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Presentation, The case of Info Island DK, ECREA 2008

This power-point was presented by Simon Heilesen at the European Communication Conference 2008, Barcelona 25-28 November.

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Presentation, Rum og Rammer, Forskningsnettet 2008

This power-point was presented by Simon Heilesen at Forskningsnetkonferencen 2008 – Nye net, nye muligheder, Kolding 11-12 November.

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Presentation, Teleporting the Library, ECREA 2008

This power-point was presented by Simon Heilesen at the Creating Second Lives conference in Bangor 24-25 October, 2008.

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Virtual Worlds Used to Advertise TV Show

In the near past, The CW, an American broadcast television network that is a joint venture of Warner Brothers and Viacom, produced a deal with Second Life’s Linden Labs to make available as a last name “GossipGirl”.  Gossip Girl is a prime time soap opera that runs on The CW, and the series has a devout fandom of mostly teenage girls.

Today it was announced that American broadcast television network, NBC (of NBC/Universal) is teaming up with virtual world for teens, Habbo, to produce a character that advertises for NBC series Heroes.  The character would not be one of the primary characters from the series — instead, it would be an original character that would cross-reside on the NBC website devoted to the series, www.nbc.com/Heroes/evolutions.  According to the press release, the new character is apparently a bot, designed to bring the interested individual around the Habbo world and into the website as a “virtual messenger”.

Having written about the co-optation of online audience activity by NBC’s Heroes (upload of paper forthcoming, and to be presented at ICA in Chicago), I find it interesting that they are moving into this new media, and specifically targeting a teenage audience by their selection of Habbo.  This new advertising move comes at a time when the series’ ratings have been falling steadily for over a year now, and the series is desperately trying to reinvigorate the series on the production and, apparently, marketing angles.

Also, it is interesting that they choose to go with Habbo, which has not received the mainstream attention as has Second Life.  Not only is this advertising in a virtual world, but it is niche advertising at that — the teenagers in Habbo are more likely netizens or cybercitizens who are more familiar with and interested in online activities — the same type of people NBC was catering to with the creation of their website and Evolutions expanded experience game.  Whether or not these are the same people who actually watch the show more I cannot truly say at this time.  I can say that they are the viewers NBC is probably most aware of because of their activities online, which can be tracked and herded for their own benefit.  Promoting and maintaining the loyalty of such viewers is of high priority in an era of nichecasting.

ADDENDUM — Apparently you do not have to be a teenager to be a member of Habbo. I got an account with my 30 years of life. And the Heroes advertising begins on the login page, and again at the startup page,  Heroes on Habbo. There is a poll to register yourself and be granted an ability, as well as a main character, Syn Anders, who is there to lead you through the Heroes experience in Habbo and beyond. So far there have been at least 185 people who have visited Syn, judging by the messages left at her house.

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Panel paper, Producing discursive constructions of SL, ECREA 2008

“Producing, negotiating and sharing knowledges about virtual worlds: discursive constructions of Second Life” – Paper by Louise Phillips, presented to panel on “Virtual worlds as sites for social and cultural innovation: empirical explorations”, Digital Culture and Communication Section, the 2nd European Communication Conference of the European Communication Research and Education Association (ECREA), Barcelona, 25-28 November 2008.

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Social gaming worlds as hybrids of MUVEs and MMORPGs

Several social gaming worlds and their fans have come to my attention within the past 24 hours, and I wish to discuss them here briefly before my hyperlinking mind wanders and sticks unto the next pretty webpage.

First, my friend turned me on to a virtual world that does not require any downloading to play — it exists entirely in web browsers, as they tout in their advertisements.  Small Worlds, found easily enough at www.smallworlds.com, is a customizable world that appears to be a hybrid of Second Life style MUVEs (multi-user visual environments) and World of Warcraft MMORPGs (massive multiplayer online role playing games).

In Small Worlds, you begin with a customizable avatar, a customizable pet, and a customizable house — basic features for beginners, more advanced features for VIP members who subscribe on a monthly basis.  The house becomes your base of operations for meeting and entertaining friends, showcasing your decoration desires (i.e. your identity performances), and for setting off on quests to earn money. There is also the ability to stream video and music into your house based on your programming of the playlists.  Other places of innovation do occur — however, as in MMORPGs, the innovation is constrained by the parameters established by the game’s creators.  Yes, you could design and upload your own game for the arcade, but you cannot design your own arcade.

My friend and I are turning to this game because of the customization aspect — to create in a virtual world what we would like in a physical world if we didn’t have the limitations we do — as well as the integration of quests to earn money to further our customization goal.  We had been playing a social game on Facebook called YoVille from game developer Zynga .  YoVille has only the social interaction and customization aspects to it — earning money was difficult, and some items, such as pets, could only be purchased by giving Zynga actual dollars.  Small Worlds makes the earning of money easier, and because it does not run through Facebook it has better graphics and a more complex virtual world.

Second, a friend on Facebook (which translates into someone I only know because we play apps together there), posted a link for a blog that has been running for almost a year now.  The blog, www.insidesocialgames.com, discusses social games.  Looking over their site, their definition for social games is any games that occur in a virtual environment/world in which at least two people have to interact in some fashion (sychronously or asynchronously, central or peripheral to the game’s focus) in order for the game to proceed to its fullest potential.  Thus these games range from applications on Facebook to various online puzzle and card games to more standard MMORPGs.

Being exposed to these two recent “findings” has led me to ponder if such social games as hybrids of MUVEs and MMORPGs, to differing extents, are more popular…That is to say, naturally MUVEs and MMORPGs are in some way social games because people must interact together to fully appreciate what the space/place was constructed to provide.  But where MUVEs do not have a centralized gaming foundation to structure a person’s interaction with it, and the design of MMORPGs traditionally centralize the gaming events over the socialization, hybrids such as Small Worlds appear to balance these two polarities.

There is a difference in the gaming community — meaning fans, designers — between hardcore gamers and casual gamers.  Hardcore gamers spend a lot of their resources in the pursuit of their gaming desires; resources that include time and money.  They will go into an MMORPG like World of Warcraft and spend several hours a day there, defeating monsters, building items, joining guilds.  They will go into an MUVE like Second Life and design an island, go to clubs, get married.  Or they’ll play PlayStation 3 and X-Box 360 for their realistic graphics, intricate control systems and lengthy RPG or FPS games.

Casual gamers, on the other hand, prefer games that they can play for perhaps an hour a day, preferably less — short bursts of time in comparison to hardcore gamers.  They do not seek to have a huge investment in the game of time and money.  So online card games, puzzle games, Facebook apps, and places like Small Worlds can be more desirable for them — social games that do not have a lengthy learning curve to play the game.  They are the Nintendo Wii players of the gaming community.

Of course, this does not preclude the casual gamers from spending their short bursts of time with the Worlds of Warcraft or Second Lifes of the internet.  Or vice versa – already today I was attacked by a VIP member in Small Worlds who was high level and throwing fireballs at me while I was just trying to shop.  He also made my head big — I wonder if he was flirting…

But to return to my pondering — considering the gaming community, there is a tension between hardcore gamers and casual gamers.  Hardcore look down on casual as not true gamers, just interlopers who do not understand what it is to truly be “a gamer”.  Casual look down on hardcore for spending a lot of time and money on endeavors that are, after all, “just games”.

But how many of their of either camp, and which camp is the most likely to increase in numbers by drawing in people who don’t game at all?  That is to say, which type of virtual gaming has the most devotion — traditional MMORPGs, MUVEs, or the hybrids like Small Worlds and Facebook apps?  And just how permeable is the distinction between hardcore and casual in places like Small Worlds?  What makes the one become the other?

I’ll look around Small Worlds more, see if I can start to answer these questions.  If you care to join me, look for Carrielynn Darcy and her little cat Smallville.

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