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Metrotopia Machinima Contest 2009

Entry deadline has been extended until 22nd November 2009!

MACHINIMA is the latest innovation in user-generated content to gain mainstream prominence. It is a media, film and art form rapidly evolving into a new form of cultural and personal expression online. As part of our interest in understanding virtual worlds, and how people innovate with and in them, we at Roskilde University, are thrilled to announce an international competition to highlight machinima production in Linden Lab’s Second Life. The contest is about filmmaking in Second Life and especially in the Metrotopia City of Superheroes and Superheroines. The theme of your film is entirely open. The only requirement is that one or more scenes in your film take place in the City of Metrotopia, Second Life (SLURL)

Send us your machinima by November 22nd 2009 and enter the contest for the awards of 25,000 and 50,000 Linden dollars. Continued…

Posted in Blog, Events, Machinima.

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Inauguration of Metrotopia to Feature Live Event, Machinima Contest

MACHINIMA is the latest innovation in user-generated content to gain mainstream prominence – a new media, film and art form that is rapidly evolving into a new form of cultural and personal expression online.

Machinima is the production of videos and films inside a 3D virtual world, using the variety of characters and locations found there to produce pieces that are edited, scripted, and distributed just like productions done in the real world. Currently, Google’s YouTube returns 124,000 machinima related videos uploaded to their Web 2.0 pioneering website.

While originally a user-generated innovation with video and computer games, machinima has become so widespread that several filmmakers, from amateurs to professionals, worldwide now produce these videos in the variety of virtual worlds that exist online. The art form is attracting the attention of film-makers such as director Per Fly in Denmark, who has produced scenes in her new movie using machinima in World of Warcraft. Even established film festivals, such as the Sundance Film Festival, have started to consider machinima in their competitions.

As part of our interest in understanding virtual worlds, and how people innovate with and in them, we at Roskilde University, RUC, are announcing an international competition to highlight machinima production in Linden Lab’s Second Life.

The competition is announced to coincide with the inauguration of a new research presence RUC has established in Second Life:
”Metrotopia – City of Superheroes, Superheroines”

The inauguration event of this virtual world research lab will occur in Metrotopia, in Second Life, and the event will stream live to the blog: http://worlds.ruc.dk. The inauguration day will follow this schedule:
Friday, August 28. 20:30-1:00 Copenhagen CEST (2:30pm – 7:00pm EST, 11:30am-4pm SLT)

20:30 CEST (2:30pm EST, 11.30am SLT)
Arrival at ”The Costume Bazaar” to change into your own superhero outfit
OR, if you have one already, bring your own!

21:00 CEST (3:00pm EST, 12.00pm SLT)
Opening Address from Professor Sisse Siggaard Jensen, Ph.D., RUC
Announcement of the Metrotopia Second Life Machinima Contest

21:30 CEST (3:30pm EST, 12.30pm SLT)
Ghostbusters Supershow

22:00 CEST (4:00pm EST, 1 pm SLT)
Live concert from USA: Friendly Fire

23:00 CEST (5:00pm EST, 2pm SLT)
Fight Night in the Fight Club Dojo
Party at the Museum of Superheroes with DJ Otawan Fouquet

1:00 CEST (7:00pm EST, 4pm SLT)
Good night

Practical information:
Download the Second Life program: www.secondlife.com
Link to Metrotopia: http://slurl.com/secondlife/Research%20Island%20Denmark/9/9/26

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Research project workshop

August 27th and 28th (evening only)
Welcome to the upcoming fourth workshop in the research project “Sense-making and innovation in Virtual Worlds” We are excited to present a workshop split into two parts, the second part being a Metrotopia grand opening event inworld.

The real life meeting will take place Thursday August 27th 2009, 10.00-17:30, room 42.2.37, house 42, Roskilde University. Map of the university

The inworld event will take place Friday evening August 28th 20:30-01:00 in Second Life at Metrotopia – City of Superheroes and Superheroines: Follow this SLURL

Registration due: August 25th to dixi@ruc.dk or Phone +45 4674 3813 – please note whether or not you will join the dinner Thursday evening. (Dinner is at your own expense.)

August 27th 10:00-17:30, Roskilde University
10:00    Welcome and latest news, Professor Sisse Siggaard Jensen (RUC)
10:30    Reflections on the design of the Research Island Metrotopia, Professor Sisse Siggaard Jensen, Post. Doc. CarrieLynn Reinhard, Ph.d. student Ates Gürsimsek (RUC)
12:30    Lunch
13:30    Machinima: Film meets Games, Frederik Vogel (Vogel Film and Media)
14:15    OpenSim, Tommy Nilsson (Wonderful Denmark)
15:00    Coffee
15:20    About the Metrotopia Grand Opening Night  + Hands on: play with OpenSim or try an intro tour of Metrotopia
17:00    Closing, Sisse Siggaard Jensen
18:00    Dinner, Rådhuskælderen Fondens Bro 1, Roskilde (at your own expense)

August 28th 20:30-01:00, Metrotopia Grand Opening Night, Second Life
20:30    Arrival of guests in the dark alley: guides in the Clothing Bazaar will assist guests in changing into superhero costumes.
21.00:    Gathering in front of the Superhero Museum. Welcome by tonights hostress FoxMarie Tennen. Opening speach by associate professor, Ph. D. Sisse Siggaard. Presentation of the Machinima contest.
21:30    Ghostbusters Supershow
22:00    Live on stage from the USA: Friendly Fire!
23:00    Fight Night in the Fight Club Dojo presented by FoxMarie Tennen + DJ Party Time on the Museum square
1:00    Goodnight

Posted in Blog, Workshops and Seminars.

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The Researcher’s Toolbox

A recent CFP from Journal of Virtual Worlds Research aligns nicely with our upcoming PhD seminar on Virtual Worlds and Methodology. We hope some of the participating students and staff will submit an abstract (due september 15th 2009). We will to devote time at the seminar to discuss paper proposals that might contribute to this methodological toolbox for researchers of virtual worlds.

CFP: The Journal of Virtual Worlds Research announces a special issue devoted entirely to research methods and virtual worlds with the objective of creating a methodological toolbox for researchers. The editors for this special issue invite submissions from a broad array of disciplinary approaches. Methods can include (but are not limited to): Physical-world and in-world ethnography, Surveys, Focus Groups, Interviews (both physical-world and in-world), Design Research/Playtesting, Experimental Methods, Back-End Data-Collection-Based Research.

Editorial Team
• Tom Boellstorff, University of California, Irvine
• Celia Pearce, Georgia Tech University
• Dmitri Williams, University of Southern California
• Thomas Malaby, University of Wisconsin, Milwaukee
• Elizabeth Dean, RTI
• Tracy Tuten, East Carolina University

Full CFP from the Journal of Virtual Worlds

PhD seminar at Roskilde University on Analytical strategies and methodologies for the study of virtual worlds

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Inside Linden Lab – a new book by T. M. Malaby, 2009

Thomas M. Malaby (2009): Making Virtual Worlds: Linden Lab and Second Life. Ithaca and London: Cornell University Press. (165 pages, incl. appendix A: The Tao of Linden; and appendix B: The Mission of Linden Lab; notes, bibliography, and index).

Thomas M. Malaby is Associate Professor of Anthropology at the University of Wisconsin-Milwaukee. He is also the author of Gambling Life: Dealing in Contingency in a Greek City.

In the Metanomics Second Life talk show Inside Linden Lab –broadcasted June 3rd 2009– Professor Robert Bloomfield, alias the avatar Beyers Sellers, interviews Thomas Malaby. The video as well as the full transcript of the interview can be found following this link:

http://www.metanomics.net/show/inside_linden_lab_an_ethnographic_study_by_thomas_malaby/

This book is an ethnographic study of the Linden Lab organization and the “Lindens” – the preferred notion of the firm’s employees. Mainly, it is targeted towards an academic audience; Pierre Bourdieu, Erving Goffman, Michel Foucault, Max Weber are among some of Malaby’s theoretical references. However, the book is also written to address audiences outside of academia.

Thomas M. Malaby has followed the emergence of the Linden Lab every month from December 2004 to January 2006 for one to three weeks at a time. Among the many methods applied in his study, face-to-face participant observation has been the most important, while formal and informal interviews, conversations over coffee during breaks, email, IM exchanges (in-world and outside), research in-world, and some light work for the Lindens also have formed part of the study.

In the Introduction, the author suggests the term “techno liberalism” to denote the kind of economy and organising of firms that characterises “the halls of Silicon Valley”, and among these the Lindens. It differs from the concept of “creationist capitalism” as suggested by Tom Boellstorff (2008) in his book Coming of Age in Second Life; a difference also addressed in Malaby’s book (pp. 99-101).

The first chapter, The Product, is about capital and the possibility of failure in a virtual world. In this Malaby, among others, discusses market capital, social capital, and cultural capital. Continuously, he asks the questions about similarities and differences between in-world Second Life conditions as compared to those of the outside real-world economy. He concludes that the boundaries that seem to separate the real and the virtual are fading fast.

Thomas Malaby invites the reader to follow him inside Linden Lab in chapter 2, Tools of the Gods. In the analysis, Malaby illustrates how the ideals of the Lindens, that is, horizontal rather than vertical power, the individual freedom of a creative and self-organising work style, and a collective outcome of individual work continually is challenged by the relative success of the project. The project success results in a rapid increase in the amount of customers/users/subscribers and renders it necessary to scale both product and organization. Malaby also opens for a view of how the collective wisdom of the organization, the knowledge sharing and daily work is organized by the physical environment, the particular tools that keep track of achievements and objects (As and Os), and the introduction of the project management tool Jira, a contentious issue in the development of the organization. Likewise, Malaby shows how the organizational practices of the Lindens are governed by a belief that technology and tools – the “proof of concept” style of working – can solve the various organizational problems, contradictions and paradoxes that continuously arise.

In chapter 3, Knowing the Gamer from the Game, the close interrelations of gaming and the Linden’s product and practice is analysed. In doing so, Malaby argues that we need a different understanding of gaming than the most frequent, which sees gaming as a specific kind of playing – an activity with no obligations and consequences. As opposed to this conception of gaming, Malaby’s definition is:“A game is a semi-bounded and socially legitimate domain of contrived contingency that generates interpretable outcomes.” (Malaby 2009, 84) With this definition in mind, Malaby argues that gaming constitutes a vital part of the firm’s knowledge base and experience since many of the developers enter the firm with a background in game development. Also, gaming practices constitute a part of the everyday work life in the firm. Malaby suggests that games and gaming will inspire the strategies of contemporary and future business and organizations, such as Linden Lab. He does so with reference to the above mentioned understanding of games as not primarily a kind of playing and entertainment but rather as a way of balancing inavoidable rules and orderlinesses opposite to unforeseen outcomes and various sources of contingencies. Thus, Malaby sees gaming experience as vital to the understanding of creative and knowledge intensive businesses.

In the next chapter, The Birth of the Cool, the many paradoxes of the organization are analysed with regard to the question of status. How is status established when creativity is the benchmark for making one’s influence count? The hardcore coders and developers form the centre of the organization in the picture Malaby paints. Those working with infrastructural issues, running the servers, answering customers’ problems and complaints are under recognized in relation to the tool-creating developers. These developers are valued due to their creativity and ability to solve problems by the “proof of concept” methods of working so vital and influential in the firm. This method favours those who are working with projects, in particular the “secret projects” – an important managerial tool for the Lindens. In accordance with this self-organising and self-managing style, each employee is allowed to work on his or her own, or in teams, with secret projects they find important; projects that might succeed or fail. One fifth of the working hours are thus committed to secret and personalized projects.

In the last chapter, Precarious Authority, Malaby draws the contours of future work in digital organizations and in a digital society characterized by contingency and increasing sources of contingency. As opposed to the bureaucratic hierarchies, Malaby sees Linden Lab as an example of more general future conditions that organizations will have to deal with. Producers and creators will for example have to take into consideration their users’ and consumers’ creativity and co-design. Linden Lab is such an organization that provides a tool, Second Life, for such user-generated content while at the same time navigating and managing the organisation so it is capable of coping with changes in scale and with the unforeseen.

In this book, Thomas Malaby’s study opens up the doors to let us have a look inside Linden Lab. On the one hand, he loyally describes the self-understanding of the founders and the employees while he, on the other hand, continuously analyses the many contradictions between the Linden’s ideology, which seems to be inspired by New Communalism, and the work life and practices of the firm – for example the problems that follow from rapid success and the scaling of activity and organisation. The theoretical references to sociology and anthropology are many, but the reader may lack a more thorough theoretical analysis of this knowledge-based firm that creates an open-ended product that encourages user-driven content creation, and a firm that does so in a work life full of contingencies. However, many highly relevant questions for the study of contemporary and future work life are raised. Particularly the chapter about gaming and the part it plays in an organization such as Linden Lab, not only as a kind of practice but also as an analytical strategy, offers new insights.

Surely, I can recommend this book.

Since Thomas Malaby conducted his study in Linden Lab 2004 to 2006, many things have changed in the firm not least the fact that the founder Philip Rosedale no longer is the CEO but Chairman of the Board.

A Metanomics interview with Philip Rosedale about this can be found following this link:

http://www.metanomics.net/show/archive011909/

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Second Skin – a movie about virtual worlds

August 7, 2009 – “SnagFilms announced the third featured film of SummerFest, “Second Skin,” a widely-discussed documentary that focuses on three sets of computer gamers.

Second Skin will become the first widely released movie about virtual worlds- a movie for the 50 million gamers who spend most of their time in virtual worlds, and all those curious to understand this phenomenon.”

http://www.snagfilms.com/films/watch/second_skin/

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