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More news, views and spews about Second Life:
Mitch Wagner shows that, once again, he ‘gets it’ about Second Life:
“If a real-world business wants to get real business value from Second Life, that company has to have knowledgeable people in-world ready, willing and able to talk about the company’s products and services.
That’s what’s really valuable about Second Life for real-world businesses. Companies have become disconnected from their customers by more than a decade of Internet shopping and big-box stores. Customers don’t want to talk to salesmen anymore, they want to go buy something on Amazon.com, or eBay, or Craigslist, and not have a real-time interaction with human beings.
That’s true everywhere but in Second Life. Second Life is all about people connecting with people. The chief complaint users have about real-world businesses that come to Second Life is that there’s nobody to talk to. The real-world businesses put up impressive builds, and leave them standing empty.
Smart businesses come in to Second Life prepared to host events. That’s what Intel is doing, with its presentations and its software developer contest. And that’s what we’re doing with our series of kaffeeklatsches, Tuesdays at 6 pm Second Life Time and Fridays at noon — we’re bringing people together to talk about technology and business issues. Yesterday we had 25 people, which is great turnout for a Second Life event.”
And which is why the crayon Coffee Mornings are so brilliant — you wouldn’t believe who turns up!
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University of Nottingham studies Second Life ‘Griefing’:
In an effort to better understand bullying through its all-pervasive virtual manifestation — i.e., griefing — scholars from various departments of the University of Nottingham conducted a focus group on the topic in Second Life. As per Dr. Thomas Chesney, who lead the study, its purpose was to determine the how and why griefing occurs, and what carryover it can have on the victims’ real lives.
The focus group drew around 50 respondents, and according to Dr. Ian Coyne, Lecturer in Occupational Psychology:
…power was a key factor in griefing. In Second Life it appears that the power imbalance between a griefer and a target is focused on knowledge and experience. A new resident (newbie) may be targeted because of their naivety and inability to stop the griefing. As one participant put it: “information is power…experience matters.”
Experience matters, folks! Get into#3d virtual worlds now!
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From NewsBlog: A property case against Second Life publisher Linden Lab filed in a Pennsylvania court will not be dismissed, a judge ruled. Many people are watching this case closely, because it represents the first virtual-world property dispute to make it this far in a legal proceeding. If the eventual result is a ruling that Linden Lab has to give back the property, valued at around $8,000, it could have major implications for Linden Lab and makers of online games like World of Warcraft and many others.
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Telegraph.co.uk has become the latest news outlet to enter Second Life after building a recreation of the Chelsea Flower Show inside the virtual world.
“The Second Life Telegraph.co.uk Chelsea garden has been made so you can see the design close-up and move around it in a way you never could at the flower show.
“There is information about the design on hand, including a full list of the plants used and notes from the gardeners involved” said Telegraph website assistant editor Ian Douglas.
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Sky News last week opened the doors to its own virtual newsroom at the Hay Festival this Sunday.
Sky News politics editor Adam Boulton, who anchored a simulcast from an approximation of the broadcaster’s tent at Powys on television and inside the 3D world, said the feature attracted 700 avatars, more than the software was able to cope with.
Boulton said Sky would be staging more events in-world in the coming weeks.
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