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"I can’t think of anything that demonstrates the sovereign nature of the self better than a blog.” - Doc Searls
About the Author
Stowe Boyd is a well-known media subversive,
and an internationally recognized authority on real-time, collaborative
and social technologies. His new blog is Message.
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May 17, 2005
Posted by Arieanna Foley
Today, AOL released a software developer kit (SDK) that will mean easy integration for game developers with the 46 million people in the AIM and ICQ networks. The SDK will enable access to the entire AOL network as well as access to such features as the AOL Buddy List. AIM features were recently added to the Matrix Online game, giving gamers the ability to see which of their friends were online and to chat real-time in the gaming environment.
Technorati Tags: AOL, AIM, ICQ, Gaming, IM
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February 24, 2005
Posted by Stowe Boyd
I was testing AP's new RSS feeds, and bumped into this fascinating convergence of onling gaming and ecommerce:
Peter Svensson [from News from The Associated Press]
Demonstrating a deep understanding of what its computer-gaming audience, Sony has built the ability to order pizza into its latest online multiplayer game.
Type the command "/pizza" while playing Everquest II, a fantasy game with 330,000 active players, and get the Pizza Hut Web site, where you can place orders for delivery.
Just another kiosk in the ether.
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December 20, 2004
Posted by Marc Eisenstadt

Think MMORPG's (Massively Multiplayer Online Role Playing Games) are kids' play? Think again. And I'm not talking about the games market being bigger than the film industry (for the developers that is), which is interesting enough. I'm talking about Joe Player starting to make serious moolah from a combination of extended play (after all, time is money) and shrewd investments. For example:
BBC News | Technology | Friday 17th December 2004
[from "Gamer buys $26,500 virtual land"]
A 22-year-old gamer has spent $26,500 on an island that exists only in a computer role-playing game (RPG). ... The land exists within the game Project Entropia, an RPG which allows thousands of players to interact with each other. Entropia allows gamers to buy and sell virtual items using real cash, while fans of other titles often use auction site eBay to sell their virtual wares. Earlier this year economists calculated that these massively multi-player online role-playing games (MMORPGs) have a gross economic impact equivalent to the GDP of the African nation of Namibia. ...
[The buyer] will make money from his investment as he is able to tax other gamers who come to his virtual land to hunt or mine for gold. He has also begun to sell plots to people who wish to build virtual homes.
Should we be surprised/alarmed/outraged/thrilled by this? I'm not sure. In the bigger scheme of things, it is undoubtedly a sad reflection on us all that greed and frenzied buying take place on this scale, in a world of poverty and need. But let's keep things in perspective. In the lesser scheme of things, there is nothing unusual about this at all. My shares in (say) Yahoo! are no more real to me than (say) a deed to some virtual property on Project Entropia. I've never 'seen' nor 'touched' either of those things! Are shares in a real company based on a sounder analysis? Maybe, maybe not. I've seen tiny shacks (changing room / cabanas) on the seafront in the South of England sell for five- and six-figure sums, reflecting merely what the property market will bear -- and that in itself can of course be a very volatile market. Like Pokemon cards, Dutch tulips, or, indeed, MMORPG property.
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November 17, 2004
Posted by Stowe Boyd
Janice Brand, editor of CIO.com, pinged me and suggested I might be able to comment on and extend the real-time collaboration elements of a recently posted piece there. This is quite apropos of material I have been fuddling with all week, getting ready for the Corante Real-Time Collaboration Workshop at INBOX. In particular, I have become acutely aware that I have moved away from the conventional IT perspective of some hypothetical spectrum of collaboration options going from aynchrononous to synchronous, and instead have shifted to the perspective that slow-time is just a degenerate and inadequate approximation of real-time.
[from A Travel Guide To Collaboration]
Real-time technologies, such as Web conferencing and instant messaging, require collaborators to log on at the same time to, say, conduct an online meeting to review design specs or to resolve an issue by chatting through IM. Asynchronous tools, such as online collaborative workspaces and e-mail, allow collaborators to contribute on their own schedule, a particularly useful feature for managing projects that span time zones. Workspaces such as Microsoft's SharePoint, IBM/Lotus's Workplace and several industry-specific tools (including PTC's Windchill ProjectLink for the manufacturing industry, Agile for the high-tech industry and Freeboarder for the apparel industry) provide an electronic medium for collaborating, offering capabilities such as messaging, calendaring, document management and workflow automation. Users can see what their colleagues are doing, and everyone with appropriate access credentials can viewand add comments tothe latest version of a document.
Asynchronous tools also serve as a persistent, always accessible archive for discussions and document versions, keeping track of who decided what and when. This can be especially valuable for supporting sophisticated, long-term collaborations and for building trust. "In many ways, it creates trust if during any development process, you know that all information will be saved as a conversation," says Johnson. "Everyone will know how the product developed, how it changed. There's not a feeling that maybe someone did something or changed something and you didn't know."
The line between real-time and asynchronous tools is beginning to blur, however, as some collaboration tools are starting to offer both real-time and asynchronous/persistent functionality. Archiving is now possible with some IM products, for example, and Groove Networks supports real-time communications within its asynchronous, peer-to-peer workspace. IBM has added real-time functionality to its Workplace products. The presence awareness feature of IM (which indicates whether users are currently online) is also finding its way into some collaborative workspaces and meeting technologies. Convoq ASAP, for instance, initiates online meetings as soon as all are present.
I just don't agree with the mindset here, or the distinctions: its easy (first of all) to imagine that a real-time solution can provide a persistent log of all that has happened historically (like my Gush IM logs, or the really interesting Activity Manager technology from IBM (I will be posting about that tomorrow)). But more important, the idea that there is some high-order benefit in being able to collaborate asynchronously. Its always a crude approximation of real-time interaction, because the players are unavailable.
Say you and I are both working, online, at 2:09pm ET on 17 Nov 2004. I happen to be modifying some shared content we are both interested in (some project information or a file, whatever). You noticed through some extended notion of presence that I am editing some shared project content, which leads you to recall an idea you had, and you immediately IM me. We chat, and I modify what I was going to do to the content, in real-time. This is not in some way more complicated -- assuming the infrastructure exists -- on the contrary, the slow-time equivalent is infinitely more complex: when viewed from the social level. In the slow-time version, I make whatever modifications I had in mind; others read them, leading to whatever results and cascading actions. You get around to sharing your ideas with me later, but now for the ideas to bve realized we have to rewind the shared thread, herd the cats back together, revise the content, again, and so on.
From an IT viewpoint, this is easy, because it relies on a small set of primitive features: content editing, and asynch messaging (email). But from a social viewpoint, because people are not allowed to treat time as a shared space, they are divided from each other and forced to fumble through asynch interactions.
I reject the veiwpoint, and suggest that real-time should be the primary basis of every sort of human collaboration, and that slow-time introduces (in general) unnecessary complexities. Sure, there still will be the scnario when you want to leav a voice mail for someon, and not speak with them directly, because you are time constrained, or its a simple coordinative message ("yes, I am good for the call at 4pm"). But aside from these oddball cases, in general it is better to adopt the social viewpoint and drop the information technology mindset.
This reminds me a lot of an article today in USA Today regarding the fundamental differences between Boomers and "Gamers" -- those younger generations that have grown up with videogames as a core part of their world:
Kevin Maney [...] on a deeper level, video games changed the way the Gamer Generation views life and work. "We thought we'd get back a few interesting correlations" between games and attitudinal shifts, Wade says. "But we got, like, 50 powerful patterns." [Mitchell Wade is co-author with John Beck of Got Game: How the Gamer Generation is Reshaping Business Forever]
The surprise: "I was stunned we didn't see a lot of negative effects," Wade says. "I thought they'd be bad team players and reckless."
Instead, the authors found traits that could be good or bad depending on how you view them. Of course, there are variations among 90 million people, but the authors draw some general conclusions.
For instance, in video games, you're always the star. Once in the workforce, Beck and Wade found, gamers want a chance to be a star. Boomers might take that badly, thinking they have a bunch of prima donnas in the office. But gamers don't want to just do their jobs they want to lead and stand out. And that can be a good thing.
In games, there's always a solution you just have to find it. So gamers, as a generation, are more willing to try anything and pound on a problem, believing there is some way to solve it.
In games, failure is part of success. Anybody who tries a new game fails multiple times before getting it right, and that has made the Gamer Generation more willing to take risks.
Contrary to typical boomer parental beliefs, video games don't necessarily rot kids' brains. Games might actually be making the next generation smarter.
"Kids today don't play sandlot ball the way we did or run through the woods," Wade says. "Everything they do is structured. This is a replacement for that unstructured time, and it's a lot more intellectually stimulating."
In business, boomers who don't understand games or gamers could have a rough time as the Gamer Generation floods workplaces. If boomers see gamer traits as negative, the generations will clash or at least boomers will miss a chance to manage, work with or compete effectively against gamers.
So Wade, 44, is a bit missionary about trying to save his generation from some sour fate, like forced early retirement.
"The first thing for boomers is to acknowledge there is a generation gap," he says. Then boomers can alter their strategies. Like, give gamers a chance to be a hero as motivation. Give gamers a problem and let them whack at it.
A few years ago, Bankers Trust trained its aspiring young currency traders the boomer way in classrooms. But the Gamer Generation recruits hated it. Then the bank hired a firm to turn its training material into video games, and it turned the program around.
Does the new gap exist just because of video games? I mean, our generation gap wasn't due to any one thing that boomers shared and the previous generation didn't. It wasn't just rock music or television or highly sugared breakfast cereals or growing up in financial security. It was the mix of all of that.
"Games are only one part of the digital experience that changes the way (the next generation) learns, plays, interacts, spends their time and probably even thinks," says Don Tapscott, author of an earlier book, Growing Up Digital. Computers, the Internet and cell phones are all part of the new generation's powerful mix. "Rather than a generation gap, we have a generation lap where kids are lapping their parents," Tapscott says.
Just like IM, videogames frame a new sensibility about our self-image and how we make sense of the world. "We make our tools, and they shape us." And when you "get real" you are changed, and not by the speed up of events, but more profoundly in what you think is important, the manner in which you interact with others, and how to respond to events in the world.
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November 05, 2004
Posted by Stowe Boyd
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October 28, 2004
Posted by Marc Eisenstadt
A recent piece in the New York Times Technology ('Circuits') section (free subscription required) describes some nifty activity being undertaken by Jules Urbach of Groove Alliance. The work, aside from providing a fast 3D-rendering engine for web-based media, promises to bring massively multiplayer gaming to the 'lightweight presence' world of Instant Messaging.
Mr. Urbach['s ...] invention, which he calls Otoy, is a game engine that piggybacks on instant messaging, and thus it is something of a Holy Grail in the software world. For years, developers have been trying to figure out ways to turn instant messaging into a multipronged medium that goes beyond mere chat to integrate games, e-mail and Web browsing; in the gloaming of a guest bedroom, Mr. Urbach believes he may well have come up with the skeleton key that will open IM to an era of hyper-functionality.
If it pans out as promised, this is going to be a very interesting development in the world of Synchronous Social Software. True, you can already bring fellow IM-ers into various games, but typically small games. True, you can already engage in IM-like activities in the big blockuster MMOGs (Massively Multiplayer Online Games.. sometimes better known as MMORPGs if you include the RP=Role Playing), epitomized by Everquest and Asheron's Call: these games involve hundreds of thousands of participants, but necessarily there are a much smaller number on your personal radar screen at any moment.
The cool thing about Otoy, at least from my perspective, is that it would allow simple 'massive crowd' games (think of a Mexican wave in a big stadium), which is the direction Yanna Vogiazou and I have been heading in, with early entrants like her BumperCars and CitiTag games. We'll be talking about how these games fit together with the BuddySpace instant messaging / geolocation framework at the forthcoming ACM Symposium on Applied Computing in a 'Ubiquitous Computing' track in March 2005, and as that progresses I'll be posting related developments here on Get Real. Readers interested in big-crowd presence and gaming, whether real, virtual or mixed-reality, may also be motivated to check out this List of Urban Mobile Games (from Howard Rheingold via several intermediate sources).
In the meantime we look forward to seeing how Otoy evolves.
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May 17, 2004
Posted by Stowe Boyd
Last week, Ziff Davis announced plans to push into the growing arena for online gaming communities with 1up.com.
Dan Fost [from SFGate.com]
Armed with technology from San Francisco's Laszlo Systems, Ziff is taking a page from the playbook of Friendster, the pioneer of online social networking, and hoping to build something similar for online gamers.
The site, which is still being developed but can be accessed by anyone, allows users to post biographical information, photos of themselves, lists of their favorite games and even blogs, online diaries about their gaming activities.
Blogs also will be written by the 70 editors of Ziff's game magazines, such as Electronic Gaming Monthly, Computer Gaming World, Xbox Nation and the Official U.S. PlayStation magazine.
I tried to sign up, but I continue to have 'page unavailable' messages. The service is a moving target, under construction. More to follow, I guess.
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May 06, 2004
Posted by Stowe Boyd
In advance of the E3 2004 conference, Majesco has announced its Wireless Messenger for Game Boy Advance: Craig Harris [from IGN.com
Though details are rough, according to the company Wireless Messenger will enable users to send instant text messages wirelessly, and the Wireless Link will allow gamers to play any game link-compatible multiplayer game wirelessly.
Both products will make their official public debut during the Electronic Entertainment Expo next week.
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April 04, 2004
Posted by Stowe Boyd
The inestimable A J Kim mentioned that she'd done a presentation at the Game Developers Conference. Check it out.
A J collates trends in mobile phone adoption and use, especially by "Mobiles": A J Kim [from The Network is the Game: Social Trends in Mobile Entertainment]
2. Mobiles self-organize into fluid, loose-knit groups
Ethnographic research shows that mobile users (age 15-30) participate in dynamic overlapping social groups (e.g. family, friends, colleagues) that they maintain via cellphone
Contrast this with MMP players (e.g. SWG, Everquest, Lineage) who belong to a single clan and pursue activities within that group
From a business perspective, groups provide an entry point for new players + a retention driver for existing players
Groups tend to move en-mass from game to game (or venue to venue)
Mobiles are the leading edge of the future wave of personal communication. All businesses should be tracking what is going on there, not just the people directly selling them game minutes, dating services, or mobility solutions. This will be the beachhead for many advertsing avenues, which will transition to locational and 'tribal' models. At least the winners will.

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March 17, 2004
Posted by Stowe Boyd
A recent Game Over column by Chris Morris builds up the possibility that Nintendo may be planning to include IM functionality in the upcoming Nintendo DS product:
"In an analyst report issued Tuesday, P.J. McNealy of American Technology Research said the upcoming Nintendo DS will offer Instant Messaging functionality. Rather than being offered nationally, though, the DS is more likely to offer local IM service, using free bandwidth with unlicensed RF spectrum (essentially, the same bandwidth that's used by two-way communication devices). Users would type messages on a touch screen using a stylus." Sounds like they plan to allow IM among gamers in close physical proximity -- the range of walkie-talkies -- as opposed to starting their own international IM network.
However, once you have implemented any sort of IM client, you could later on extend it -- either with a new public IM network, or through partnerships with other existing networks -- to provide universal access.
Of course, with so many rumors swirling around about the Nintendo DS -- multimedia capabilities (movies played from flashcards), wireless gaming (what exactly do they mean?) -- its hard to know where the speculation ends and hard facts begin.
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February 18, 2004
Posted by Stowe Boyd
In a recent PCWorld piece, I learned about a new instant messaging system designed specifically for online gamers: Xfire. The technology has only been in beta for a month, and already has 60,000 users.
I had known that some gamers use IM frequently, while other turn it off to avoid IMs popping up during play. I hadn't thought about the impact of IM on the style of game play: ""People are anonymous on most game servers and because of that they can act really arrogantly, especially to players they don't think are up to their level," he [CTO of Xfire, Fong] says. "That can really kill the fun."
"But when you know a few people in the game, the tone really changes," he adds. "It becomes much more social, and it's actually a nicer environment for the strangers who are there with you. Everyone is much more civilized.""  I also took a peek at the features of Xfire, and discovered a number of cool advances, unmentioned by the PCWorld piece.
Xfire supports some game-related presence and availability information (see picture above), so that the buddy list of your gaming pals includes the games they are playing, and the ability to join them in those games by simply clicking on the 'join' button.
There is also an elusive hint of social software here, as well, with the 'friend of friends' group on the buddy list: I want this feature added to all other IM systems, immediately! (With appropriate privacy toggles, of course.)
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September 05, 2003
Posted by Stowe Boyd
I was contacted earlier this week by Stewart Butterfield, the visionary behind Ludicorp and that start-up's massively parallel role-playing game-in-progress, The Game Neverending.
Over the next few months, Ludicorp will be actually rolling out the gameplaying part of the Game. In the meantime, he has enlisted a seemingly fanatical group of beta testers who are working hard to smooth out the communication infrastructure for the complex and highly social (and neverending) game that Stewart and company envision. The idea is a complete social world, with individuals wandering around encountering other folks, bumping into objects, buying land, setting up businesses, forming cults, making war. (Reminds me in some ways of the virtual world in the Neal Stephenson book, Snowcrash).
To support this intensely social scene, Ludicorp has developed a few interesting concept around instant messaging.
He has defined two sorts of social groups: Circles and Orgs. Circles are egalitarian, and all members has similar rights and controls. Orgs are more like hierachical organizations, with those higher on the totem pole limiting or directing the choices and rights of those subordinate to them, like military or religious groups.
But for both sorts of groups, the Game supports group presence: associated with the group information is an icon that presents a 'completion bar' icon -- like the one used for installing software -- that indicates the number of online group members relative to the overall number. Stewart plans for a variety of more complex sorts of presence -- indication of group status ("voting" or "working independently") or goals ("Looking for allies" or "trying to sell copper") for example.
I am very taken with group presence and its possibilities in the business context: business process status ("awaiting signoff from Bill") and project status ("90% completed"), as only two basic examples, could be transmitted through group-oriented buddy lists in an economical, concise, visible, and real-time fashion.
I was also intrigued that the system supports a scalar approach to degree of relatedness, including acquiantance, friend, close friend, soulmate (they are changing that name), and enemy. I think all social systems need a way to designate enemies.
My personal interests are not the game itself, per se, but the constructs that Stewart and company are developing to support rich, real-time interaction for online communities. I'm sure there will be lots to learn from watching what happens at The Neverending Game.
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