American cellphone subscribers for the first time sent text messages more than they phoned. Teenagers ages 13 to 17 are by far the most prolific texters, sending or receiving 1,742 messages a month, according to Nielsen Mobile. By contrast, 18-to-24-year-olds average 790 messages.
Employee training and collaboration could well become the „killer apps“ for the 3-D Web, says Colin Parris, IBM’s vice president of digital convergence. These online meetings do away with the huge cost and hassle of traveling to distant in-person meetings, he says.
Studies show that workers retain just 5% of what they’re taught in classrooms. That figure jumps to 50% for group discussions and 70% to 90% for simulation-based training, a natural fit for the 3-D Web.
Virtual worlds have become the latest shiny object on the Internet, attracting more than $345 million in venture financing in the first six months of this year, according to Virtual Worlds Management, a firm that researches the industry. (…) Each boasts millions of users who buy virtual items, look at advertising or pay for premium subscriptions.
The reigning kings of virtual worlds for kids and teens include Gaia (15 m), Habbo (100 m) and Walt Disney Co.’s Club Penguin (19 million users)
Books have long served as “immersion technologies” that transport people to alternate worlds. Today, computer technology takes immersion several steps further.
Peter Crabb, associate professor of psychology, in a book review on Centre Daily
Peter Crabb reviewed an insightful sounding book written by anthropologist Tom Boellstorff, without naming it: Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Boellstorff spent 2 years living among the residents of Second Life, observing and studying their customs like anthopologists do with other cultures. I ordered the book and am curious about his point of view.
And I already agree with one of his findings: there will be a time when our children will find a distinction between „virtual world“ and „real world“ ridiculous – and impossible.
William Gibson reportedly said so, too:
One of the things our grandchildren will find quaintest about us is that we distinguish the digital from the real, the virtual from the real. In the future, that will become literally impossible. William Gibson [picture by will lion, flickr]
A group of MMO community managers and psychologists from the University of Texas came together at GDC Austin to examine common scenarios.
community managers „are being the police, the therapists, the legal system, the arbitrators.“
Dr. Gosling urges the industry to take advice from outside disciplines, such as psychologists, and even consider specialization in different aspects of community management.
Read the full blog post here: AGDC: The Psychology Of MMO Players: Community Managers, Psychologists Speak >>
Twinity creators Metaversum (a German company) will soon open shop of a virtual Singapore. Like virtual Berlin, their first highly acclaimed mirror-world of the real Berlin, Germany, you’ll have real current weather conditions and you can have an avatar that looks just like the real you 🙂
Facebook continues to expand internationally and female users outnumber male users in every age segment.
See more data in the blog post by Steve Rubel: Inside Facebook » Latest Data on US Facebook Age and Gender Demographics >>
And even more international data (not for Germany though, sorry) here on the O’Reilly Radar in Ben Lorica’s original post