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Entropia Universe: Eine echte Bank unter staatlicher Finanzaufsicht in der virtuellen Welt
Virtual Worlds Management
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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).
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
"Lively": Google Launches Virtual World in Competition with Second Life
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Google's platform will run in a browser
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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."
Alkoholismustherapie: Wie Shelly in "Second Life" dem Wodka widersteht - Netzwelt - SPIEGEL ONLINE - Nachrichten
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Add Sticky Note

- (Disinhibition) - on 2008-06-24
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Accelerated Recovery Centers, der ersten Alkoholikerhilfe, die die Online-Welt "Second Life" in ihr Therapiekonzept integriert
- 2 more annotations...
Social Gaming Summit: User-Generated Games in Social Networks
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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.
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