Daddy, Can I have your credit card?

I’ve mentioned the Barbie virtual world a few times in the past. On the often scatalogical, always irreverant, sometimes offensive, Second Life Herald, Sigmund Leominster takes a look. The extent to which features are paraded just out of reach of children without the subscription based ‘VIP’ accounts was a bit of a surprise – more blatant that I’d actually expected:

But wait… there’s more. The “Add to basket” button was grayed out. On screen was a large button exhorting me to click to become a VIP member? It turns out that although I can actually earn Barbie Bucks, I can’t spend any until I become a VIP! So here I am with money to burn and no way to use it. Damn. So for $5.99 US, I can be a VIP for one month, for $17.97 I can have a 3-month membership, and $35.94 gets me a 6-month ride. All these exclude taxes.

Disagree with Sigmund on the chances of success – after all children are looking for something quite different. Barbie Girls seems to be doing very just now, and probably will continue to do so for a while. Interestingly, it seems that all Barbie chat is limited to options from a list – Club Penguin gives the option of logging into worlds with text chat or those with chat options from a pre-determined list – so parents can choose whether or not to go with the freedom, flexibility and risks that come with free-chat.

Game Development Resources

A short list of a few game development resources – from beginner to professional/advanced. Useful for tutors, students, hobbyists and professionals.

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Upgrade: Technology-Enhanced Learning

The new issue of UPGRADE is now online, a special issue on Technology-Enhanced Learning. Quite a few interesting papers, two on game-technology for learning which I mention here.

Pablo Moreno-Ger and co-authors consider “Game-Based Learning in e-Learning Environments”, and present <e-Adventure>, an authoring system for educational graphic adventure games. The games created using <e-Adventure> can ten be integrated into standard web-based Virtual Learning Environments (VLEs) using the IMS Learning Design standard.

Another paper considers a different approach to integrating VLEs and game-based technologies… its a paper on Sloodle, by Jeremy Kemp and myself. (And there is another paper discussing an implementation of Moodle to support 30,000 plus users, of interest to Moodler’s out there…)

All papers are also available in Spanish in the print edition of Novatica – and will hopefully be available online soon.

Videolectures.net

VideoLectures.net is an online database of videos of lectures from academic conferences worldwide. There is a very heavy bias towards computer science (1351 lectures) and – even more specifically – machine learning (625 lectures on this alone, over 1/3 of the total number of lectures). Only four presentations in the education category!

One of these is the Sugata Mitra lecture, below, hosted on GoogleVideo. Despite the failings, the site is a very useful resource – more so for some topics than others.

[googlevideo=http://video.google.com/googleplayer.swf?docid=817865730995933068]

Checkers, Chess and now Go

Computers have long been able to beat (or at worst draw) against the very best human players at checkers. Not only that, checkers has been solved. Supercomputers have been able to beat grandmasters at chess (although not without losing games too) for a few years. Go on the other hand proved to be a much harder challenge – and until very recently the best computer Go players on the planet still only played at the amateur level.

Now a Dutch supercomputer has managed to beat a human professional Go player – albeit with a 9 stones handicap. A little while yet before a computer Go player beats a top ranked human player without a handicap, but that is now an achievable goal.

Not much at all to do with education, but I thought it was interesting.

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Anti-Obesity Online

I have great timing. The same day I wrote this piece about McDonald’s new virtual world, WiseHealth launched Wisenhimer - a virtual world for children (5-12) aimed at teaching them about healthy living and eating. Includes a range of free games and premium subscription based content.

(via Virtual World News)

For kids, again

Via discussion on RezEd, via The Parents For Ethical Marketing blog (Children’s online virtual worlds create dull mini-capitalists), a link to a new report on virtual worlds for children, and their (ab)use by corporate marketers.

Many online games and virtual worlds violate at least two of PEM’s standards of ethical marketing:

1. They interfere with the parent-child relationship by enticing young children to hand over an email address (and other personal information) without parental permission.

2. They take advantage of a child’s inability to understand that advertisers want their money by making the ads indistinguishable from the game itself.

Then I spotted a link to a recent interview on this in the Grauniad’s Tech Weekly podcast.

DIS:E – Games and Academia

Part 3 of my overview of the Edinburgh Interactive Festival, 2008. Comment on the DIS:E symposium, organised by the Virtual Policy Network. The theme for the symposium was Games and Academia, and the different speakers each highlighted different ways in which games and academia can and do interact. All the presentations should be available on the Virtual Policy network before too long, my own take below – rants, commercial interests, virtual worlds, psychology, debate and how I was obliquely (unintentionally?) insulted by a (the) living legend of virtual world game development.

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EIF: Virtual Worlds and Gaming in Education

Part 2 of my review of the Edinburgh Interactive Festival. Part 1 here.

Overview of the morning from the last day of the Edinburgh Interactive Festival, where I attended two talks in the main panel on MMOs and caught the end of the Gaming in Education session. Rambling starts below…

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ObesityOnline

Two unrelated items culled from the incredibly useful Virtual Worlds Weekly newsletter. The newsletter continues to amaze me with the sheer number of virtual worlds being launched constantly, and the range of activity within.

The first item to catch my eye this week was mention of a quote from Philip Rosedale (aka Philip Linden of Linden Lab) estimating that 15%-20% of activity in Second Life is business or education. That is quite a high percentage, and very encouraging. The full interview is here on Fast Company.

The second is that McDonalds have launched their own virtual world! See it for yourself here. They are currently accepting votes on just what to name the virtual world, though sadly you have to pick from a list – no opportunity to suggest the name yourself. So no chance of ObesityOnline. With an invitation to join and a code on every happy meal sold (in the US at least), they have a large captive market to advertise and promote their world to.

As a marketing manager for McDonalds once said “we are competing for a share of the customer’s mind” (Alistair Fairgrieve, McDonalds UK Marketing Services Manager, during the ‘McLibel‘ trail in the UK). This virtual world is now the latest weapon they have in that competition.