culture enthusiasts who still love cartoons). You can make an Avatar experience for kids (re: Nicktropolis & the game on DS) that is easy for the youngin’s, but will completely alienate folks like me. Avatar: The Last Airbender was not written in a way that beats you over the head with over-the-top-spongebob-simplicity. It’s not Dora the Explorer. It’s deep and conflicted, and it has something for people of all ages. Creating an MMO experience that rides the line for both? That’s going to be the rub. The challenge. Let’s hope that the powers-that-be create an experience COMPLETELY fitting the overal ATLA books/tv, etc, IP, and that they’re not swayed by quick/easy/young. Otherwise it might just be a flash-in-the-pan?

Can you tell I’m nervous? Lol. I only hope it does as successfully as I wish it would. I do believe that the movie will help drive curiosity, and eventually more users, but even the movie is on treacherous ground (many grumbles about Live Action and the infamous director).

As for the finale – I HAVEN’T SEEN IT YET (I know, I’m disappointed in me too). I can’t wait to ramble about it once I’ve seen it on the good ole Tivo. Le sigh.

Youth VWs and Prep for the Unexpected

July 28, 2008 Izzy Neis 1 comment

I asked Zookazoo’s Michael Carter (highly respected in Digital Youth Research) since his multi-faceted gaming background enables him to elucidate much further than yours truly, (he’s always opening my eyes to fresh critical thinking in new ways, from different angles) Michael matter-of-factly said:

“WHO are the cheats “cheating?” It’s their time to use, and it depends on what form of knowledge-culture the kids are coming from.”

He even went so far as to say he’d find it ‘charming’ if someone posted Zookazoo virtual world cheats and workarounds —It would just mean kids are “playing a different game.” The incredulous ‘say what?’ look on my face must’ve shown…prompting him to elaborate further…Michael Carter said:

“Look, some kids click through to get the gist, find what’s new, or see if it’s worth returning…Others use it to bridge to new info that holds their interest or when they get stuck…Some social-share with friends…informal learning comes in all kinds of forms, it’s just another way to play the game.”

Hmn. Never thought of it that way…

Diffuses a lot of the angst, saying it’s “just another way to play the game.” See? I told you he makes me think differently.

He also mentioned a player in Zookazoo who’s a ‘quick change artist’ and likes to show up at their virtual summer concerts mirroring the moderator/Zookazoo company presence.

My cartoon thought-bubble snapped to, “Uh-oh, imposter/mirroring–breach of trust potential–danger Will Robinson!”

Regular readers will be amused to hear I even started down the parental path of ‘how do you KNOW it was a child’ age verification inquisitions, before I self-reined hearing danah boyd’s voice bouncing around in my brain on the perpetuation of ‘moral panic’ in media reporting about internet risks)

Shaping Youth » Kids’ Gaming Ethics and Immersive Virtual Worlds (Part 2)

FANTASTIC post by Amy over at Shapingyouth.org today (seriously – I only snagged like 1/10th of it, so click that link peeps)!  Me thinks I would like this Michael Carter over at Zookazoo.  Sounds like my kind of peeps.

Kids & time investment & finding a way to play in a unique unexpected manner is amazing to watch and explore.  Explore, you say?  Explore indeed.  Clearly there is a level of play needed, albeit nefarious, that you might be able to spin on its head so the “nefarious” moves to a positive play.  And really – it also comes down to WHAT KIND OF STAFF DO YOU HAVE running the backend? 

I’ve been lucky enough in the last few weeks to build the beginnings of a rather fantastic mod team (which I will not go on about at this moment, since the veil of ninja-like silence still holds fast over my tongue).  In early stages of virtual worlds it is all a balancing act – as you’re trying to piece together a strong site with strong tools, yet test and prepare for the oncoming onslaught of audience (even in private Beta).  And poppets, no matter how I wish this wasn’t so – nothing is ever perfect (and suddenly I have a wee speck of guilt for any VW I was harsh about in the early stages of exploration & debut). 

New virtual worlds – even up to (and past) their 2 year of existence have a LOT of balancing.  Aesthetics, staffing, tools, strategies, market plans – you name it – nothing is ever perfect.  It’s a living breathing environment, and that “living breathing” needs constant support and attention.  Things will happen, things will fail, things will become WAY more popular than you expected, and you’ll be hard pressed to nail any overtly intended subculture play patterns.  But that’s the brilliance of this market, isn’t it?  It’s the challenge, the excitement of bringing something so vibrant to a child’s fingertips. 

And yes, that child may try to press all the WRONG buttons… but who is to say they are “wrong” in the first place.  Flip it on it’s side, and twist it to the positive. 

Ooo, and this isn’t the post for such a ramble, but remind me to wax poetic on the trials and tribulations of obsessive compulsive tween virtual world girls & their path towards boyfriend dominance… I’ve been watching play patterns lately, and MAN… girls are tough lil cookies with one-track minds… and that one track = scoring a virtual boyfriend.  I’ve watched this for a while, but never from a guy’s perspective (I worked with one of my screeners and saw how insane girls were about approaching him and claiming him – despite his total lack of willingness to play).  Wild.  Wild.

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Toy Industry Study on Product to Web Play

July 25, 2008 Izzy Neis Leave a comment

Toy Industry Association Study on Kids and Online Play, 28% of Kids Who Use “SGE’s” have Purchased Products

The Toy Industry Association (TIA) and market researcher NPD Group have authored a research study, Online Play: Earning Mom’s Trust and Children’s Interest.  The report is designed to help industry players understand what’s driving moms and kids ages 2 to 14 to social, gaming and/or entertainment (SGE) websites. More than one-quarter (28%) of kids who use SGE sites have purchased either a physical item or digital content from these sites, according to the report. Kids are engaging in virtual worlds often upwards of 16 hours each week – creating avatars, playing games, earning and spending virtual currency, and socializing.  These online-offline web-connected products offer enhanced play value and are the glue that bonds these digital natives, Generation Z (kids 2-14) to a new generation of play, according to TIA officials. 

Virtual Worlds News: Toy Industry Association Study on Kids and Online Play, 28% of Kids Who Use “SGE’s” have Purchased Products

Great article.  Click the link for more.  Love to ramble about it, but sadly short on time today.  Enjoy!

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Nickelodeon Luvs Social Gaming

July 25, 2008 Izzy Neis Leave a comment

Williams then offered up data from a big Nickelodeon research study into casual gamers, which revealed that “nearly half of all internet users are playing games regularly or even every day”.

He elaborated: “Moms, dads, teens are all playing casual games in droves. This shows there are huge untapped markets in this space.”

Nickelodeon has identified key audience segments, he explained, These include ‘Time Fillers’, who account for 17 per cent of the audience and play online games just for fun; the ‘Gaming Enthusiasts’, who are 19 per cent of the market and are challenge-loving players; ‘Guilty pleasurists’, another 17 per cent chunk who play games to blow off steam; and ‘Average Joes’, the 19 per cent of the audience who see games as a form of social currency – but don’t tell people about it.

Said Williams: “It’s vital to take abroad and inclusive view of who is playing casual games and give the audience a wide variety of choices in how they play. Targeting multiple demos and games-related services are the best ways to succeed in this rapidly changing environment.”

Social Gaming

Social functions in games “has become a must have part of games – and it’s accelerating across all media, not just games,” said Williams, saying that adding social elements to games is key for all web-based casual games companies. “Players want their casual experiences to be social experiences.”

Pointing to today’s announcement of big venture capitalist spending on casual games firm Zynga, he said it was clear investors like it too. “VCs have been spending like it’s 1999 in the social games space and casual games developers are turning themselves inside out to become social gaming companies or causal MMO firms – and all with good reasons.”

We expect the gold rush to continue over the next few years,” he said. “Casual games are becoming more about ‘us’ than ‘me’ for key segments.”

He added: “But social gaming is not the same thing as social networking. Consumers of all ages tell us they really don’t want another social network they have enough trouble keeping up with the one they already have.

Nickelodeon’s take on this is to push forward ‘create and share’ games that encourage user created content, like Pencilracer – and Williams said the firm will be launching more create and share games launch later in the fall as the company had seen its usage hours soar by 30 per cent after adding a mix of social features that highlighted the achievements of his sites members.

Nickelodeon predicts ‘New Wave’ for online casual titles | Casual games | News by Casualgaming.biz

Sweet insight from Nickelodeon & their luv of gaming.  UGC & Social Gaming?  Not new concepts at all – I’ve been playing social Turbo 21 for AGES (well, at least since ‘98), and UGC was the BIGGEST buzz word of 05/06. 

The trick here is – what next level of UGC & Social Gaming is he referring to?  Ooo the excitement of future offerings.  There’s a lot of opportunity and a lot of exploration that can be done to improve, change, and flip the whole industry on it’s side.

Just when we all thought cell phones were going to turn into gadgets about the size of a press-on nail, Apple busts out with the iPhone, which ultimately changed how we view & used cellular phones. 

That’s the beauty of the web + tech world.  It’s all gadgets & sci fi, techy-techy smarty-pants & imaginations! 

Let’s just hope that WHATEVER they do (“they” being anyone who presents such fun to the mass market) keep in mind safety & usability for youth.  Or at least some sort of usability/safety education to help arm the masses with their own filters & systems.

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Miley Cyrus gives thumbs up for Cyberbullying?

July 25, 2008 Izzy Neis 2 comments

Disney cutie Selena Gomez made a YouTube video with her equally cute lifelong BFF and fellow Disney star Demi Lovato.

Well, Miley Cyrus, the ex-girlfriend of Nick Jonas, who is now dating Selena, is not a big fan of Gomez’s.

Along with that annoying much older friend of hers, Mandy, Cyrus made a video making fun of Demi and Selena.

Miley doesn’t seem to like it that Gomez and Lovato are both being touted as “Disney’s next Miley.”

Celebrity gossip juicy celebrity rumors Hollywood gossip blog from Perez Hilton

Well, this is an interesting turn of events.  A strange version of cyberbullying between celebutween/teens.  This is not good.  So much for role modeling.  Granted – nothing terribly horrible happens, but its the very idea that a force such as MILEY CYRUS thinks it’s cool to make fun of another fellow starlet via their webshows.

Here we go folks……

Disney!! What the heck is going on?????  Vanessa and now Miley – her pictures & her web show & now a gf battle?  Jeez.

This is not going to be good at all.

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FusionFall: 1ST AAA Browser Based MMO

July 24, 2008 Izzy Neis 1 comment

Cartoon Network Creates First AAA, Browser-Based MMOG for Kids

Cartoon Network: FusionFall Takes Kids on 3D Online Adventure to Defend the Cartoon Network Universe

Cartoon Network New Media along with its development partner, Grigon Entertainment, today announced the integration of the Unity Technologies game engine to create the first AAA, browser-based massively multiplayer online game (MMOG), Cartoon Network Universe: FusionFall. The use of the Unity’s game engine in FusionFall provides an unmatched online gaming experience for kids and tweens while supporting game-play on virtually any computer, PC or Mac.

“We are excited to bring the first AAA, browser-based MMOG for kids to the marketplace and expand the category of interactive casual gaming,” said Paul Condolora, senior vice president, digital for Turner Broadcasting System Inc.’s Animation, Young Adults and Kids Media Group. “Unity Technologies shares our vision of providing easily accessible, dynamic gaming experiences and we are pleased to deliver on this promise.”

As with all Unity-enabled games, FusionFall loads quickly via the browser, making game-play throughout the Cartoon Network universe seamless. The game offers the ease of use of a click and play browser-based game combined with the quality expected of today’s top notch MMOG titles.

“With Unity serving as the foundation for FusionFall, Cartoon Network has delivered a compelling title for young casual gamers containing exceptional content and breakthrough MMOG game capabilities,” said David Helgason, CEO of Unity Technologies. “For many young gamers, FusionFall will be their first experience playing online with thousands of others kids. From here on out-every other online game for kids will have to live up to the fun and excitement of FusionFall.”

FusionFall is a re-imagined and futuristic three-dimensional adventure set during an alien invasion of the Cartoon Network universe. Consisting of 60 play areas, FusionFall players team up with one another and Cartoon Network characters to defend the universe from an epic alien invasion. Launching this fall, the game targets the growing and sophisticated kids’ interactive gaming market and brings Cartoon Network’s beloved characters, stars of Ben 10: Alien Force, Foster’s Home for Imaginary Friends, Ed, Edd n Eddy, Dexter’s Laboratory, The Powerpuff Girls, and more, to the fast-growing online gaming realm.

About Unity Technologies

Based in Copenhagen with sales and marketing offices in San Francisco, CA, Unity provides tools to game developers and creative visualization professionals to deliver superior 3D content that can be generated faster and more efficiently than is possible using other tool sets. Unity Technologies’ innovative Unity game engine is the cutting-edge choice for creating visually-rich, 3D games for the desktop, Web, and leading mobile devices and video game consoles. Unity customers include leading game developers, educational institutions and industry visionaries: Smashing Ideas, Trigger, Freeverse, Shockwave.com, NASA Jet Propulsion Laboratory, Flashbang Studios, Three Melons and Skyworks Technologies. For more information, visit the Unity website at unity3d.com.

PR Statement from Cartoon Network

Once again, I’m TOTALLY look forward to playing this. I know the pros & cons have been unique (I’ve heard peeps rant about the anime-look and the blend of artistic genres from Ed, Edd, and Eddy, to Fosters Home for Imaginary Friends to Power Puff Girls). They’ve been VERY concerned, and very specific about their safety protocol.

There’s a lot to be curious about!

I am uber-jazzed to dive in, and look forward to it highly! Many thanks to the CN folks for passing this gem along to me.

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