Skip to main content

Benjamin Jörissen's Library tagged virtualworlds   View Popular

15 Jan 09

Virtual Worlds Management

  • Based on
    comprehensive research available through VWM's

    Virtual Worlds News

    there are now over 150 virtual worlds operating or in development with
    a focus on the youth market (18-and-under). That's up from just over
    100 in April, though not
    all of these are new developments.
  • As in April the tween category (here looked at as 8 to 12) leads
    with 88 worlds live or in development (up from 62 in April), followed
    closely by kids worlds (7 and under) with 72 worlds (up from 52 in
    April) and then teens (13-18 years old) with 60 worlds (up from 44 in
    April).
05 Nov 08

ENISA Position Paper "Security and Privacy in Virtual Worlds and Gaming"

Malicious programs that specifically target online games and virtual worlds aimed at stealing online game passwords are becoming a serious problem. Such malware is invariably aimed at the theft of virtual property accumulated in a user’s account and its sale for real money. The failure to recognise the importance of protecting the real-money value locked up in this grey-zone of the economy is leading to an exponential increase in attacks targeting online MMO/VWs.

The main body of this report describes in detail these risks and others, including privacy risks in MMO's, in-game access-control vulnerabilities, scripting vulnerabilities, denial of service, spam and threats to minors, before making a number of recommendations on how to remedy them.

To provide evidence for the report, we conducted a survey of 1500 users of MMO/VWs. The complete results can be viewed at the following link:
pdf http://www.enisa.europa.eu/doc/pdf/other/survey_vw.pdf

www.enisa.europa.eu/...position_papers.htm - Preview

ENISA privacy MMO DigitalGames virtualworlds

"Lively": Google Launches Virtual World in Competition with Second Life

  • Google's platform will run in a browser
  • Google says that their virtual world is not intended a separate destination but rather something that integrates with "real life":


    "It's integrated with the Internet. It's not an alternate destination," said Niniane Wang, Google's engineering manager for the project. "Our intention is to add to your existing life."

24 Jun 08

Alkoholismustherapie: Wie Shelly in "Second Life" dem Wodka widersteht - Netzwelt - SPIEGEL ONLINE - Nachrichten

    • (Disinhibition) - on 2008-06-24
    Add Sticky Note
  • Accelerated Recovery Centers, der ersten Alkoholikerhilfe, die die Online-Welt "Second Life" in ihr Therapiekonzept integriert
  • 2 more annotations...
21 Jun 08

Social Gaming Summit: User-Generated Games in Social Networks

  • That ranges from Habbos creating their own  pretend shops to IMVU's emphasis on user-created content--Rosenzweig says that almost 100% of its 1.6 million items are user-created, seeing its top ten developers raking in $100,000 over the last year--to Three Rings' Whirled, which encourages users to build their own games from the ground up.





    The big question, of course, is how to monetize that content. In IMVU, said  Rosenzweig, creators "do what they do because it's cool, but they like making credits" by selling the items in world. That can then be cashed out through IMVU, which leads to 90% of its revenue, taking a cut while transfering IMVU credits to real world dollars. That user attitude is true of Dogster and Catster as well--users don't get a cut of the money generated by creating games around their items and boosting activity. They just enjoy creating and sharing. For Whirled, Three Rings is still experimenting with its business model for sharing and creating content.

1 - 20 of 65 Next › Last »
Showing 20 items per page

Diigo is about better ways to research, share and collaborate on information. Learn more »

Join Diigo