Association of Virtual Worlds Thoughts

Posted in 3D Social Networks, Attention, Future Shock, Gaming, Second Life, Social Networks, Video Games, Web 2.0 by wayne.porter on February 16th, 2008

On to the Association of Virtual Worlds.com redux

The Association of Virtual Worlds believes that virtual worlds represent a major information and technological revolution in how we work, play and live per the site. I think any long-time user agrees, despite setbacks, these pocket universes are major market disrupters. “The Association mission is to serve those companies and individuals who are dedicated to the advancement of this multi-billion dollar global industry and reach out to those who have not yet found virtual worlds.”

I might add I’d like to see more of the “multi” going out to the content creators, where the rubber meets the road. Like it or not scripting will in many ways become commoditized for common applications, and builds will be prefabricated or modular. However, the story tellers, the community facilitators, the people who know WHAT tools and HOW to use them effectively and creatively…are getting left out in the cold and their work, coupled with builders and scripters makes a world. Otherwise we have static code and primitive objects. We need bards, and we must value their work and time. Because the work is virtual does not make it less valuable.

This revolution started with people decades ago and it needs to get back to people. That is the essence of the “virtual world” or “web 2.0″, or any name you want to place on this compressed, immersive and fast paced media consumption and interaction. Think about it- no matter how immersive I am willing to be the majority of time users spend- chatting and talking. The visual element provides “presence”

The Goals of The Association of Virtual Worlds are:

1. To create a forum for the discussion of issues affecting the industry
2. To assist in the development of industry procedures and standards
3. To promote the virtual worlds industry, its interest and developments
4. To educate on the benefits of virtual worlds to enhance work and play
5. To offer business and social networking opportunities
6. To connect the public and consumers with members of the virtual worlds industry
7. To participate in the determination of the collective interests of the industry
8. To further the common interests of the industry
9. To provide leadership for the betterment of the industry
10. To recognize accomplishment within the virtual worlds industry

I had a long discussion about the history of various virtual worlds with Timeless Prototype. He joined and I hope will be committed as any group needs DNA from elder thought shapers. We had some discussion about direction and what compelled me to get involved on a deeper level was the agnostic focus and the need, as Time called it, for a “bridge component”- in short a second wave person of varied skillsets who had NOT been indoctrinated into the old system. I can see wisdom in this. I am second wave, and I do see things differently and I certainly have different ideas.

I am passionate about the future of these spaces, their preserveration and what they can do for humanity. I also realize they are very immature in their development. That is ok- this means we are ahead of the curve and a good thing too- they are not as easy as they look. Get started now.

To address the goals, or my personal thoughts on them.

1. There are many forums. Each has its distinct flavor and place. However, I rarely find people who want to interact using their surname. I would like to see that in a professional forum- accountability.

2. To assist in the development of industry procedures and standards. This is sorely needed. In every aspect from media standards to privacy disclosures and well- to about everything. This is a big deal, and I don’t think it is an easy task. People must be sure they don’t give up their rights and rants and raves are not going to protect them.

3. To promote the virtual worlds industry, its interest and developments. Evangelism. Pure and simple, an emerging industry needs wins and good examples to point out. In business this means measureable ROI or a sound promise of ROI down the road. ROI doesn’t always mean immediate dollars. These worlds are here to stay, I believe that and it requires unlearning some things and learning new ones- the time to get started in earnest is now. Nor does this all fall on Second Life’s shoulders. There are many promising candidates that are up and coming.

4. To educate on the benefits of virtual worlds to enhance work and play. In my opinion this is where lines have really gotten crossed. We have went horribly wrong when our work is no longer enjoyable, when people must work extreme hours in miserable environments to survive or for commendation. We have went astray as humans if we have kicked play out of our work.

Play is that creative spark that causes breakthroughs in our work. I recall doing research on unicode and domain name redirection and wondering if unicode could be injected into twitter. To be honest I was looking for an offensive sign to express disgust in a compressed fashion. I ended up with a pack of playing cards and concept of betting via twitter which Ev, the CEO, seemed to like. I did too. Look at the hand I drew. This was work, but it evolved into play that, if I can get Bleys motivated to finish it up, could provide a means to completely subvert the micro-blogging channel for a completely different purpose- relaxation and entertainment. Healthy work can be play, and play is healthy work.

5. To offer business and social networking opportunities. Oddly enough I find myself often socializing with my closest friends via skype paired with the Second Life client. The same bonding took place for affiliatesummit.com or RSA where I have worked virtually in e-commerce, and security for ten years. Networking opportunities, especially face to face, are important steps in a relationship. Virtual worlds do seem to accelerate these relationships, but they are often cemented face to face. This is how I knew Dave was in earnest from the day he told me liked the concept of “flying” to when I met him in Chicago. Virtual world users know it is a powerful tool, but not a complete replacement.

6. To connect the public and consumers with members of the virtual worlds industry. This is a good thing, because the media likes to beat the drum of the fringe and the negative. The fringe was always there. It was in USENET, it was and still is in IRC and it will be in virtual worlds. That does not devalue the medium.

7. To participate in the determination of the collective interests of the industry. Right now that is a priority, alot is needed and hopefully this won’t get mired down in muck. However, again let’s use Linden Labs (I stress Labs and not Second Life- they are a lab.)- they simply cannot solve all the problems. A concerted effort, and probably compromise will be needed, on behalf of users. The status quo has not pushed it ahead quickly enough. It is our world and our imagination- people must dispense of the idea that Lindens are gods, and that they are people like us and systematically work towards change. It will take time, in the last two industry births I witnessed and took part this meant years. I see the same pattern. People are people. Mistakes are made. We move on, we only fail if we do not learn from them.

8. To further the common interests of the industry. At this point I think recognizing and proving it is really viable, and it needs some turns and twists to get back to that direction. Campers to gather traffic is a poor tactical push. Land you “buy” is a rather shaky concept. Viability means people staying. People staying means there is community. Communities are viable. Big brands who want lift need only sponsor wholesome things and learn by interacting through the builds. That is step one. This is not a fast fused turn around. Go buy CPC and hope a botnet doesn’t tear you apart.

9. To provide leadership for the betterment of the industry. Here one has to be careful that leadership does not become agenda laden. Personally I like the idea of leaders with stewardship. It should should have a diverse mix of age and discipline expertise.

10. To recognize accomplishment within the virtual worlds industry. This is needed too. For example, Second Life is really a “closed community” and if you are not in the circle- it is dizzying. Everyone is eager to point out faults, but let’s look at the strides. Everyday I look back at the evolution of the PC and think “wow- I can’t believe I can do this now”. It annoys me that I am trying to run viability tests in a medium that breaks down frequently, but I know that risk going in. Those who accomplish something realize this and either move on to safer ground or stay at high risk.

I’ll leave you with what Dave posted:

Yes, Wayne, I do love to fly. No question about it. Since our first meeting, though, I’ve dug a bit deeper.

Seems that virtual worlds do a very good job at simulating real life experiences. So, flying inside of a virtual world feels like flying. Meeting up with some avatars in a virtual world feels like a real life, in-person interaction. Recently, I was spending time with an avatar while we watched a third putting up a structure in front of us. Despite the fact that my friend was in Edmonton, I was in Colorado, and the builder was physically at her desk in China, it felt only slightly different than standing with a friend peeking into a construction site. Amazing.

I understand that this feeling of being together is called “presence” or “co-presence” and to my knowledge, other more traditional communications media don’t capture this effect nearly as well as virtual worlds do. As someone who’s worked in long distance situations for years, I believe strongly that the workplace could benefit significantly from this effect – which, by the way, is inexpensively achieved and “green.”

How long before we forego air travel and corporate real estate to work together in virtual worlds? Well, it’s happening to a minor extent today, but it’s bound to increase dramatically and soon. Consider Forrester Research’s recent report “Getting Real Work Done in Virtual Worlds,” which recommends experimentation with virtual worlds now, because they may be as important for work as the web is, in five years time. In any event, the Association is here, in part to get this message out to the public. Exciting stuff. Thanks.

I do find it exciting. I am ready to participate and see where ALL these virtual worlds might lead. Conflict I imagine, but that is the normal course of things. Change always brings conflicts, it is how they are resolved they test our mettle as people- or avatars.

3D social networking attention future Gaming MMO Second Life Social Networks twitter Video Games web2.0

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3 Responses to “Association of Virtual Worlds Thoughts”

  1. Dave Elchoness Says:

    Hi Wayne: It’s http://www.AssociationofVirtualWorlds.com. AVW. Thanks. Dave

  2. Dave Elchoness Says:

    Thanks for the comments, Wayne. So much of this is discussing on a platform agnostic level what virtual worlds can and should be used for, and where they can lead us in terms of our real world perceptions. As people who are passionate about what virtual worlds can do for human relations (globally and locally), I think we need to have these discussions publicly. I, for one, am frustrated by the tired “mainstream” media frames e.g. “I have a first life and don’t need a second,” some company’s aborted attempt to market a product in virtual worlds, the “strangeness” of avatar relations. The problem is that the frames entirely omit any consideration of why people spend time in the medium. Of why relationships develop between and among avatars. Of why avatars meet and marry inside of virtual worlds (sometimes without even seeing each other’s real life photos). Examine these questions and their answers and I think we’ll be doing something very special. And, yes, the answer has something to do with the joys of flying.

  3. The Grid Live » Second Life News for February 17, 2008 Says:

    [...] Wayne Porter on Attention Revenue Association of Virtual Worlds Thoughts Quote from the site - The Association of Virtual Worlds believes that virtual worlds represent a [...]

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