26
Apr 16

Super Name: Fleep

An Oldie but a Goodie – Jane McGonigal

I had occasion this evening to revisit Jane McGonigal’s TED Talk from 2010, and it reminded me of one of my favorite quotes:

Okay, so these are four superpowers that add up to one thing: Gamers are super-empowered hopeful individuals. These are people who believe that they are individually capable of changing the world. And the only problem is, they believe that they are capable of changing virtual worlds and not the real world.That’s the problem that I’m trying to solve.
– Jane McGonigal

 

I wrote about my experience playing the Superstruct game back then (and posted a fun video dispatch), and reading that post led me to dig up the profile I created on the Superstruct site, where I imagined my (avatar) self in 2019:

Super Name: Fleep

Profile Cohabitation
I and the gatos live in a small farm house on the outskirts of town. We don’t need much space, but have a large garden and work to contribute our share to the local food economy.

Profile Communities
I founded the Chilbo Community in 2006 and remain a life-long member, in addition to my local community in terra. I’m also a member of the Screaming 3D Bootstrappers Superstruct, the SLED Community, the Velks, and many other professional associations related to higher education and the grid.

Profile Skills
Human network resource management, education and community building in the metaverse, connectivism, and I grow a mean tomato.

Profile Profession
I am the founder of Chilbo and work most days either in the Chilbo Town Hall or elsewhere in the Metaverse. I have offices and projects scattered all over the grid and pop in to wherever I’m needed when I’m needed. I also serve on the Board of Trustees for GlobalGrid University, one of the original virtual-land-grant research universities created by the United Nations in 2012. GGU serves an international learning network of over 200 million learners through GGU Nodes of Excellence on the grid.

Profile Location
The Chilbo Community is a global village in the Metaverse, made up of artists, musicians, writers, teachers, students, creative thinkers, entrepreneurs, and those who are interested in contributing to the public good.

Profile Experience
As the Chilbo Community reached its second anniversary in 2008, and I spent more time traveling and learning in terra and on the grid, I began to better understand the rapid speed with which the Metaverse was developing. I was fortunate to stumble into an emergent network of highly motivated and brilliant nodes all over the globe and it quite literally transformed my life. In the ensuing decade, our network has grown tremendously, as has our capacity to collaborate and locate the resources we need as we need them. We continue to work to teach others these important skills even as we make our own contributions to projects and endeavors that inspire us.

Profiles Ideals
Increasing access to education, research, knowledge, and learning throughout the grid and finding ecologically sound and sustainable ways to live.

Super Name
Fleep

Super Id
6428

History

Member for
5 years 20 weeks


20
Mar 16

Morning Coffee Reading – 3/20/16

The Latest Findings on Memory

Neurons in the process of synapse in the hippocampal area of the brain, which is essential for learning and memory. Credit: Ed Boyden, MIT

Many years ago, a friend of mine and I used to argue quite a lot about how memory worked.  He couldn’t tell a chronological story to save his life, but remembered specific facts with great detail.  I couldn’t remember every specific detail, but could give a cohesive and well ordered summary of what happened.  We eventually came to agree that our brains simply must be wired differently, because our memories worked in very different ways.

The Latest Findings on Memory is a fascinating account of just that, and that it is even visible in a scanner!  Amazing.

..not everybody recovers the information we store about our past in the same way. Some people keep their autobiography in their brains as visual scenes (episodic memory) decorated with great detail, while others archive events as a list of facts and words that describe what happened (semantic memory). In the first case memories would be recorded as a movie, while the second would resemble a history book (but without pictures). The most interesting thing is that these two types of memoriescorrespond to brain structures that are easily identifiable in a scanner, as demonstrated earlier this year by Signy Sheldon and his colleagues at the Canadian universities of McGill and Toronto.

Could Blockchains Be the Internet’s Memory?


KJBevan/Shutterstock

I’ve been vaguely interested in virtual currency ever since the days of the Linden Dollar (L$), and for a while when Bitcoin first came out, I was converting all of my L$ stipend to Bitcoins just for the fun of it and to see what happened.  I never really got how the blockchain part worked, and this little primer doesn’t go into any technical detail, but it might be helpful for a high level view.

Forget Bitcoin — What Is the Blockchain and Why Should You Care? gives a descriptive overview of how a blockchain works, and says the implications might be profound for the internets:

In that sense, if the blockchain lives up to its potential, it could introduce a level of democracy and objective “truth” to the digital world that even the physical world can’t match. Its promise involves a future in which no one has absolute power online, and no one can lie about past or current events. This future has yet to be realized, but every day more of the smartest people in technology are jumping on the bandwagon, and believing that one day, it will be possible.

Gaming & Gamers

Gaming & Gamers from the Pew Research Center.  I missed this report back in December, but hey, the internet has a long memory.

In my presentations at work, I used to ask my audience, “How many of you are gamers?” to get a sense of my audience, but about a year ago, I began to rephrase the question, “How many of you play video games?”  The “gamer” identity is its own thing, and although I identify as a “gamer”, I also recognize that the label isn’t welcome by everyone who enjoys gaming.

Fully 77% of men ages 18 to 29 play video games (more than any other demographic group), compared with 57% of young women – a 20-point difference.  ..In stark contrast to young adults, women ages 50 or older are actually more likely to play video games than men of the same age. Among adults ages 50 and older, 38% of women play video games compared with 29% of men.

This is an important report for VR developers to read because gamers (or rather, people who play PC games) are more likely to have or be early adopters of PCs capable of playing VR.  And hey developers, women over 50 might be part of your audience!


24
Aug 12

Why Anyone Who Cares About the Metaverse Needs to Move Beyond Second Life; Now, Not Later

tl;dr:  If we want to see the metaverse happen in our lifetime, we need to invest our time, money, creativity, and resources into making it happen.  It isn’t going to come from Second Life or Linden Lab, and the metaverse can’t wait.

Five or six years ago, you could not have found a more enthusiastic and engaged supporter of the Second Life platform than me. Like many, I was inspired by the technology itself and especially by the vision of a company who promised us a new world built from our imaginations. Back then, the leadership of Second Life actually said things like “I’m not building a game. I’m building a new country.” (I love that Gwyn keeps that quote from Philip Rosedale in her sig line.) While I was always skeptical about that “new country” bit, I was completely and passionately in love with the idea that we were creating a new world – a new KIND of world – that exploded with possibilities and opportunities for those who were open to learning how to use them.

I’d read Snow Crash too, of course, and it wasn’t just the idea of Second Life itself that excited me, but rather the idea that Second Life was a seed, a prototype, a very rough but crucially important first step towards the creation of an open metaverse. Even back then, my imagination supplied me with a thrilling vision of what the metaverse could become. I could see it in my mind’s eye, this online incredibly complex 3D universe of people, places, and things, of not just one new world, but many new worlds, connected to one another, traversable with our digital bodies, varied and wonderful and full of commerce, educational opportunities, entertainment, creativity, and all the magical things that we could collectively unleash from our imaginations. The metaverse would be the next iteration of the net and the web, moving from flat, mostly static, two dimensional pages to dynamic, live, and action oriented 3D online places.

Most exciting to me, this digital variation of our physical universe would not be limited by so many things that constrain us in the physical world – lack of capital, limits on consumable resources, the difficulties of physical distance, and the incredibly stale and inflexible institutions and legal structures that are cracking and groaning and failing to adapt even to the exigencies of the real world, forget being able to address the digital world.  It wouldn’t take millions of dollars to build a company headquarters in the metaverse, no need for lumber and concrete either – pixels are limitless. And it wouldn’t matter if your colleagues lived in Dubai or Dublin or Dallas, you could still work together side by side in a virtual space and collaborate on a shared design in real time, in some ways better even than you could in the real world. And maybe, just maybe, all that plasticity and the ability to visualize things in new ways would help us discover new angles to solving intractable old real world problems, too.

I became absolutely convinced that those of us pioneering these new digital worlds would have the opportunity to do better in the virtual worlds we create than has been done in the real world we inherited, and that we could learn from our experiences in virtual worlds to make the real world a better place, too.

And in those early days, forget the technology or the company or the leadership at the helm, the most wonderful thing about Second Life back then is that I kept meeting people who were thinking the same thing. Logging into Second Life was like mainlining a drug, everywhere you teleported, you might just bump into someone brilliant, thoughtful, someone as excited about the possibilities as you were. Everywhere you looked were fascinating projects: scientists playing with visualizing data, artists creating experiences that were just not possible in real life, regular everyday people starting new businesses and finding financial success, professors and educators holding classes in the clouds and building a community of practice that made even the most isolated innovator in some corner of the physical world feel like they had finally found the colleagues and collaborators of their dreams.

Everywhere you looked was innovation.
Everyone you met was experimenting, trying new things, pushing new boundaries.
Anything seemed possible.  Maybe even probable.

I became so inspired, so excited by the possibilities that it quite literally changed my life. Trying to understand this prototype of the metaverse, and figuring out how to achieve those goals became the focus of my career.  I was travelling all over the US speaking about Second Life and the metaverse at conferences and lectures, and I was deeply engaged in my own projects in-world, too. Learning not just how to twist a pile of prims into something beautiful, but how that pile of prims could be used to facilitate a community like Chilbo, a classroom at my university, or bring people together for a conference like SLBPE or SLCC. The more I learned, the more sure I became that great things were possible because this rough little prototype of the metaverse had already enriched and changed my life for the better – I was quite certain it could change other people’s lives for the better, too.

I had a vision of the future and I worked very damned hard to help bring it to life, not in isolation, but with thousands of other people who were working hard to do the same thing. And the most wonderful part was that we had found each other, from all corners of the physical world, we discovered in each other a passion for making the metaverse a reality.

It was an exciting, heady time. I miss those days. And if you were one of those people, I bet you do, too.

That Was Then, This is Now

The road from there to here has been an interesting one. I was incredibly lucky that my personal circumstances and the university where I work gave me the space, time, and resources to dive deep into the topic. I spent the next several years fully engaged in the work, the space, the people, the projects, the platforms. I’ve read hundreds of academic articles, thousands of blog posts and news stories and editorials. I’ve had the opportunity to work on so many fantastically interesting projects, I’ve organized conferences and participated in scores of events to bring people who share this passion together in real life and virtually, and I’ve explored as many worlds and spaces as time has allowed to see what others are doing too.

And while there will always be someone more technically gifted than me, more knowledgeable, more connected.. I think it is fair to say I’ve developed some expertise in this topic, some genuine experience in understanding how and when a virtual world application makes sense and when it doesn’t, what the challenges and opportunities are, and some inklings of what the future may hold now that I’m not just wide-eyed with wonder, but seasoned by the trials and tribulations of not just starting projects in the fledgling metaverse, but leading them, staffing them, maintaining them, supporting them, marketing them, and finishing them. To be sure, some of my youthful naivete has departed, but I’d like to think it’s left some wisdom in its place, and here is what the view looks like to me now.

It would be fair to say that no single company or single platform could ever have lived up to the kinds of expectations that I described in the beginning of this post. Linden Lab and Second Life could never be all things to all people, and I give them credit for even trying to address the needs of so many diverse use cases and such a passionately vocal and creative userbase. And I do believe that they tried. For a very long time, I think they did try, sincerely and genuinely, to help bring the visions of Second Life’s residents to life. I personally worked with many folks from the Lab who were as passionate and committed as I was, and who tried their best to facilitate the projects and events that I worked on.

And while they were of course always working for Linden Lab and had to keep the company’s interests in mind, there were hints that some of the folks at Linden Lab also shared our passion for the metaverse itself, beyond Second Life. For a time, there seemed to be at least the possibility that Linden Lab might grow into a larger role, not just serving as a provider of a world called Second Life, but maybe they could become a steward of that burgeoning metaverse, sharing their technology with others in service of that broader goal in a “rising tide lifts all boats” kind of way. Before so many brilliant engineers and thinkers left the Lab, they took concrete steps in that direction, even – they open sourced the viewer code, they participated in research with IBM to test inter-world teleports, and when Philip spoke to us, the residents, he painted that kind of picture. This was not a game. This was about changing the world, real and virtual.

That was Linden Lab then. That is not Linden Lab now.

The Metaverse Will Not Come From Linden Lab or Second Life

I still see the Second Life platform as that first crucial step towards the metaverse, but anyone with two eyes in her head can see that it’s been many years and many changes in management since there was even a hope that Second Life itself would be anything but one world whose sole purpose is to make one company a profit. Linden Lab isn’t even a publicly traded company, for that matter, so we who have invested countless hours, poured thousands and thousands of dollars, staked our reputations and careers, and devoted our creativity and passions to the Second Life platform – we who made Second Life what it is – we can’t even see into the black box a tiny little bit. In truth, we don’t own even a tiny piece of this thing that we helped create.

It has always been that way, of course, even back in the beginning. But back then I also had some.. let’s call it faith, that the people in charge at Linden Lab shared at least some small part of the same vision that I had. Even if they went about it differently than I would do, or chose to prioritize different things than I would have chosen, I had some faith that both we the residents and Linden Lab the company were in some way working in concert with one another. At times it was discordant, and cacophonous, and certainly chaotic, but what complicated and pioneering endeavor isn’t?

And don’t forget, I was seeing these people, in person, at events and conferences all over the country.  I could look into their eyes and see my own passions reflected in them, and that sustained me even when I disagreed, sometimes vehemently, with their decisions and choices. They were good people making a good faith effort to do something good, and I was willing to endure all manner of inconveniences, indignities, and even embarrassingly horrible failures in the middle of important-to-my-career presentations, all because I felt that good faith effort deserved my patience and my loyalty.

I do not feel that way anymore. You shouldn’t either. It’s not because Linden Lab has become Evil or something silly like that (though I’ve long and often thought the dictionary definition of “mismanagement” should include their company logo), but simply because their priorities are no longer our priorities – not even close. If there was any question, the recent announcement about adding Second Life to Steam should put that doubt to rest. Linden Lab is pivoting, as they like to say in start-up land, and they’re pivoting to gamers. They’re no more interested in expanding or creating the metaverse than EA or Blizzard is, the only world changing thing they are aiming for now is better monetization of the entertainment and virtual goods sector.

Now don’t get me wrong, there’s nothing wrong with gaming – I am a gamer myself, and unlike Prokofy, I don’t think all gamers are idiots or griefers. I have a Steam account and play lots of games on there, and right this moment, I’m anxiously anticipating this weekend’s release of Guild Wars 2 like I haven’t looked forward to a new game in a long time (I’m going to start a guild if I can’t find one, come join me!). And a bit ironically given my last professional experience with Linden Lab, I actually like what I’ve seen of Rod Humble the person; he seems genuine and thoughtful and deeply knowledgeable about the game industry. I look forward to seeing what the newly re-focused Linden Lab comes up with, and I hope it is entertaining and interesting and successful. I’ll even hope that it continues to push the envelope technologically.

But game worlds are not the metaverse. They don’t want to be the metaverse, or participate in the metaverse, or have anything to do with an online universe where people can travel freely, create freely, start their own companies, or do their own thing. Game worlds are about sucking us into someone else’s world, where they endeavor to create an entertainment experience that is so enthralling that we willingly fork over cash to keep experiencing it. Which is great, sometimes really great, and fun and addicting and all that good stuff. But any game experience, no matter how thrilling, pales in comparison to what we who have lived in the fledgling metaverse know is possible, what we know could be possible if the kinds of resources, talent, technology, and effort that currently gets invested in game worlds were to be invested in the metaverse instead.

The thing is, once you’ve made your own world, you can never go back to being satisfied only playing in other people’s worlds. Or at least that’s the way it is for me.

Now someone out there is going to argue that it’s not like Linden Lab is going to turn Second Life into WoW or something, that they are at least trying to pivot to something of a hybrid between game worlds and virtual worlds. That seems to be what Gwyn thinks, and I’ll agree that there’s truth to that, but it’s important to remember that virtual worlds are not the metaverse either. Virtual worlds are some step before the metaverse, before we figure out how to connect everything up. It’s another intermediary step, and while we’re working on learning how do that, we can’t lose sight of the bigger picture. Whatever hybrid Linden Lab intends to make, they’ve signaled very strongly that they are simply not interested in having their virtual world participate in any of this metaverse stuff at all.

Which means for those of us who want to see the metaverse become a reality in our lifetimes, their goals are not our goals. Their priorities are not our priorities. The metaverse is not going to grow out of Linden Lab or Second Life, it’s that simple.

But I Can’t Leave My Inventory!  And My Friends!  And My Awesome Builds!

Does this mean you have to leave Second Life? No of course not, even I haven’t done that. I still have projects for work in Second Life and though Chilbo has changed to a mostly private landowner model, we’re still there and I still have a strong connection to my friends, colleagues, and communities in Second Life.

But I have tiered down, way down, and I have begun to invest my time and money largely elsewhere – in Opensim, in Unity, in exploring other nascent platforms and technologies that might be a step in the metaverse direction. I think if you care at all about making the metaverse a reality, that’s what you should do, too, and there are several reasons why:

The first reason is that Second Life is not a safe place or a good place to store your work. At some point, maybe not this year, maybe not even next year, but at some point you will have the epiphany that you have poured your creativity into a very, very fragile jar that is held by someone who does not give one hoot that they hold your most precious efforts in their hands. Worse, you will also realize that you have paid a ridiculously high price to have your creativity held in a jar owned by someone else. Worse still, it will break your heart when they drop the jar and all your effort shatters into a million pieces that you can’t easily pick up, if at all. (Ask the educational community, they will tell you.)

Imagine you are writing that novel you’ve always dreamed of writing, the novel that will change the world. And it’s early on in the development of software for writing novels, so there are only one or two platforms that allow you to even do it. One of the downsides of these early platforms is, you can only ever work on your novel on their servers, and the only copy that exists of your novel only exists on their servers. But hey, there aren’t any other good options out there, so you dive in, pouring your heart and soul into writing the best novel you can.

The more you add to your novel, as the years pass, the more attached you become, until one day something terrible happens. You lose your job, or you get sick, or the stock market crashes, whatever the reason, suddenly you can’t afford to pay for access to your novel. And just like that, all that work, all that effort, gone in a blink. Or one day the company changes its mind and decides it doesn’t even want to host novels anymore, novels are not their target market now, who needs these novel writing people! And just like that, all that work, all that effort, gone in a blink.

How many writers would choose to write their novel on a platform like that? None. NO ONE. Only someone insane would choose to do that. Only someone deluded would choose to do that and pay through the nose for the privilege once there were other options available.

Unfortunately, you sometimes pay a really high price for being an early adopter. Back then, Second Life was the only virtual world game in town, and you didn’t have any choices. That is no longer the case.  Linden Lab should allow you to make a copy of your work, but they don’t. And to continue the analogy, they don’t want to give you a copy of your novel because they need you to keep paying the hostage fees to access it.

My advice is: Stop being a hostage. Or at least stop being blind to it. And think about what it means for Linden Lab to decide for you, for us, whether we can have a copy of our own stories.

The second reason you need to shift your focus elsewhere is because other platforms need your passion and your creativity and your help. We all benefit when there are choices, when there are options, and when there is a healthy ecosystem of competition. Five years ago I would have guessed there would be many platform choices by now, but there aren’t, and it’s my fault. And your fault. We’ve remained so focused on one platform that we’ve allowed the virtual world ecosystem to atrophy to the point where you could hardly even say there is an ecosystem at all. And that’s bad – for businesses, for educators, for artists, it’s bad for virtual worlds, and it’s bad for the metaverse to come.

We need there to be a million laboratories and experiments happening, we need to have different options for different use cases, and we need to continue to grow the virtual worlds and metaverse “space” even if it isn’t the hot media darling it once was. In fact, we need to do it especially because it is not the hot media darling it once was. All those VCs and angel investors looking to drop a few million bucks on the hot new thing are so wrapped up in mobile and tablets and whatnot that the metaverse doesn’t stand a chance in hell of getting attention from anyone but the people who passionately believe in it. That’s us.

And what we lack in monetary capital we make up for in intellectual capital and the patience and perseverance to click through fifty bazillion checkboxes if that’s what it takes to figure out how to do something. We are not deterred by horrible user interfaces and inconvenient re-starts, by constant patching and broken viewers. We have put up with more trials and tribulations to make our visions a reality in Second Life than obviously most sane people were willing to do – so what is holding us back from moving beyond Second Life to continue to grow the space? I can’t believe it’s because it’s too hard, SECOND LIFE IS TOO HARD, for god’s sake.  Still!  After all these years, it still takes a ridiculous amount of effort to do anything in Second Life. So I don’t buy the difficulty argument, or the lack of features argument. That’s baloney.

No, other things are holding us back, and mostly I think it is that we’ve forgotten the vision. Well, remember it. Think back, remember what you hoped for, and let that sustain you as you move beyond Second Life to explore and help create new worlds that desperately need people like us to invest our time and talents into growing the virtual worlds and metaverse of tomorrow.

My advice: The single easiest thing for you to do is to begin with Opensim. Forget what you’ve heard or read about Opensim, forget all the frothing over content theft and copybots, and forget whatever experience you had with Opensim a few years ago. Opensim (and by extension OSGrid)  is the closest thing to what Second Life should have become, could have become if the Cory Ondrejka’s of the Lab hadn’t left. The only thing it doesn’t have is the monetary capital that Linden Lab has squandered in bad management and bad decisions, and the intellectual capital required to hit that tipping point of adoption necessary for there to be “enough” people using it to find the collaborators, content, and creativity that you need for your projects.

I’ll save a big treatise on Opensim for another day. It isn’t perfect, and it has its own set of issues, but it is actually more stable and more feature rich than Second Life in many ways, and any excuses that it’s too hard or too confusing fall upon my deaf ears. It isn’t. Stop making excuses. If you care about virtual worlds and the metaverse, you need to be taking at least some portion of your time, money, and efforts from Second Life and investing it in Opensim instead. You’ll be able to put all the years you’ve spent learning Second Life to good use, since it’s not like learning a completely different platform from the ground up, and you’ll be contributing to a community of people who deeply care about the future of the metaverse. Heck, you need to get into Opensim if for no other reason than you will learn more about Second Life than you ever have in all your years on the main grid.

Most importantly, Opensim’s whole raison d’etre is about growing the virtual worlds and metaverse space. Unlike Linden Lab, who have chosen to keep their one world for their profit, Opensim is all about your world, your imagination – quite literally, you can run your own world. (And you should, even as just a learning exercise. I’ll help you personally if you want to try, and if you haven’t, go visit my little personal world FleepGrid.)  I think you might be amazed at what you find, especially in the open hypergrid personal worlds rather than the InWorldz and SpotOn3D closed worlds, who, just like Second Life, want to be one world for their own profit*. Skip those and seek out the smaller grids and open grids and find your passion for the metaverse rekindled.

(* I can already hear Prokofy’s rebuttal ringing in my ears. I am not saying that for-profit projects or motivations are bad, in fact I think they can be good, and they are definitely necessary. I’m merely pointing out that some people are motivated by things other than profit, and I’m primarily addressing the audience of readers who, like me, are in that group. Call us naive do-gooders, or copyleft crazies, but we also contribute many good and meaningful things to the space and have a right to seek out like-minded projects and people.)

The third, and most important reason, you need to move beyond Second Life is because we’re getting old, and the metaverse can’t wait. Some time ago I came across an interview with Philip Rosedale where he said something about how he’d spent his 30’s doing Second Life and it was time to move on. It struck me because, while I’m a little younger than he is, I’ve now spent the majority of my 30’s working in this space, too, and in that time I’ve developed both a better understanding of just how long it can take for a technology to mature and just how intractable some of the technical and social barriers we face are.  Making the Metaverse might not be rocket science, but it isn’t easy either, and we still have a ton of work to do.  We have a lot of technical problems to solve, for sure, but we also have a lot of cultural work to do, and in my opinion, the cultural and social stuff is actually harder.  I can teach anyone how to click through a menu, it’s much more difficult to teach them why they should want to.

It’s going on 20 years since I discovered this thing called the internet, and from those very early days, I’ve always felt my personal talents lie in the ability to bridge gaps between different groups of technology users – to play the role of a translator.  Back in the 90’s when my role was primarily tech-support, I translated programmers’ intentions to end-users, and end-users’ needs to programmers.  Then in the early 2000’s when I was teaching workshops about using technology in education, I translated Gen-X/Y students’ behaviors for Baby Boomer faculty, and vice-versa.  These days, I find myself trying to translate to those living with today’s technology what we who have lived with tomorrow’s technology have learned, and at times it’s an immensely frustrating experience.  But equally frustrating is the stagnation I see even among those I admire and respect, who seem to have lost a little bit of that edge, that desire, to see more, much more, than mesh, and pathfinding, and whatever new shiny thing Linden Lab has bolted onto the same old broken chassis.

When I think back to where I started, I would have predicted we’d be much, much further along the road to the metaverse today than we actually are.  I’d have expected not just incremental improvements in tools, but whole new revolutions in how we translate our visions into pixels.  That hasn’t happened as much as I’d have liked.  I’d have thought that culturally, more people would be able to see and appreciate the benefits that virtual reality provides and would have embraced the opportunity to take advantage of it.  Surprisingly, people’s imaginations are more limited than I’d have guessed (including my own), and while we have seen things like Facebook and Twitter adopted more broadly, those are still flat, largely textual pages, not places to explore and experience together.  They are just iterations of the first webpage I saw back in the early 90s, not the revolution that Second Life once was, not the revolution that the metaverse needs to be.

Which brings me back to the whole game thing.  Back when Philip ran the Lab, Second Life was not a game. Under Rod’s leadership, a game is exactly what he’s trying to turn it into.

My advice is:  If you want to see the metaverse we imagined, then stop playing the perpetual hoping and waiting game that Second Life is.  Because if there’s one thing I’m sure of, it’s that the metaverse won’t spring forth from hoping and waiting.

 

Update:  I had a super busy week at work, so I’m still stewing and thinking about all of the comments.  In the meantime, I wanted to add links to the various responses and side discussions that were posted elsewhere both for myself and for other interested readers.  Many thanks to all for the food for thought!  (Please let me know if I missed any, too!)


16
Aug 12

First Thoughts on Guild Wars 2 (Also Come Play With Me!)

Between taking care of family, work obligations, and side projects these past few years, it’s been a reeeeally long time since I let myself get all wrapped up in a new MMO, so I’ve decided it’s time to have some fun.   After lots of reading and seeing what’s out there, I’m going to go with Guild Wars 2, in part because it sounds like the game designers have done some interesting things to play with traditional MMO game dynamics that I’d like to experience for myself – like getting rid of healer classes, scaling up or down players of different levels so they can play together, dynamic story lines, world vs. world events, multiguilds, and more.

What, You Say?  No Healers?!

I know right, that’s what I said too.  I’ve been a cleric / priest / healer since the original Ultima days on the C-64 – every RPG I’ve ever played ever, my main is ALWAYS a healer. So what the heck am I going to do in a game with no healer class?  I dunno yet, I guess that’s part of the fun!

I pre-purchased the game and managed to play a few hours of the stress test last night (I made a Guardian as a sort of variation on the healer theme), so I thought I’d share some first thoughts with the class in case I can entice you to come play with me.

(Also, I guess this means I’m looking for either a guild to join or, if enough peeps are interested, I guess we can make one ourselves too.  Ping me or something if you want to play.  🙂

 

The Good Things..

First off, it’s just plain fun to come into a new game and a new world that hasn’t already been analyzed, played, and written about to death.  It was exciting!  I haven’t had that addict’s itch in a good long while, and I’m looking forward to developing a new character and a new story in a new world.  I also like that the designers have attempted to create a more complex player class/profession/story interaction than most traditional MMOs do with something called the “personal storyline”, and I’m excited to see how that plays out.  Apparently there are over 7,000 different player combinations available, according to the GW2 wiki.

Second, the performance on my machine was terrific.  If the experience during the stress test is anything to go by, the servers held up very well; I had one tiny disconnect hiccup, but otherwise the performance was picture perfect with good frame rates and beautiful graphics.  All that despite the fact that the newbie areas were completely overrun (of course).

Third, the combat system seemed different and interesting.  I didn’t play the original Guild Wars, so I came into this as a total n00b in that respect, but I’m a veteran of a million other games.  I only got to level 5 with my first character so I can’t even say I got very far into the combat, but what little I did experience felt somehow a little fresher than I was expecting.  Interesting effects and strategies, the “Events” happening nearby that I could go join, and the novelty of playing a new class to me since my old standby of healer/priest/cleric wasn’t an option all made for a fun first impression.

Fourth, it felt like randomly helping strangers was rewarded and cooperative play was encouraged.  That’s a very nice touch and a sign of good design if I felt like cooperative behavior was encouraged right from the very start.  Especially during something like a pre-release stress test when you’d expect the hardcore jerks to be coming out of the woodwork, but I didn’t get that feeling at all, at any point. It will be interesting to see how that plays out too, when the game goes live, but at least my initial experiences were very positive ones.

Fifth, I really really REALLY liked the Dynamic Events.  The Guild Wars 2 wiki defines dynamic events as:

Dynamic events refer to any event that occurs in a persistent area as a result of players interacting with and exploring the world. They are called “dynamic” because there are multiple outcomes that also result in new events, creating a cascade effect. Once an event has triggered, it will develop whether or not a player attends it. Because of this, there is no real concept of failure or success – the result of any event will simply cause a change in the surrounding area. For example, if monsters are successful in raiding an area, they may become strong enough to occupy a fort, which could then be taken by players. [1]

These are the kinds of things MMO players have wanted 4ever – the ability to actually affect the world in persistent ways.  I don’t know yet how pervasive these kinds of events are in the game, but again my first impression of the few I experienced last night left a very positive first impression.

The Bad Things..

All that being said, there were a few not so positive notes in my initial experience.

Why is my first character mostly nekkid?!  The first thing that kind of bummed me out was my very first experience creating my very first character (a Sylvari).  You go through the creation screen and pick her shape and skin color and hair color and all that stuff, and painstakingly color her armor and accent colors and everything.. but when you first “awake” as a Sylvari, you’re mostly naked.

Why oh why can’t they give the poor girl some clothes to start with?  I know it’s cliche for women gamers to be cranky about the way our avatars are portrayed in games, but it really did annoy me.  Here I spent all this time making myself some badass ebony and silver armor only to come out to a chick in a bikini – and THEN the first thing I need to do is go run over to someone else to get my clothes.  Why do that?  Why not start the character dressed in the clothes I picked?

The Sylvari starting area also felt a little too.. cartoony.  I’m not sure what kind of artwork I was expecting, and my later experience with a human character felt different, but my initial impression with the Sylvari starting area was that I was playing a game for little kids.  Maybe the artwork in that area just doesn’t suit my aesthetic, but it wasn’t quite what I was expecting.

Speaking of cartoony, the interface still feels a little rough, as does the cut scene artwork.  Again, maybe my expectations are too high or I just haven’t played a new MMO in so long that I expected there to be something revolutionary by now, but the whole interface just felt.. not smooth – graphically or functionally.

For example, the interactions with merchants felt a little wonky.  I’ve organized my inventory into bags, but when I go to a merchant to sell stuff, I get this big long list of items instead of the visually and neatly organized inventory bags I’m carrying.  Why can’t I see inside my bags instead of giving me a big long list, as if I remember the name of every item?

Another example, the big red circle in the center bottom screen indicates my health, but what are the two orange bars on top?  I’m not sure and I don’t think it ever told me.  And when I have buffs and debuffs, mousing over them for info sometimes hiccupped so I couldn’t tell what was happening to my poor character.

By the time I decided to try playing a human character, the stress test was almost over so I didn’t really get any further than that, but overall the experience was fun and I’m looking forward to checking out the rest of the game and hopefully finding some fun people to play with.

Are you planning to play Guild Wars 2?  Let me know here or @fleep on Twitter!


16
Mar 12

Fleep’s Notes from Virtual Worlds Best Practices in Education 2012

By no means a comprehensive summary since I can only hop in from time to time, but I wanted to jot down notes and interesting information from the Virtual Worlds Best Practices in Education conference going on now in multiple VWs including Second Life, Opensim, World of Warcraft, and others.  The full schedule is here and if for some reason you can’t go in-world to view, many of the sessions are being webcast on Treet.tv too.

Epic Win! Epic Fail! – Marianne Malmstrom (SL: Knowclue Kidd)

An inspiring opening keynote address that highlighted some “epic” projects that bring about “epic” learning.  Links to all the topics discussed available at:  http://knowclue.wikispaces.com/epic

One of the projects I was most interested in was 3D Game LabL http://3dgamelab.org.shivtr.com/

Collaborative Learning, Cognitive Processes, Telerobotic Communication and Japan Recovery in Virtual Spaces – Michael Vallance, Stewart Martin

 

Really fascinating project teLEGOrobotics –  getting students from the UK and Japan to work collaboratively in Opensim to control physical real world robots.  They plan to model a nuclear reactor in a future stage of the project.

 

The Hypergrid is Ready for You Now – Maria Korolov

Maria talked about the Opensim Hypergrid as the new frontier, provided tons of links and resources, including destinations to visit, hosting providers, and two very easy ways to get started trying Opensim – Kitely and New World Studio.

 

How Immersion in Virtual and Augmented Worlds Helps Students in the Real World – Chris Dede

Chris talked broadly about using immersive spaces in education and gave examples from his own research (currently the EcoMUVE project), showed video, talked at length about alternative forms of assessment that can be used with immersive learning, suggested participants download and read the learning section of the National Education Technology Plan, and shared his class syllabi which also includes references and citations for further research into these topics.    This was a really great presentation.

 

Interview with John Lester (Pathfinder)

John Lester (aka Pathfinder Lester), Chief Learning Officer, ReactionGrid Inc. gave a great talk about Jibe as a multiuser 3d virtual world platform accessible via a web browser or standalone client, discussion also covered differences between Unity/Jibe and Opensim, plans for the “ji-way” (unity based hypergrid), keeping in touch with the educational community involved in virtual worlds, and bunches more.  Great talk!  Here are some links I pasted in as the talk was going on:

http://jibemix.com

http://www.scribd.com/doc/81798024/Jibe-Unity-School-Quick-Start-Guide

http://reactiongrid.blogspot.com

http://reactiongrid.deviantart.com

https://play.google.com/store/apps/details?id=com.ReactionGrid.JibeAndroid

http://rutgers.jibemix.com/jibe/

http://metaverseheroes.helpserve.com/

http://groups.google.com/group/jibe-and-unity3d?pli=1

http://www.csmonitor.com/Innovation/Horizons/2012/0223/Google-glasses-due-this-year-turn-seeing-into-searching

Unity offering free licenses for Android and ioS thru April 18, 2012:  https://store.unity3d.com/products

 

Collaboration on Virtual Harmony: STEM Research on the Mars Geothermal, Nonlinear Game Design on Atlantis and Unity3D, and the Migration to MOSES - Cynthia Calongne, Andrew Stricker


Virtual Harmony is a custom virtual environment that spans over 32 simulations to promote exploration and compelling learning experiences for education in Science, Technology, Engineering, and Mathematics (STEM) as well as the study of history, leadership, innovation and military tactics. This paper introduces the current game design activities on Virtual Harmony and in Unity3D, the collaborative activities on the Military Open Simulator Enterprise Strategy (MOSES) project and a research study that evaluated the use of model-based reasoning and somatic computing for evaluating alternatives in avatar morphology to enhance STEM learning experiences within a Mars Geothermal game simulation.  Also discussed Kolb’s Learning Style Inventory.

They also showed a video:  http://gallery.me.com/astricker#100068


14
Jun 11

Down with Gamification! (BOOO) Up with Playful! (YAY)

This might be the best slidedeck I’ve seen all year:

I’ve been thinking and half heartedly blogging about this “gamification” thing for a while now and I’ve seen or read most of the authors he references in the presentation, but I’ve never seen it all tied together quite so nicely before.

For example, I’m generally a fan of Jane McGonigal’s thesis but her stuff is always just a little bit too twee for me and his critique of her “Reality is Broken”finally nailed why – life really is unpredictable and unfair and messy and complex and we can’t whitewash over that no matter how good the design or the intention or how “gamified” we try to make reality.

If you’re at all into game design, or paying attention to the “gamification” trend for online stuff, I think it’s a must see.

Hat tip to Raph Koster (@raphkoster) via twitter, and now following Sebastian Deterding (@dingstweets) too.


21
Apr 11

Leadership Matters – Praise for Rod Humble’s Keynote at Inventing the Future of Games

In early March, I was honored to be a guest moderator for the Virtual Worlds Educator Roundtable, where I got to interview the folks who make the weekly meetings happen.  It was a really great session with lots of reflections about how far we’ve come in terms of using virtual worlds for education, and lots of brainstorming about where this field is going.

But one of the questions I asked the panel kind of stuck in my mind and I’ve been thinking about it ever since.  I asked if the panel had any thoughts about Linden Lab’s new CEO, Rod Humble (SL: Rodvik Linden), and I was surprised to hear several panelists say that they weren’t following the employees of Linden Lab as closely as they had in the past.  To paraphrase, one of the panelists said something like the “the cult of personality phase” of their watching Linden Lab was over.  I can appreciate that, after last year’s downsizing at the Lab, many of the employees I knew and had spent years developing good working relationships with were gone, and it seems from the outside as if we’re almost dealing with an entirely new company.

Rod Humble in his office at Linden Lab.  Image courtesy New World Notes.

Still, I thought about the panelists’ responses and wondered if I was perpetually in some kind of fan-girl stage of watching the leadership at the Lab for clues and omens about the future of the platform.  Having given it some thought, I don’t think so.  Though I have many criticisms of Second Life as a platform, and of Linden Lab as a company, I still see Second Life as the primary consumer platform in the virtual world space – and as such, I think its leadership matters very much.  For good or ill, the philosophy of its CEO and other senior management can and will have a direct impact on my work, and potentially impact the direction the metaverse takes as a whole.

In that sense, I think it matters quite a lot what those leaders think, and as I’ve watched Rod Humble’s tweets and interactions with the Second Life userbase over the past few months, I’ve been more and more pleased that Second Life is being headed up by someone who seems to be, above all, thoughtful about what virtual worlds are, what impact games have on human behavior, and what the end goal is of our virtual lives.  In sharp contrast to the last CEO, who seemed more focused on monetizing and marketing virtual worlds as an economic tool, Humble appears to genuinely reflect on the same kinds of questions that sometimes keep me up at night.  And I find that comforting.

Humble’s Keynote at Inventing the Future of Games

I was having those thoughts about Humble’s leadership of Second Life (so far) even before I saw his recent keynote at the Inventing the Future of Games conference last week, but after watching the video multiple times, I am even more convinced that the Second Life platform is in better hands.

I should note, the audio quality of this video is not so great (part of the reason I had to watch it over and over) but I’m still grateful for the folks who made it available to those of us who couldn’t attend the conference.    If the audio troubles are too much for you, check out this synopsis on Gamasutra.

 

Asking the Right Questions

It pleases me to know that Humble is thinking about this stuff on a very deep level, and is asking the kinds of moral and ethical questions that I worry often get pushed aside in the pursuit of  making money for shareholders and investors.

Perhaps more importantly, I think he’s asking some of the right questions.   He accepts, as I suspect most people reading this blog do, that games and virtual worlds are an art form, and that games and virtual worlds can and do change people’s behavior.   The real question is – to what purpose?  And as designers and developers of virtual spaces, are we thinking about this enough?

I think it’s extremely important to look at it and say how can we take responsibility as game creators. What games should we ethically build? If you are going to be influencing those [players] you have an enormous weight on your shoulders.”   – Rod Humble at the Inventing the Future of Games Conference

Like Humble, I too hope to see virtual worlds and game worlds do more to explore the issues of power, class, and freedom – and what it means to be human in this increasingly virtual “real” world.  And I hope that this can be an ongoing dialogue  between the leadership at the Lab and the community of users who have invested in expressing their own visions of the future through the Second Life platform.

All too often in the past, it felt as if the Lab’s goals were simply to capitalize on the work of its Residents instead of recognizing that beyond earning a living, most of us are living out our digital lives in pursuit of answers to the same profound questions that govern our real lives.

Many cheers for a CEO who is engaged as deeply in those questions as we are.

 


11
Mar 10

When Game Devs Engineer the Real World – You Brushed Your Teeth, +5 points!

The concept of “Life as a Game” is certainly not a new one, when I was a kid, the game of Life was my favorite board game of all time.  I still remember the thrill of filling up my little car with boy and girl babies I imagined I’d have  at some point in the far off future, or the crushing defeat of bankruptcy, a term I didn’t really understand, but in that context basically meant “Game Over.”  Spin the dial – what does the game of Life bring you next?

And it’s not as if I’m not a big fan of video and online games – I cut my teeth on the Atari 2600/5200, hand drew maps in colored pencil to find Princess Zelda, played Ultima on a Commodore 64, still have an account on the Medievia MUD that goes back to 1994, have an 80 level holy spec priest on WoW (they nerfed holy spec, don’t get me started), and most recently celebrated the completion of my horse stable on Farmville.

I grew up on games – the first generation to grow up playing video games – I was a “Girl Gamer” back when we were a pretty rare breed and I’m still playing now that “gaming” in its various forms is so common that the Pew Research Center reports that, “Game playing is ubiquitous among Americans teenagers. Fully 99% of boys and 94% of girls report playing video games.” They also report, “More than half – 53% – of all American adults play video games of some kind.”

We are increasingly (already?) a nation of gamers.

And yet, despite the fact that virtually all young people game, and over half the adults in the US game, there still appears to be a very finite line between “gaming” and .. everything else.  We still delineate “real life” (RL) as separate from game spaces – even when the space isn’t actually a game space, as in Second Life.  The skepticism and often openly hostile reaction of scorn/pity that Second Life residents get from non-SL peeps is almost remarkable considering that the very people delivering that heaping dish of disdain turn right around and log in to WoW or EVE or Farmville.

Just yesterday, in a debate about a topic wholly unrelated to gaming, someone I was arguing with bolstered his point with the concluding line:

“I think of you as less of a person for using Second Life, and for no other reason.”

Now, to be fair, we were engaged in a sort of theatrical debate where the low blow is not only acceptable but expected, and it was all said in good fun and humor, but.. like with many kinds of humor, it was funny because it had the faint ring of truth.  Many people actually DO think less of me as a person for using Second Life, just as a decade ago they thought less of me as a person for playing EverQuest, just as a decade before that they thought I was not only insane but maybe dangerously insane for talking to strangers on the internet through those weird BBSs and MUDs full of D&D playing soon-to-be-axe-murderers.

Ahhhh how times have changed.  The internet, she vindicated me. And ahhh how times of changed, now half the adults in the US play WoW or some other game and it’s not so crazy anymore.   Alas, I’m still waiting for virtual worlds to vindicate me, but having gone through this combo-pity-scorn routine a few times, I’m not shaken by the current state of attitudes about virtual worlds, augmented reality (why would you want to look at DATA on top of the REAL WORLD on your PHONE, what’s wrong with you?!), or most of the other technologies I use that cause people to look at me askance and with wary eyes. (Twitter????  Whaaa???)

What DOES cause me great concern, however, is that these Ludic Luddites have no clue about what’s coming.

Barry Joseph delivers the SLEDcc 2008 keynote address.

I have to give all due props to colleague Barry Joseph (SL: GlobalKids Bixby) from Global Kids, an organization that does great work with youth in New York City, for introducing me to the concept of a “ludic life” at his keynote address at SLEDcc 2008.

His keynote talk, Living La Vida Ludic: Why Second Life Can’t Tip, is worth watching, and it’s one of those talks that sticks in your mind like a burr, at the time it didn’t quite penetrate (I was one of the conference organizers, so my brain was on 50,000 other things) but it stuck with me, and in the years since, the message he delivered only resonates more strongly with time.

Loosely translated, it’s about living a playful life.  It’s about combining the adventurousness, fun, openness, exploration, and all of the other joyful aspects of our game play into our “real life”.   The central thesis of his keynote was that virtual worlds and other platforms like Second Life can’t and won’t tip, until the broader culture of “living la vida ludic” tips.  One must come before the other, and back in 2008, he made it clear that the title of his talk could be taken in two ways – first, that virtual worlds like Second Life would NEVER tip – or that something was holding Second Life back from tipping into the mainstream.  He left the question about which interpretation was right for the audience to decide, but I thought then as I do now that the answer was the latter.  There are forces at work holding back virtual worlds, Second Life, AND the ability for us to live a ludic life as openly and as joyously as we wish we could.

Those who don’t understand not only feel scorn and pity, they feel fear.

Yes Virginia, NASA scientists say  the earthquake in Chile may actually have knocked the earth's axis.   It's not just your perception, the world has actually shifted.

Yes Virginia, NASA scientists say the earthquake in Chile may actually have knocked the earth's axis. It's not just your perception, the world has actually shifted.

As I said to a good friend of mine the other day, I’m struggling with this.. feeling I have, that all of the meta-narrative that stood at the very foundation of my understanding of the world – how the world works, where it’s going, where I fit into it, what I’m supposed to be doing – the meta-narrative from my childhood seems to not make much sense anymore.

The world seems off kilter.  It’s changing so quickly, I don’t know anyone who feels like they can keep up with the pace of change.  And so many major systems that underpin our society and culture appear to be, frankly, broken.  On the rocks.  Our government. Our banking and finance system. Our ecosystems.  Our healthcare system.  Our system of education.  None of these systems and institutions appear to be meeting the needs of our society as we experience it TODAY.  They all seem to be failing us.

Why?  It’s a no brainer, of course, and not an original thought at all.  It’s simple – the systems and institutions built to address the needs of a pre-digital-society don’t work to address the needs of a society that can get, transmit, and transform information as quickly as we can today.

And boy is that causing a lot of fear.

I feel it, don’t you?

Fortunately, the nation’s best teachers have some advice

(well, mostly the nation’s best male teachers, but that topic is for another post)

Chris Lehman at TEDxNYED explaining that changing education necessarily means changing the world. Photo credit WayneKLin.

The rousing chorus of last week’s TEDxNYED conference, where superstar educators from K-12 and higher ed like Larry Lessig, Henry Jenkins, George Siemens, Mike Wesch, Amy Bruckman, Dan Meyers, and others converged, is that the education system is not only broken – it’s getting worse. They blasted out  conversation starters about why and how and what needs to change in the US (educational system).

Perhaps most importantly, the subtext of the conference was that the issues teachers and educators are facing aren’t just confined to the “educational system” – as if it’s some discrete thing disconnected from the society and culture at large – and indeed, as George Siemens said, considering that society dumps every ill and issue at the doorstep of education to solve, it’s amazing the system functions as well as it does.  But take out the word “education” from these TEDxNYED Talks, and they are talking about what society at large needs to do to adapt to our changing circumstances.  (The videos aren’t up yet, but they’ll be available on YouTube soon.)

At least for the purposes of this post, I think the first important piece of advice came from Michael Wesch.  Which is simply this:

When a game changing technology enters a society or culture, you don’t have the option to opt-out.  It changes everything.

All those Ludic Luddites, who fear the technology, avoid the technology, feel that the current systems of getting things done would work just fine if only they could better regulate, standardize, and enforce them, are just plain wrong.  The world has shifted and there’s no turning back now.

What does this have to do with gaming?

Slide from Dan Meyers' talk at TEDxNYED - quests anyone? Photo credit kjarrett.

Well, I’m getting round to that.

As I watched these presentations and suggestions from teachers about ways to improve (society) education, I couldn’t help but see game elements – and the ludic life – infused throughout their talks.

When Dan Meyer talked about changing math curriculum to stop asking kids to give the answers, but instead help them figure out what the important questions are, it looked like creating good game quests to me.

When Lessig and Jenkins talked about mashup culture and how destructive it is to limit the creativity unleashed when you put tools in the hands of individuals, it reminded me an awful lot of how content gets created in virtual worlds like Second Life and OpenSim.

Or what about this quote from George Siemens’ presentation:

George Siemens at TEDxNYED. Image credit WayneKLin.

The solutions we need to address societies biggest problems – (global) warming, population growth, poverty – will be found through serendipity, through chaotic connections, through unexpected connections. Complex networks with mesh-like cross-disciplinary interactions provide the needed cognitive capacity to address these problems.

Sounds like the serendipitous, chaotic, and unexpected connections you form in WoW, or EVE, or any other game world, and “mesh-like cross-disciplinary interactions” is just fancy talk for good class balance.  Can’t have too many tanks and not enough healers or the whole thing comes crashing down.

Ok.  And one more, also from George:

The big battles of history around democracy, individual rights, fairness, and equality are now being fought in the digital world. Technology is philosophy. Technology is ideology. The choices programmers make in software, or legislators make in copyright, give boundaries to permissible connection.

This is, of course, the perennial battle between the game players and the game gods. Except wait, what?  The whole story of the birth of the US is all about us being our own game gods.  Hm.

In any case, the point here is, I think the Ludic Life is starting to tip.

We haven’t hit it just quite yet, but the elements of game play that Barry talked about in 2008 are starting to show up in the oddest of places.  The World Bank is funding an Alternative/Augmented Reality Game called EVOKE that has thousands of people, from school kids to adults, and from all over the world, playing a “game” that promises to teach us how to address major global issues and respond to global crisis.  Oh, and you might win scholarships, grants, or seed funding from the World Bank if you have a good idea.  Put that on your resume!

While Facebook and other social networks like Twitter have been the talk of the town, a recent NPR story cited research showing that more people play Farmville than use Twitter.  And it isn’t your kid playing, it’s your mom.  The average Farmville player is a 43 year old woman, and there are 80 million people playing.  80 MILLION.

Smartphone apps like Foursquare and GoWalla are turning our real lives into games, too.   I’m now the proud “Mayor” of Queen Mary’s Family Restaurant, where my mom and I go have breakfast on Sunday mornings.  I had to edge out some other fella who got there before me.

So, what’s bad about that?  Isn’t this a GOOD thing?

Well, yes and no.

Many thanks to my good friend and neighbor in Chilbo, Roland Legrand (SL: Olando7 Decosta), for the post on his Mixed Realities blog that brought the video below to my attention.   Check this out:


What happens when game devs (working for corporations?) become our primary social engineers instead of the nominally elected politicians?

Naturally,  I’m interested in the ways that game mechanics, game culture, game concepts, and game design filter out and influence RL.  And though I work in higher education, my undergrad degree is in Political Science and my not-so-secret passion is sort of the nexus where the emerging metaverse and game culture is changing “real life” society and culture, which of course includes education but goes beyond edu, too.

I know I’m not the first guild master to think that herding this bunch of cats is way more complicated than many RL jobs, or to realize the skills I learned adventuring with my guildies often had applicability to real life situations. I’d like to think I learned something about teamwork, diplomacy, compromise, and all sorts of organizational, strategic, tactical, and political skills through my journeys in worlds that only exist in bits and bytes.

Generally speaking, my career, my work, this blog, everything I’ve been doing for the last 10 years is about bringing this technology to people who don’t have it/know about it/use it yet.

But watching that video gives me the willies.

First, because I don’t think it is as far off in time as some think it might be.  Second, because I don’t think it’s that far fetched in terms of what could actually come to pass.  And third, because I’ve been a lowly peon player in the game god universes/metaverses for a really really long time.  On an old BBS I’m still using, I’m one of the “moderators”.  And you know what we say?  This ain’t a democracy.  Don’t like our rules, don’t play.

Furthermore, my post the other day about Stickybits demonstrates just how quickly the barriers to privacy are falling.  I posted that barcode just to figure out how the service worked, and before I knew it, I was collecting the home addresses of my blog readers without even realizing what I’d done.

Want me to know your home address?  Go ahead, download the app to your smartphone and scan that barcode.  I’ll get an email within a minute or so letting me know you scanned it, and where you were on the planet when you did, right down to the address and a lovely Google Map pinpointing your exact geo-location.

And I guess I should award you 5 points if you scan it.  Redeemable for..  I don’t know what yet.  An hour long private tour of Second Life, I guess.

And now I’ve broken the #1 rule of the 140 character metaverse, which is to make a really really long post and get to the end and not have any answers.

I don’t know exactly what train we’re on here, but the train seems to be moving ever faster and faster.  And I worry more and more about who’s driving the train, and I have a sort of sick feeling that about half of the passengers have no clue that they are even on THIS train – I think they think they’re on a different train entirely, and that they’re driving it.  But they aren’t.

I dunno.

As much as I love gaming, and I do love it, I’m not so sure I want Crest giving me points for brushing my teeth.  I think I’ll have to come back to this.

Thanks for reading if you made it this far, and if you have any thoughts, I’m all ears.


10
Jan 09

2008: The Year of Limits

I started writing this post in 2008 but didn’t get it finished before the year ended, even with the extra second. In light of the subject, perhaps that is quite apropos.

Like most of you, I’ve been reading all of the end-of-year retrospectives and predictions posts, and scrolling through the “year in photos” or video clips or whatever, caught up in refreshing my memory about just how many things happened in 2008. Wars, elections, economic meltdowns, media shifts, massive natural and man-made disasters, and that’s not even including all my personal stuff. It was a crazy year no matter how you slice it!

And though it is.. overwhelming to absorb this barrage of our collective memories on the net, I do think there’s value to the tradition of reflecting on the year just past and the year ahead. If it’s honest reflection, and you or someone else learns from it, then there can never be too much of it so I refuse to apologize for the length of this post. =)

2008: The Year of Limits

In reflecting on 2008, my experience was one of recognizing “limits”. Some of them are absolute limits, but some of them are just current limitations that I know will change in the future. Some of them are artificial limits, too, and those seem to deserve special attention since it’s easy to make bad choices if you’re working with falsehoods.

The list below describes some of the limits I ran into in 2008…

1. The limits of American-style “free-market” capitalism

Wall Street I won’t belabor the point, we’ve all heard plenty of analysis and finger-pointing, but I will repeat the headline from my initial blog post at the beginning of the end of the beginning of the crisis:

Privatizing Gains, Socializing Losses

On the days when I feel most pessimistic, I think the TARP bailout is nothing more than a wholesale absconsion of our national treasury with perhaps more on the way. So far at least, the US government seems to be much more concerned about the troubles of our corporate citizens than the troubles of our human citizens. On my optimistic days.. I have the teensiest bit of hope that _someone_ _somewhere_ will have the will and the power to do what’s best for the people, not just what’s best for the corporations.

The economic problems have limited the options for many people I know – friends and relatives laid off, retirement nest eggs shrunk to nothing, people unable to sell or buy houses and get on with life. On a personal level, I haven’t felt this economically pinched in a long time. My modest university salary isn’t keeping up with the rate of change very well and in 2008 I began to really hit the limit of my budget in ways that cause me to question what I’m doing, how I’m doing it, and how much I can scale back.

Of course, many people are in tight situations right now, that’s why they call it a recession! But it’s what choices you make when you start to hit those limits that define who you are as a person and as a people.  The government (of the people, by the people, for the people) has choices, too. I guess we’ll see in 2009 what choices we all make in light of these new limits and I hope for all of our sakes that they turn out to be good choices.

2. The limits of American racism

Change

Of all the limits on my list, this one felt really good to bump up against. I can’t say how immensely proud I am of my country for the results of the 2008 presidential election. I am relieved to know that the president-elect’s middle name is Hussein and his last name sounds like Osama, and he’s black, and spent some time living in a Muslim country, and grew up in a non “2 parent/2.1 kids” houseshold, and that none of these things kept him from being elected. Not that racism has ended by any means, but this was an example of its limits and it really does give me hope.

On the personal side, my 74 year old grandpa who still refers to people as “colored” from time to time, and who has been a staunch Republican voter all of his life, actually voted for a black Democrat. Yes Virginia, hell really did freeze over! I can’t take 100% credit for this change of course, but we had a lot of downright difficult and uncomfortable conversations about race, so this year’s election felt like a personal victory as much as a national milestone.

3. The limits of the American educational system and limits to learning online

It’s possible I am living in a concrete-reinforced, super-duper-thick, no-sound-enters-or-escapes echo chamber, but it seems that everywhere I turn, everyone from _everyone_ is convinced that the American educational system is in desperate need of a massive, major overhaul. In my own neck of the woods, Ohio is in the process of implementing a state-wide university system, several education related organizations that are funded by the state are being abolished or merged, and a couple of universities including my own are switching from quarter systems to semesters (not as simple as it may sound and more expensive than you might think).

So change is happening already in a pretty big way, but I’m not sure how much these changes will address some of the underlying problems. One of which, I am convinced, is a staggering lack of understanding about the power of current IT/web/net based technologies. There is increasing curiosity at all levels – thank goodness or I wouldn’t have a job! But from administrators to faculty to staff, I’m perpetually shocked by how little others use the web even for basic things,like as a reference system. Everyone now uses email, of course, and LMS adoption has increased tremendously in both breadth and depth of use, and the core university business and billing systems are state of the art, but the social media/personal empowerment side of the web doesn’t seem to have penetrated academia very much yet at all. You might be surprised how many faculty don’t know about using quotes in google searching, for example, or who don’t read the blogs of their peers from other institutions.

I find that pretty distressing for a lot of different reasons, not least of which because this lack of understanding really limits my choices as a student (or potential customer, if you prefer).

The first problem is that the thing I want to study not only doesn’t have its own discipline or recognized curriculum, most people aren’t even aware it exists! My area of study is the metaverse and I spend far more time trying to demonstrate that it is “real” (ie has real impact) and justifying why we should be studying it than anything else. What time I do get to spend on actual research doesn’t count towards tenure, and unfortunately, most of my output is in blog posts and wikis and PDFs and Second Life builds, and none of these things will get me a degree either. They aren’t “accredited” kinds of output.

The second problem is that even if I could find a good fit in a program, then what? Will I be able to bear sitting in a classroom with a bad teacher who regurgitates the text book and wants me to regurgitate it too? Will I be able to keep my trap shut when we all hand in our papers to the prof and learn nothing from each other instead of sharing them so we all learn more?

When I think of it, I tend to tell myself and others that I can’t find the time or money to go back to grad school right now (artifical limit, I’m sure I COULD if I were willing to radically alter my life), but the truth is something different: I can’t bear the thought of fitting my learning style back into that crummy old model when I’ve found something 1000000 times better – the entire web is my school, my laboratory, and my teacher. I would guess that in 2008 I read more reports, white papers, and peer-reviewed journal articles (and thousands of blog posts and news articles), attended more lectures by more world-class thinkers and teachers (and talked to them, individually!), and had more hands-on, active and engaging learning experiences than I have ever had in any other year of my entire life – in school or out. I also spent a heck of a lot of time reflecting on what I learned, sharing it with others, collaborating on shared learning experiences, and had a few pretty nice milestone publications of my own.

Everywhere I look, I’m butting up against limits. Limits of the existing system, limits to people’s understanding about what it is I want to study, limits in program and curriculum choices, personal limitations (financial, practical, selfishly wanting to learn MY way instead of THEIR way)..

Furthermore, despite the free and wonderful education I received from the intarnets this year, I also learned that there are limits here too. There are limits to how much information I can process, how many connections I can form, and how many channels of communication I can keep up with. There are absolutely, most definitely limits to how many emails I can process in a day. There are limits to how much I can learn on my own unaided by others. I often have questions, need help, need guidance, need mentoring, need direction. I know without a doubt my work and output would improve if I had a better foundational understanding of both the technology that makes the metaverse possible and the research that already exists about human behavior in online environments. I don’t for a second believe I can “master” this material all on my own, even with the tremendous resources the web offers.

And of all my learning experiences online this year, I’m perhaps most grateful for my experience with the Connectivism & Connective Knowledge MOOC (Massively Open Online Course), because it _broke_ some (artificial) limits in my understanding about what a “class” is and could be, reinforced some limits I was aware of (how much info/connections/channels I could keep up with), and gave an example of how universities might overcome limits in how many students they reach.

Without a doubt, these limits are frustrating, but not altogether discouraging. It just means there’s much work to be done, and I sincerely hope decision makers at the institutional level are paying attention to technology, but at the same time, I also hope that those of us using and evangelizing technology are being honest about its limits even as we explore its promises.

And speaking of technology evangelism…

4. The limits of personal evangelism

My suitcases are tattered from so many cross-country flights here there and everywhere talking about Second Life, Web 2.0, and the emerging metaverse. I gave talks at conferences and workshops and lunches, to teachers, professors, administrators, instructional designers, businesses, entrepreneurs, laywers, government employees.. so many different sectors of society. What I’ve taken from all my days on the road is that there’s a real lack of perceived value and ROI. 1) People need to see more evidence that this technology is useful for accomplishing their goals before they will be willing to invest the time and resources it takes to get to successful implementation. 2) The technology itself must become cheaper and easier to use.

This is not revolutionary news, I know. But I’m reminding myself because as I mentioned above, I genuinely hope to do more research into those areas so that the next time I spend all day flying across the country just to give a two hour talk, I feel like it was really and truly worth the trip for me and the audience and the university that paid for me to do it.

I guess this means my “zealot phase” (and hopefully “self-righteous jerk phase”) is over for the moment. That isn’t to say that I’ve given up, but rather that I’ve learned the limits of what I, Fleep can do alone. I need to start leveraging my networks better and work in collaboration with more people instead of running myself ragged trying to do too much alone.

5. Limits of the Second Life platform and our current Metaverse

Of course, the job of evangelizing would be a lot easier if the thing itself were easier. Alas, we face some tough issues. The metaverse as a concept is mind-boggling for many, the best iteration of it at the moment (Second Life) is hard to use and has serious limitations, and everything else out on the horizon is still in alpha/beta phase.

I really can’t stress enough what an obstacle our current lack of.. vocabulary is. What is a virtual world? What is the metaverse? What the heck is Castranova talking about with all this synthetic stuff?

Earlier this year when I was struggling with the Looking to the Future: Higher Education in the Metaverse piece, the hardest part was explaining what the metaverse currently IS, nevermind what it might be in the future. Here’s what I wrote:

In its current context, the metaverse is a complex concept. For the purposes of this article, the definition in the Metaverse Roadmap will suffice: “In recent years, the term has grown beyond Stephenson’s 1992 vision of an immersive 3D virtual world, to include aspects of the physical world objects, actors, interfaces, and networks that construct and interact with virtual environments. . . . The Metaverse is the convergence of 1) virtually-enhanced physical reality and 2) physically persistent virtual space. It is a fusion of both, while allowing users to experience it as either.”

In short, we can imagine multiple and myriad digital mirrors of the real world existing alongside multiple and myriad digital worlds that do not represent the real world, all used for a variety of purposes, tied into a variety of communication methods, and populated by any user with Internet access, as well as a steady stream of data originating from objects and devices in the real world.

That’s awful! A mouthful of confusing stuff and I feel very disappointed in myself that I couldn’t find a better way to communicate it. That’s a limitation I (we) must break through in the coming years.

Beyond the limits of our terminology, there are serious limits with existing platform(s) that can’t be ignored either. I still believe that anyone interested in the metaverse must be in or at least paying attention to Second Life – Linden Lab’s platform and the OpenSim derivatives are the most promising metaverse project on the horizon, and perhaps more importantly, the people using, working, and playing in Second Life simply _are_ the vanguard.

But Linden Lab’s Second Life, and the alpha-stage OpenSim grids, are still extremely limited in their enterprise use. Whether the intention is to use it as a social or collaboration space, or as a modeling and prototyping space, or to explore the new frontiers of music and art made possible in these worlds – the platforms need a LOT of work across the board, from the GUI to reliability to providing access to other digital content. Sadly, after 5 years of being out of beta, Second Life’s group IMs still don’t work reliably.  I can’t show a flash or .wmv movie in Second Life, can’t collaboratively access webpages and documents with others easily, and it takes forever and 50 steps to do something as simple as making a prim clickable to launch a webpage.

And those are the simplest technical limitations that need to be overcome. That’s not even getting into the wet, squishy world of legal, philosophical, and social questions: content creator rights, intellectual properly, who has jurisdiction, who governs these spaces, code as law, what’s happening with all of the data we generate from “living” in these spaces and how can we protect ourselves from its misuse, what are the social implications for communities moving to the metaverse, and on and on and on..

In other words, we have a LOT of work to do.

6. The limits of Will Wright

Yes, I’m sorry, this one gets a whole bullet point of its own. Do you have ANY IDEA how long I waited, and with how much _anticipation_ I waited for the release of Spore? (Many many years, and a lot, respectively.)

Others have done a much better job than I in analyzing just why it was such a rotten egg, but I think that might be my biggest (most trivial) disappointment of the year.   I don’t know where it all went so wrong, Will, but dude, you really let us down.

(Sorry, needed a little levity before tackling #7..)

7. The limits of life itself

In late 2007, we learned that my Dad (grandpa, actually, but my dad in all other ways)  had stage-4 metastatic lung cancer that had already spread to his adrenal glands. By mid-2008, it had spread to his spine.  Helping to take care of him through this battle with cancer has been excruciating and it affected every single day of the year for me.

I know that death is a part of life. I know that death is inevitable. I know that I am neither the first nor the last person to lose a parent or to lose a loved one to cancer. I know that some day I will die. I know all of these things, but I’ve never _felt_ them until now.  In my heart, I know it’s a minor miracle that he’s survived more than a year past the initial diagnosis, and it’s a gift that we’ve had all this time to say goodbye, share memories, and adjust to the hard reality. But it has also irrevocably changed my sense of time. I see the limits it imposes on us all in the starkest of terms now.

This experience has also made me wonder how on earth people without families or support networks manage in the face of serious illness (something we’re all bound to face) because without a doubt, I have finally seen the limits of the American health-care system up close and personal.

Wow, what a wreck. I don’t even know where to begin. The absurdities of insurance claims and Medicare, Part-D and doughnut holes, hospital staff that don’t even put on clean gloves unless you ask them too, different doctors with different charts and lab results and patient information systems that don’t talk to each other, medication regimens that require a PhD and 50 gazillion bottles, refills, and dosages to keep up with, doctors prescribing medications that conflict with pre-existing orders… the list goes on and on and on and on. It’s insane. INSANE.

Our family care-team is made up of four intelligent, literate, capable people and we can’t really keep track of it all. The hoops are simply ridiculous, the cracks in the system are more like black holes, and for all the mistakes or near-mistakes we’ve caught, I fear to think of all the ones we didn’t. And I would be remiss if I didn’t mention my deep bitterness that the _only_ part of the American health-care system that appears to be using IT efficiently is the damned billing systems. Sharing information about the patient to improve care? That’s a spaghetti mess, but they can sure share information about how much it all costs!

Perhaps my viewing the year 2008 from this prism of limitations is all the result of Dad’s cancer; maybe it’s colored my view so much that limits are all I see at the moment. But I don’t really think so. When I look at what’s happening in a broader context, I see that the American economic, education, and health care systems aren’t the only large-scale systems and institutions that appear to be feeling the strain.

For one, the financial/economic crisis is definitely a global one. It’s not an indivual experience, or a national experience, it’s a global one. Even those who haven’t felt the pinch yet have certainly felt the fear.

For another, I believe wars and violence result when political systems fail. Mumbai. Iraq, Afghanistan, Pakistan, Sudan, Palestine, Georgia, and many more places besides, deaths caused by people killing other people, caused by the limits of our existing political institutions.

Human activity in combination with completely “natural” weather and geological phenomena are rapidly, and I mean RAPIDLY changing our environment. The very finite resources of the planet and the real consequences of natural disasters are absolute limits that we simply can’t afford to ignore. The earthquake in Sichuan, China killed almost 70,000 people. The Nargis cyclone in Myanmar killed almost 135,000 people. Predictions seem to indicate that more trouble is on the way, and for the most part, our individual, national, and global responses to these challenges have seem limited by disorganization, misinformation, and a terrible refusal to plan for the reality we all know is coming. It’s absurd. And frightening.

I should probably stop there, this post already turned into something of a monster and I could go on in this vein for quite a while. But the lingering question I have at the end of all this reflection is this:

Have we reached the limits of our patience with behaviors and systems that just plain don’t work anymore?

I sure hope so, because the upside, the real benefit to recognizing these limits, is the ability to leap into the paradigm-shift – and leap we must.

The parameters aren’t what you thought they were.

The rules of the game are changing.

The world of the 21st century is different than the world of the 20th.

The sooner we come to terms with it, the sooner we can start dealing with it. These limits – even the artificial ones – really need to, can, and must be addressed.

I don’t know if I’m up for all the challenges I see looming in the days ahead, with my work, my personal circumstances, with Dad’s cancer. I don’t know how to best prepare, either, but if I’m sure of anything after 2008, it’s that I don’t have a choice about it anymore. The changes are already coming too thick and too fast to ignore, best get with it, buckle down, and get ready.

(And 10 days after the new year, I finally get this posted.  Hooray.)

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05
Jan 09

A Wii for Christmas

It’s funny, my first reaction to this video was to turn down the volume (man these kids have a set of pipes!) and then to laugh at the sheer joy of it. I remember when Christmas felt like that! I don’t know if I got THAT excited over my first Cabbage Patch Doll, the must-have toy when I was of an age to believe in Santa, but probably pretty close.

My second thought was.. what is it about the Wii that makes them scream, cry, faint, and roll around – literally – in ecstatic joy? Is it just the Must Have gift of the year? Is it the technology? Is it how much fun it is to play with others?

Not sure, but talk about extreme emotion!