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		<title>The AvaStar | Metaverse | Other</title>
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			<title>The AvaStar | Metaverse | Other</title>
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		<lastBuildDate>Fri, 19 Sep 2008 18:08:00 +0200</lastBuildDate>
		
		
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			<title>Exit Reality - Surf the web in 3D!</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/september/article/surf-the-web-in-3d/?tx_ttnews%5Bday%5D=19&#38;cHash=559d3db122</link>
			<description><![CDATA[<strong>NEW web browser technology has made it possible to turn the internet into a 3D virtual world.</strong>
 ExitReality is a free plug-in which produces an effect much like Second Life - users can surf the entire web in 3D. Using an avatar and chat functions, users can interact with other visitors on the same web page.
After downloading the plug-in at the <link http://www.exitreality.com/ - external-link-new-window>ExitReality website</link>, simply type in any URL address and you are teleported to a 3D version of the website. Sign up for an account for free and you can begin changing your appearance and start making new friends.
But in order to avoid overcrowding, the program only allows 50 guests per room. The limited space may prove a problem for users of high-traffic URLs, even though the number of rooms per page is unlimited. This means that if you make a date to meet someone on a web page, you are not guaranteed to make it. ]]></description>
			<content:encoded><![CDATA[<strong>NEW web browser technology has made it possible to turn the internet into a 3D virtual world.</strong>
 ExitReality is a free plug-in which produces an effect much like Second Life - users can surf the entire web in 3D. Using an avatar and chat functions, users can interact with other visitors on the same web page.
After downloading the plug-in at the <link http://www.exitreality.com/ - external-link-new-window>ExitReality website</link>, simply type in any URL address and you are teleported to a 3D version of the website. Sign up for an account for free and you can begin changing your appearance and start making new friends.
But in order to avoid overcrowding, the program only allows 50 guests per room. The limited space may prove a problem for users of high-traffic URLs, even though the number of rooms per page is unlimited. This means that if you make a date to meet someone on a web page, you are not guaranteed to make it. ]]></content:encoded>
			
			
			<pubDate>Fri, 19 Sep 2008 18:08:00 +0200</pubDate>
			
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			<title>Twinity - Batman saves the day!</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/august/article/batman-saves-the-day/?tx_ttnews%5Bday%5D=21&#38;cHash=4dca3f214e</link>
			<description><![CDATA[<strong>BATMAN came to Twinity, with smash hit movie 'The Dark Knight' the first film featured at the CUBIX cinema.</strong>
 Located on Alexanderplatz in Alpha City Berlin, CUBIX held its grand opening party on August 21 at 7pm CET. The opening coincided with the German premiere of 'The Dark Knight' and to celebrate, a host of special events and features took place.
Users were able to watch the movie trailer, scenes from the premiere in London and interviews with the cast and crew from the latest Batman movie.
There was also the chance to snap up some stylish virtual Batman merchandising, take a snapshot of your avatar in a Batman or Joker Mask or check out the virtual Bat Pod.
Read more on Batman and 'The Dark Knight' <link http://www.bild.de/BILD/news/bild-english/celebrity-gossip/2008/08/21a/the-dark-night/will-heath-ledger-win-Oscar.html>here</link>.]]></description>
			<content:encoded><![CDATA[<strong>BATMAN came to Twinity, with smash hit movie 'The Dark Knight' the first film featured at the CUBIX cinema.</strong>
 Located on Alexanderplatz in Alpha City Berlin, CUBIX held its grand opening party on August 21 at 7pm CET. The opening coincided with the German premiere of 'The Dark Knight' and to celebrate, a host of special events and features took place.
Users were able to watch the movie trailer, scenes from the premiere in London and interviews with the cast and crew from the latest Batman movie.
There was also the chance to snap up some stylish virtual Batman merchandising, take a snapshot of your avatar in a Batman or Joker Mask or check out the virtual Bat Pod.
Read more on Batman and 'The Dark Knight' <link http://www.bild.de/BILD/news/bild-english/celebrity-gossip/2008/08/21a/the-dark-night/will-heath-ledger-win-Oscar.html>here</link>.]]></content:encoded>
			
			
			<pubDate>Thu, 21 Aug 2008 18:48:00 +0200</pubDate>
			
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			<title>New virtual world - Shidonni launches</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/july/article/shidonni-launches/?tx_ttnews%5Bday%5D=16&#38;cHash=0182addfee</link>
			<description><![CDATA[<strong>A&nbsp;NEW virtual world aimed at children is allowing users to generate most of the content themselves.</strong>
 Shidonni's new virtual world, also called Shidonni, differs from normal offerings for the 4-12 age group which usually have strong restrictions on creating content.
Instead <link http://virtualeconomicforum.com/content-library/blogging/about/shidonni_wants_kids_to_create_and_share_their_own_virtual_worlds/>it is reported</link> users will be encouraged to draw their own creatures and backgrounds before sharing them friends.
It will also be possible to play small games and create animal babies which have to be looked after.
CEO Ido Mazursky explained the reasoning behind the product, saying: "...we believe that if the world doesn’t continue to develop products that teach children to create, we will become stagnant - people will stop creating, and we want to stimulate this."]]></description>
			<content:encoded><![CDATA[<strong>A&nbsp;NEW virtual world aimed at children is allowing users to generate most of the content themselves.</strong>
 Shidonni's new virtual world, also called Shidonni, differs from normal offerings for the 4-12 age group which usually have strong restrictions on creating content.
Instead <link http://virtualeconomicforum.com/content-library/blogging/about/shidonni_wants_kids_to_create_and_share_their_own_virtual_worlds/>it is reported</link> users will be encouraged to draw their own creatures and backgrounds before sharing them friends.
It will also be possible to play small games and create animal babies which have to be looked after.
CEO Ido Mazursky explained the reasoning behind the product, saying: "...we believe that if the world doesn’t continue to develop products that teach children to create, we will become stagnant - people will stop creating, and we want to stimulate this."]]></content:encoded>
			
			
			<pubDate>Wed, 16 Jul 2008 13:38:00 +0200</pubDate>
			
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			<title>Twinity - Artist ready for war</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/july/article/artist-ready-for-war/?tx_ttnews%5Bday%5D=10&#38;cHash=b7e1931e29</link>
			<description><![CDATA[<strong>ELVIS Karabekian finally opened his exciting art exhibition in Twinity this week after the original launch was postponed.</strong>
 The exhibition should have started last week but due to technical problems and the artist’s severe exhaustion it was delayed.
Elvis Karabekian’s art is noisy, abstract and inspired by war scenes as revealed by the names of pieces like 'Atomic', 'Warhead' and 'Kamikaze'. At the opening the 20-year-old Twinity artist was in attendance and hesitantly answered questions put to him by the visitors.
<strong>Party time</strong>
 The display is on at Bitfilm Bitropolis, the machinima stronghold in Twinity. The venue played host to the Bitfilm Film festival which is presently in the middle of its real life closing ceremony at the planetarium in Hamburg, Germany.&nbsp;
At the premises of Bitfilm Bitropolis you also find other artistic projects – the Cubes. These are fluorescent cubes that are rented out to artists and lead to their individual exhibition area via teleports.
The beta version of the new German world Twinity already has a lot on offer – including a great 80s party tonight 10 July at 7pm CET. Add some colour to your hair and don’t forget the leather jacket!]]></description>
			<content:encoded><![CDATA[<strong>ELVIS Karabekian finally opened his exciting art exhibition in Twinity this week after the original launch was postponed.</strong>
 The exhibition should have started last week but due to technical problems and the artist’s severe exhaustion it was delayed.
Elvis Karabekian’s art is noisy, abstract and inspired by war scenes as revealed by the names of pieces like 'Atomic', 'Warhead' and 'Kamikaze'. At the opening the 20-year-old Twinity artist was in attendance and hesitantly answered questions put to him by the visitors.
<strong>Party time</strong>
 The display is on at Bitfilm Bitropolis, the machinima stronghold in Twinity. The venue played host to the Bitfilm Film festival which is presently in the middle of its real life closing ceremony at the planetarium in Hamburg, Germany.&nbsp;
At the premises of Bitfilm Bitropolis you also find other artistic projects – the Cubes. These are fluorescent cubes that are rented out to artists and lead to their individual exhibition area via teleports.
The beta version of the new German world Twinity already has a lot on offer – including a great 80s party tonight 10 July at 7pm CET. Add some colour to your hair and don’t forget the leather jacket!]]></content:encoded>
			
			
			<pubDate>Thu, 10 Jul 2008 14:32:00 +0200</pubDate>
			
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			<title>New world opens - A Lively launch from Google</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/july/article/a-lively-launch-from-google/?tx_ttnews%5Bday%5D=09&#38;cHash=ad559eecd6</link>
			<description><![CDATA[<strong>COMPUTER giant Google has finally moved into the metaverse by launching its own virtual world.</strong>
 The 3D area called <link http://www.lively.com/html/landing.html>Lively</link> will be viewable through a web browser but also requires a download before it will function.
Users can create their own virtual room and embed them on a blog or website before using them to communicate with friends. Avatars can be personalised, and photos and videos can be streamed into the world.
<strong>Common concept</strong>
Niniane Wang, engineer manager for the project, said: "It's integrated with the internet. It's not an alternate destination. Our intention is to add to your existing life."
But Epredator Potato, a prominent member of IBM's metaverse team, said on his <link http://eightbar.co.uk/2008/07/08/livelycom-googles-virtual-world/>blog</link>: "I have to say it's not quite what I was expecting from Google as the social room on a web page is quite a common concept already."]]></description>
			<content:encoded><![CDATA[<strong>COMPUTER giant Google has finally moved into the metaverse by launching its own virtual world.</strong>
 The 3D area called <link http://www.lively.com/html/landing.html>Lively</link> will be viewable through a web browser but also requires a download before it will function.
Users can create their own virtual room and embed them on a blog or website before using them to communicate with friends. Avatars can be personalised, and photos and videos can be streamed into the world.
<strong>Common concept</strong>
Niniane Wang, engineer manager for the project, said: "It's integrated with the internet. It's not an alternate destination. Our intention is to add to your existing life."
But Epredator Potato, a prominent member of IBM's metaverse team, said on his <link http://eightbar.co.uk/2008/07/08/livelycom-googles-virtual-world/>blog</link>: "I have to say it's not quite what I was expecting from Google as the social room on a web page is quite a common concept already."]]></content:encoded>
			
			
			<pubDate>Wed, 09 Jul 2008 11:34:00 +0200</pubDate>
			
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			<title>Habbo - A whole lot of love</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/july/article/a-whole-lot-of-love/?tx_ttnews%5Bday%5D=02&#38;cHash=33d17c7c52</link>
			<description><![CDATA[<strong>THE virtual world of Habbo Hotel will enter into a partnership with the Matthew Shepard Foundation (MSF) to bring the 'Erase Hate' project online.</strong>
 'Erase Hate' is a campaign run by the <link http://www.matthewshepard.org/site/PageServer>foundation</link> which aims to combat bullying and increase tolerance of different people and cultures.
From July 7, MSF staff members will hold twice weekly discussions on the Habbo virtual InfoBus to discuss bullying and hate in both the real and virtual worlds.
<strong>Compassion and acceptance</strong>
Judy Shepard, an executive director of the foundation, said she hoped the move would help them achieve their goals: "It is a mission of the foundation to support young people and provide them with the resources to lead healthy, productive, hate free lives.
"Our partnership with Habbo will allow us to have ongoing conversations with young people about what they can do in the fight to replace hate with understanding, compassion, and acceptance."]]></description>
			<content:encoded><![CDATA[<strong>THE virtual world of Habbo Hotel will enter into a partnership with the Matthew Shepard Foundation (MSF) to bring the 'Erase Hate' project online.</strong>
 'Erase Hate' is a campaign run by the <link http://www.matthewshepard.org/site/PageServer>foundation</link> which aims to combat bullying and increase tolerance of different people and cultures.
From July 7, MSF staff members will hold twice weekly discussions on the Habbo virtual InfoBus to discuss bullying and hate in both the real and virtual worlds.
<strong>Compassion and acceptance</strong>
Judy Shepard, an executive director of the foundation, said she hoped the move would help them achieve their goals: "It is a mission of the foundation to support young people and provide them with the resources to lead healthy, productive, hate free lives.
"Our partnership with Habbo will allow us to have ongoing conversations with young people about what they can do in the fight to replace hate with understanding, compassion, and acceptance."]]></content:encoded>
			
			
			<pubDate>Wed, 02 Jul 2008 17:47:00 +0200</pubDate>
			
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			<title>Twinity - Beta access open for 72 hours</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/june/article/beta-access-open-for-72-hours/?tx_ttnews%5Bday%5D=27&#38;cHash=a8ca3398cd</link>
			<description><![CDATA[<strong>ACCESS to the beta of eagerly-awaited virtual world Twinity has been opened up to the public - but only for 72 hours.</strong>
 Curious metaverse explorers can click <link https://twinity.com/en/signup_codes/singapore/users/new - external-link-new-window>here</link> to sign up and check out Twinity, which consists of recreations of real world cities such as Berlin.
But you'll have be quick - Twinity is still in closed beta, and the link will only be live until 4pm CET (10am EDT).
A new Welcome Area was launched yesterday, and soccer fans have been able to follow the European Championships in-world this month at the Twinity Football Fanclub. The world allows its residents to design and build their own apartments, and there is currently a competition to create the best place with a variety of prizes on offer.]]></description>
			<content:encoded><![CDATA[<strong>ACCESS to the beta of eagerly-awaited virtual world Twinity has been opened up to the public - but only for 72 hours.</strong>
 Curious metaverse explorers can click <link https://twinity.com/en/signup_codes/singapore/users/new - external-link-new-window>here</link> to sign up and check out Twinity, which consists of recreations of real world cities such as Berlin.
But you'll have be quick - Twinity is still in closed beta, and the link will only be live until 4pm CET (10am EDT).
A new Welcome Area was launched yesterday, and soccer fans have been able to follow the European Championships in-world this month at the Twinity Football Fanclub. The world allows its residents to design and build their own apartments, and there is currently a competition to create the best place with a variety of prizes on offer.]]></content:encoded>
			
			
			<pubDate>Fri, 27 Jun 2008 11:26:00 +0200</pubDate>
			
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			<title>Business - Three steps to metaverse success</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/june/article/three-steps-to-metaverse-success/?tx_ttnews%5Bday%5D=25&#38;cHash=46dc12d078</link>
			<description><![CDATA[<strong>TECHNOLOGY consultancy firm Gartner has revealed its three key factors to having a successful corporate presence in a virtual world.</strong>
 Gartner regularly publishes reports on the metaverse and previous claims have included that 90 per cent of corporate launches fail within 18 months and that 70 per cent of organisations will be involved in a virtual world by 2012.
The latest report focuses on the key steps needed to make a successful presence - training, collaboration and community.
<strong>Improved productivity</strong>
In-world training can slash costs compared to real life while a new communication space can increase collaboration between departments and employees. A sense of community can be developed to both boost morale within the company and appeal to customers.
Steve Prentice, a vice president at Gartner, said: "Despite understandable concerns about investment during a time of growing business uncertainty, we believe that the internal deployment of virtual worlds offers most enterprises significant benefits in cost savings and improved productivity."]]></description>
			<content:encoded><![CDATA[<strong>TECHNOLOGY consultancy firm Gartner has revealed its three key factors to having a successful corporate presence in a virtual world.</strong>
 Gartner regularly publishes reports on the metaverse and previous claims have included that 90 per cent of corporate launches fail within 18 months and that 70 per cent of organisations will be involved in a virtual world by 2012.
The latest report focuses on the key steps needed to make a successful presence - training, collaboration and community.
<strong>Improved productivity</strong>
In-world training can slash costs compared to real life while a new communication space can increase collaboration between departments and employees. A sense of community can be developed to both boost morale within the company and appeal to customers.
Steve Prentice, a vice president at Gartner, said: "Despite understandable concerns about investment during a time of growing business uncertainty, we believe that the internal deployment of virtual worlds offers most enterprises significant benefits in cost savings and improved productivity."]]></content:encoded>
			
			
			<pubDate>Wed, 25 Jun 2008 12:40:00 +0200</pubDate>
			
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			<title>Expert speaks out - Metaverse on the move</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/june/article/metaverse-on-the-move/?tx_ttnews%5Bday%5D=21&#38;cHash=06b14a6b8a</link>
			<description><![CDATA[<strong>VIRTUAL world users are increasingly demanding the ability to connect to the metaverse trhough mobile phones, according to a senior industry figure.</strong>
Daphna Steinmetz is the head of innovation labs for Israeli firm Comverse and made the claim in a <link http://virtualeconomicforum.com/content-library/blogging/about/interview_comverse_talks_about_second_life_on_mobile_phones/>recent interview</link>.
Comverse produced a client which could run Second Life on mobile phones earlier in the year, but since then Vollee has emerged as a competitor in the thriving market.
<strong>Always available</strong>
But Steinmetz is confident that Comverse will succeed: "We're seeing a big demand from consumers for the 'always on, always available' lifestyle, in particular for a personal (and sometimes intimate) usage such as Second Life."
And it's not just Second Life users who can make the most of the service. Steinmetz believes the strategy of providing a broad service will work well: "The technology and platform are completely generic and general purpose, and will be able to accommodate other games, as MMOGs are a matter of geography in many cases. We will roll this out more widely once it’s been proven a success."]]></description>
			<content:encoded><![CDATA[<strong>VIRTUAL world users are increasingly demanding the ability to connect to the metaverse trhough mobile phones, according to a senior industry figure.</strong>
Daphna Steinmetz is the head of innovation labs for Israeli firm Comverse and made the claim in a <link http://virtualeconomicforum.com/content-library/blogging/about/interview_comverse_talks_about_second_life_on_mobile_phones/>recent interview</link>.
Comverse produced a client which could run Second Life on mobile phones earlier in the year, but since then Vollee has emerged as a competitor in the thriving market.
<strong>Always available</strong>
But Steinmetz is confident that Comverse will succeed: "We're seeing a big demand from consumers for the 'always on, always available' lifestyle, in particular for a personal (and sometimes intimate) usage such as Second Life."
And it's not just Second Life users who can make the most of the service. Steinmetz believes the strategy of providing a broad service will work well: "The technology and platform are completely generic and general purpose, and will be able to accommodate other games, as MMOGs are a matter of geography in many cases. We will roll this out more widely once it’s been proven a success."]]></content:encoded>
			
			
			<pubDate>Sat, 21 Jun 2008 17:03:00 +0200</pubDate>
			
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			<title>Business - Stars given new lease of virtual life</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/june/article/stars-given-new-lease-of-virtual-life/?tx_ttnews%5Bday%5D=11&#38;cHash=e9e36224d2</link>
			<description><![CDATA[<strong>ELVIS Presley and Justin Timberlake could soon be appearing in virtual worlds as part of a project backed by a leading developer.</strong>
 Millions of Us, best know for its work in Second Life, has&nbsp;launched Virtual Greats in an attempt to break into the metaverse goods market. The firm has secured the rights to make creations based on the likes of Justin Timberlake, Elvis Presley, Paris Hilton and Snoop Dog amongst others, which could see the stars feature in up to 60 virtual worlds.
<strong>Making money</strong>
Customers will be able to buy 'likenesses', catchphrases, animations and clothes to give their avs&nbsp;a resemblance of their heroes.
Gaia Online has already been&nbsp;announced as a partner but more worlds are expected to be confirmed soon. Revenue from purchases will be split between Virtual Greats, the relevant star and the world that the product can be used in.
Virtual Greats CEO Dan Jansen said: "This is a way for talent to control who they are while also making money."]]></description>
			<content:encoded><![CDATA[<strong>ELVIS Presley and Justin Timberlake could soon be appearing in virtual worlds as part of a project backed by a leading developer.</strong>
 Millions of Us, best know for its work in Second Life, has&nbsp;launched Virtual Greats in an attempt to break into the metaverse goods market. The firm has secured the rights to make creations based on the likes of Justin Timberlake, Elvis Presley, Paris Hilton and Snoop Dog amongst others, which could see the stars feature in up to 60 virtual worlds.
<strong>Making money</strong>
Customers will be able to buy 'likenesses', catchphrases, animations and clothes to give their avs&nbsp;a resemblance of their heroes.
Gaia Online has already been&nbsp;announced as a partner but more worlds are expected to be confirmed soon. Revenue from purchases will be split between Virtual Greats, the relevant star and the world that the product can be used in.
Virtual Greats CEO Dan Jansen said: "This is a way for talent to control who they are while also making money."]]></content:encoded>
			
			
			<pubDate>Wed, 11 Jun 2008 14:00:00 +0200</pubDate>
			
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			<title>Twinity - It's a Bit exciting</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/june/article/its-a-bit-exciting/?tx_ttnews%5Bday%5D=06&#38;cHash=88c5f53016</link>
			<description><![CDATA[<strong>THE Bitfilm Digital Film Festival will step into the virtual world for the first time, after agreeing a deal with Twinity.</strong>
 The festival, which runs from May 1 to July 12, promotes the creation of films about or using computers. The main events in real life take place in Hamburg and Stuttgart but now fans from everywhere will be able to get involved.
Metaversum has created the virtual world of Bitropolis inside Twinity and has&nbsp;developed a cinema, art gallery and a bar for artists and the audience to hang out in. There are also spaces available for rent which can be used for special film screenings, music, discussion or other creative events.
<strong>The best films</strong>
Dr Mirko Caspar, CMO of Metaversum, said: "Bitropolis is a wonderful example of the vision that we are pursuing with the virtual world Twinity. Real events, such as the Bitfilm Festival in Stuttgart and Hamburg, are given a whole new dimension when they are transferred into a virtual world. We thus enable users from all around the world to take part in the festival and experience the best featured films.”]]></description>
			<content:encoded><![CDATA[<strong>THE Bitfilm Digital Film Festival will step into the virtual world for the first time, after agreeing a deal with Twinity.</strong>
 The festival, which runs from May 1 to July 12, promotes the creation of films about or using computers. The main events in real life take place in Hamburg and Stuttgart but now fans from everywhere will be able to get involved.
Metaversum has created the virtual world of Bitropolis inside Twinity and has&nbsp;developed a cinema, art gallery and a bar for artists and the audience to hang out in. There are also spaces available for rent which can be used for special film screenings, music, discussion or other creative events.
<strong>The best films</strong>
Dr Mirko Caspar, CMO of Metaversum, said: "Bitropolis is a wonderful example of the vision that we are pursuing with the virtual world Twinity. Real events, such as the Bitfilm Festival in Stuttgart and Hamburg, are given a whole new dimension when they are transferred into a virtual world. We thus enable users from all around the world to take part in the festival and experience the best featured films.”]]></content:encoded>
			
			
			<pubDate>Fri, 06 Jun 2008 18:33:00 +0200</pubDate>
			
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			<title>Sports - Aiming for Topp place</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/june/article/aiming-for-topp-place/?tx_ttnews%5Bday%5D=05&#38;cHash=1f1d8d7d77</link>
			<description><![CDATA[<strong>BASEBALL fans can now follow their passion virtually thanks to a new 3D world.</strong>
 Topps, the renowned collectable card maker, opened its own virtual world called Toppstown this week with baseball fans being their target market. American football and basketball worlds will be added later in the year.
Users will be able to create their own avatars and clubhouses along with trading virtual collectables which are unlocked with codes from the real world, either in card packets or given away in promotions. Mark Sapir, Topps' director of marketing, told <link http://www.brandweek.com/bw/magazine/columns/article_display.jsp?vnu_content_id=1003810333 - external-link-new-window>Brand Week</link>: "The number of kids collecting cards is showing signs of gains, and this will promote tremendous interest."
<strong>Flag waving</strong>
There was also good news for soccer fans this week, with Twinity hosting an in-world party to mark the launch of the European Championships. The venue will be Zoe, Berlin, with festivities kicking off at 7pm CET on June 5. There will be flags and songs along with football videos to get people in the mood while more fashion conscious residents will be interested in new t-shirts and flag waving animations.]]></description>
			<content:encoded><![CDATA[<strong>BASEBALL fans can now follow their passion virtually thanks to a new 3D world.</strong>
 Topps, the renowned collectable card maker, opened its own virtual world called Toppstown this week with baseball fans being their target market. American football and basketball worlds will be added later in the year.
Users will be able to create their own avatars and clubhouses along with trading virtual collectables which are unlocked with codes from the real world, either in card packets or given away in promotions. Mark Sapir, Topps' director of marketing, told <link http://www.brandweek.com/bw/magazine/columns/article_display.jsp?vnu_content_id=1003810333 - external-link-new-window>Brand Week</link>: "The number of kids collecting cards is showing signs of gains, and this will promote tremendous interest."
<strong>Flag waving</strong>
There was also good news for soccer fans this week, with Twinity hosting an in-world party to mark the launch of the European Championships. The venue will be Zoe, Berlin, with festivities kicking off at 7pm CET on June 5. There will be flags and songs along with football videos to get people in the mood while more fashion conscious residents will be interested in new t-shirts and flag waving animations.]]></content:encoded>
			
			
			<pubDate>Thu, 05 Jun 2008 20:01:00 +0200</pubDate>
			
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			<title>Business - Metaverse08 set for success</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/may/article/metaverse08-set-for-success/?tx_ttnews%5Bday%5D=23&#38;cHash=b805daba89</link>
			<description><![CDATA[<strong>THE Metaverse08 conference will take place next week in Germany after a successful debut last year.</strong>
Residents will gather from accross real life at the city of Karlsruhe to hear 25 presentations, mostly about virtual worlds in marketing and communication. SL experts will provide detailed information on topics such as brand awareness, event and community strategies and technology leadership in virtual worlds. Legal conditions and education in virtual worlds will also be on the agenda.
Jean Linden, head of Linden Lab Germany, will also appear at the event, when she will hold a lecture on in-world business.
 Metaverse08 is being organised by IT publishing firm Software & Support Media and the Bokowsky + Layman marketing agency for computer-mediated environments.
For further information visit<link http://www.metaverse08.com - external-link-new-window> www.metaverse08.com.</link><br /> ]]></description>
			<content:encoded><![CDATA[<strong>THE Metaverse08 conference will take place next week in Germany after a successful debut last year.</strong>
Residents will gather from accross real life at the city of Karlsruhe to hear 25 presentations, mostly about virtual worlds in marketing and communication. SL experts will provide detailed information on topics such as brand awareness, event and community strategies and technology leadership in virtual worlds. Legal conditions and education in virtual worlds will also be on the agenda.
Jean Linden, head of Linden Lab Germany, will also appear at the event, when she will hold a lecture on in-world business.
 Metaverse08 is being organised by IT publishing firm Software & Support Media and the Bokowsky + Layman marketing agency for computer-mediated environments.
For further information visit<link http://www.metaverse08.com - external-link-new-window> www.metaverse08.com.</link><br /> ]]></content:encoded>
			
			
			<pubDate>Fri, 23 May 2008 20:12:00 +0200</pubDate>
			
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			<title>Consultants' bold prediction - Virtual worlds set for boom</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/may/article/virtual-worlds-set-for-boom/?tx_ttnews%5Bday%5D=22&#38;cHash=f6cf29cd9f</link>
			<description><![CDATA[<strong>AROUND 70 per cent of companies will have created their own virtual world by 2012, according to a leading technology consultancy firm.</strong>
 Gartner executives have grabbed headlines in the past with their views and now Steve Prentice, a company vice president, claims that by 2012, 70 per cent of companies will have created their own private virtual worlds, in effect a 3D intranet. 
The announcement was made in the run up to Gartner Emerging Trends Symposium/ITxpo 2008, which took place earlier this month.
<strong>Engaging</strong>
Prentice believes many organisations feel pressured into launching a presence in virtual worlds just now because competitors have done so or it is seen to be cool. This poor preparation leads 90 per cent of projects failing. However he maintains virtual worlds have many positive aspects for business but are more likely to give a return when used with clear goals and targets in mind.
He also slammed companies for putting technology above the human element when working in virtual worlds and cited examples like Habbo Hotel and Barbie Girls as knowing exactly what market they were aiming for: "They need to realise that virtual worlds mark the transition from web pages to web places and a successful virtual presence starts with people, not physics. Realistic graphics and physical behaviour count for little unless the presence is valued by and engaging to a large audience."]]></description>
			<content:encoded><![CDATA[<strong>AROUND 70 per cent of companies will have created their own virtual world by 2012, according to a leading technology consultancy firm.</strong>
 Gartner executives have grabbed headlines in the past with their views and now Steve Prentice, a company vice president, claims that by 2012, 70 per cent of companies will have created their own private virtual worlds, in effect a 3D intranet. 
The announcement was made in the run up to Gartner Emerging Trends Symposium/ITxpo 2008, which took place earlier this month.
<strong>Engaging</strong>
Prentice believes many organisations feel pressured into launching a presence in virtual worlds just now because competitors have done so or it is seen to be cool. This poor preparation leads 90 per cent of projects failing. However he maintains virtual worlds have many positive aspects for business but are more likely to give a return when used with clear goals and targets in mind.
He also slammed companies for putting technology above the human element when working in virtual worlds and cited examples like Habbo Hotel and Barbie Girls as knowing exactly what market they were aiming for: "They need to realise that virtual worlds mark the transition from web pages to web places and a successful virtual presence starts with people, not physics. Realistic graphics and physical behaviour count for little unless the presence is valued by and engaging to a large audience."]]></content:encoded>
			
			
			<pubDate>Thu, 22 May 2008 14:11:00 +0200</pubDate>
			
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			<title>Directory hits online shelves - Green Book help for RL business</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/may/article/green-book-help-for-rl-business/?tx_ttnews%5Bday%5D=16&#38;cHash=10763098d5</link>
			<description><![CDATA[<strong>A NEW book has been launched with the aim of preparing real world businesses to get involved in virtual worlds.</strong>
 The Association of Virtual Worlds has published The Green Book: A Business Guide to Virtual Worlds. It contains over 30 virtual world solutions which are applicable to businesses and organisations of various type and size with examples detailing how to carry out training, recruitment, networking and more.
<strong>Collaboration</strong>
Dave Elchoness, executive director of the Association is sure that business use of virtual worlds is going to explode in the near future: “The opportunities for business in virtual worlds are overwhelming and positive. Virtual worlds technology offers a unique way for people to interact, as if in person, despite the challenges of distance. This clearly applies to business and the workplace. So the next steps for business include: exploring ways to enhance customer engagement with businesses and brands using virtual worlds technology and adopting virtual worlds technology for internal business collaboration.”
He added that getting big players involved would soon create a snowball effect of involvement: “Once executives see virtual worlds in action, I am convinced they will feel compelled to get on the bandwagon very quickly.”
<strong>Resource</strong>
The Association exists to help companies and individuals advance virtual worlds in any shape or form and had previously published The Blue Book: A Consumer Guide to Virtual Worlds. That book contains basic information on over 250 worlds, making it the perfect resource for individuals looking to get started in the metaverse.”
Both books are available, for free, from <link http://www.associationofvirtualworlds.com/>http://www.associationofvirtualworlds.com</link>. The AVW welcomes any appropriate additions or modifications.]]></description>
			<content:encoded><![CDATA[<strong>A NEW book has been launched with the aim of preparing real world businesses to get involved in virtual worlds.</strong>
 The Association of Virtual Worlds has published The Green Book: A Business Guide to Virtual Worlds. It contains over 30 virtual world solutions which are applicable to businesses and organisations of various type and size with examples detailing how to carry out training, recruitment, networking and more.
<strong>Collaboration</strong>
Dave Elchoness, executive director of the Association is sure that business use of virtual worlds is going to explode in the near future: “The opportunities for business in virtual worlds are overwhelming and positive. Virtual worlds technology offers a unique way for people to interact, as if in person, despite the challenges of distance. This clearly applies to business and the workplace. So the next steps for business include: exploring ways to enhance customer engagement with businesses and brands using virtual worlds technology and adopting virtual worlds technology for internal business collaboration.”
He added that getting big players involved would soon create a snowball effect of involvement: “Once executives see virtual worlds in action, I am convinced they will feel compelled to get on the bandwagon very quickly.”
<strong>Resource</strong>
The Association exists to help companies and individuals advance virtual worlds in any shape or form and had previously published The Blue Book: A Consumer Guide to Virtual Worlds. That book contains basic information on over 250 worlds, making it the perfect resource for individuals looking to get started in the metaverse.”
Both books are available, for free, from <link http://www.associationofvirtualworlds.com/>http://www.associationofvirtualworlds.com</link>. The AVW welcomes any appropriate additions or modifications.]]></content:encoded>
			
			
			<pubDate>Fri, 16 May 2008 13:04:00 +0200</pubDate>
			
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			<title>World of Warcraft - Are MMORPGs the future of business?</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/may/article/are-mmorpgs-the-future-of-business/?tx_ttnews%5Bday%5D=13&#38;cHash=54f4681f15</link>
			<description><![CDATA[<strong>ONLINE games like World of Warcraft teach important skills which help players become well-versed in business practices, according to a recent survey.</strong>
 <link http://www.virtualworldsnews.com/2008/05/harvard-busines.html - external-link-new-window>The Harvard Business Review</link> reports that games such as World of Warcraft help develop important leadership qualities, such as risk-taking, quick decision making and an ability to improvise, which will become increasingly crucial.  Most importantly, however, players are often forced into situations, such as attacking an enemy base, where they can only offer rewards if the mission is a success.
This involves the awarding of 'points' for participation in a task - and are known as 'Dragon Kill Points' in Warcraft.  This system encourages players to put more effort into situations where they are not likely to gain much, as the points can be collected for future use, thus creating a strong link between effort and reward.
<strong>Second Life overshadowed</strong>
 An increasing number of businesses are keen to transfer these systems to the office, especially this non-monetary rewards system, which many feel could become standard procedure for large companies.  
 The findings of the IBM survey also suggested that former Linden Lab CEO Philip Rosedale's claims that Second Life could become crucial to business are perhaps something of an overstatement.&nbsp; Many see SL as useful to modern business, as a form of communication, but too open-ended to shape the evolution of business in the same way as strategy gaming.<br /><br /> ]]></description>
			<content:encoded><![CDATA[<strong>ONLINE games like World of Warcraft teach important skills which help players become well-versed in business practices, according to a recent survey.</strong>
 <link http://www.virtualworldsnews.com/2008/05/harvard-busines.html - external-link-new-window>The Harvard Business Review</link> reports that games such as World of Warcraft help develop important leadership qualities, such as risk-taking, quick decision making and an ability to improvise, which will become increasingly crucial.  Most importantly, however, players are often forced into situations, such as attacking an enemy base, where they can only offer rewards if the mission is a success.
This involves the awarding of 'points' for participation in a task - and are known as 'Dragon Kill Points' in Warcraft.  This system encourages players to put more effort into situations where they are not likely to gain much, as the points can be collected for future use, thus creating a strong link between effort and reward.
<strong>Second Life overshadowed</strong>
 An increasing number of businesses are keen to transfer these systems to the office, especially this non-monetary rewards system, which many feel could become standard procedure for large companies.  
 The findings of the IBM survey also suggested that former Linden Lab CEO Philip Rosedale's claims that Second Life could become crucial to business are perhaps something of an overstatement.&nbsp; Many see SL as useful to modern business, as a form of communication, but too open-ended to shape the evolution of business in the same way as strategy gaming.<br /><br /> ]]></content:encoded>
			
			
			<pubDate>Tue, 13 May 2008 16:15:00 +0200</pubDate>
			
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			<title>Every man's dream - Playboy wants own virtual world</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/may/article/playboy-wants-own-virtual-world/?tx_ttnews%5Bday%5D=09&#38;cHash=ccec0069b8</link>
			<description><![CDATA[<strong>PLAYBOY is set to create a dream-world for men around the globe - by launching their own raunchy virtual experience. <br /></strong>
 Speaking at a conference call for investors and media, CEO Christie Hefner said Playboy's position in the market gave the men's magazine giant and entertainment company a significant advantage: "The Playboy brand is what creates the unique connection we have with consumers and gives us a vital competitive edge…we intend to leverage that both in immersive real-world environments and in the virtual environment to increase shareholder value."
She explained that for the company to reach its potential there had to be more links between daily business and special projects online: "We have to catch up in terms of technological infrastructure and breadth of content and interconnectedness between what we do in the virtual world and what we're doing in other businesses in terms of e-commerce, in terms of events, in terms of advertising, in terms of social networking."
 Playboy already boasts a successful presence in Second Life which compares well against other corporations in terms of user numbers. A further attempt to engage the community was made when in-world designers were invited to create Playboy branded goods for sale on the island.
But the latest news suggests the company may be looking away from Second Life as it continues to develop in virtual worlds. ]]></description>
			<content:encoded><![CDATA[<strong>PLAYBOY is set to create a dream-world for men around the globe - by launching their own raunchy virtual experience. <br /></strong>
 Speaking at a conference call for investors and media, CEO Christie Hefner said Playboy's position in the market gave the men's magazine giant and entertainment company a significant advantage: "The Playboy brand is what creates the unique connection we have with consumers and gives us a vital competitive edge…we intend to leverage that both in immersive real-world environments and in the virtual environment to increase shareholder value."
She explained that for the company to reach its potential there had to be more links between daily business and special projects online: "We have to catch up in terms of technological infrastructure and breadth of content and interconnectedness between what we do in the virtual world and what we're doing in other businesses in terms of e-commerce, in terms of events, in terms of advertising, in terms of social networking."
 Playboy already boasts a successful presence in Second Life which compares well against other corporations in terms of user numbers. A further attempt to engage the community was made when in-world designers were invited to create Playboy branded goods for sale on the island.
But the latest news suggests the company may be looking away from Second Life as it continues to develop in virtual worlds. ]]></content:encoded>
			
			
			<pubDate>Fri, 09 May 2008 10:25:00 +0200</pubDate>
			
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			<title>Teaching site's success - Panfu attracts a million users</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/april/article/panfu-attracts-a-million-users/?tx_ttnews%5Bday%5D=18&#38;cHash=ac50de71d5</link>
			<description><![CDATA[<strong>A VIRTUAL world being used as a teaching aid has attracted more than one million users in just four months.</strong>
The German-based Panfu world teaches Spanish to children through games and socialising. There is no in-world advertising, and funding is collected from a subscription fee of US$5.95 per month. They expanded quickly from Germany into Spain, France and Holland while sites for the UK and Poland went online this week.]]></description>
			<content:encoded><![CDATA[<strong>A VIRTUAL world being used as a teaching aid has attracted more than one million users in just four months.</strong>
The German-based Panfu world teaches Spanish to children through games and socialising. There is no in-world advertising, and funding is collected from a subscription fee of US$5.95 per month. They expanded quickly from Germany into Spain, France and Holland while sites for the UK and Poland went online this week.]]></content:encoded>
			
			
			<pubDate>Fri, 18 Apr 2008 16:51:00 +0200</pubDate>
			
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			<title>A viral future - Conference reports metaverse growth</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/april/article/conference-reports-metaverse-growth/?tx_ttnews%5Bday%5D=18&#38;cHash=234c7cba05</link>
			<description><![CDATA[<strong>SL is only the beginning – the metaverse will continue to grow.</strong>
 That was the unanimous conclusion reached at the Virtual World Conference earlier this month in New York. But which metaverse trends will be successful in future?<br />There is a lot going on in virtual worlds for children and adolescents, a fact which was the main topic during the conference. Both keynote speeches by Mattel (Barbie Girl) and MTV (MTV, Nickelodeon) focused on the latest developments in branded virtual worlds, where a lot has been happening.
<strong>Appealing</strong><br /><br />Barbie World will introduce a VIP model and MTV will create worlds for its most popular programmes, while Neopets, a successful platform for children, will introduce its own virtual world in co-operation with Netopia. Creating branded worlds with a high level of identification and brand loyalty among its users was one of the 'mega-trends' to be discussed at the conference.
It is a trend which can be observed in many companies, along with those targeting children and adolescents. Entertainment providers have the perfect tools for thriving virtual worlds as they not only create appealing content, but also own the necessary communication channels to promote their worlds.
<strong>Interesting newcomer</strong><br /><br />The third main topic in New York was worlds based on Flash animations, which can run on a browser without installing a client. The best-known of these worlds is Habbo Hotel, which has been successful for the last few years. The most attractive world visually has been created by Gaia Online, while an interesting newcomer is freggers.com, set to go beta in the near future.
Second Life itself was only occasionally mentioned during discussions, but was always present in the background, as players set to enter the market in 2008 are now the centre of attention. Not all of them will survive but some will stay and enrich our virtual lives. Let‘s see what happens until May 27, when the industry gathers again at the Metaverse 08 conference in the German city of Karlsruhe.
<em>• MARISSA BERGBAHN is the co-founder and CEO of Germany's leading virtual world marketing agency, Bokowsky + Laymann.</em>]]></description>
			<content:encoded><![CDATA[<strong>SL is only the beginning – the metaverse will continue to grow.</strong>
 That was the unanimous conclusion reached at the Virtual World Conference earlier this month in New York. But which metaverse trends will be successful in future?<br />There is a lot going on in virtual worlds for children and adolescents, a fact which was the main topic during the conference. Both keynote speeches by Mattel (Barbie Girl) and MTV (MTV, Nickelodeon) focused on the latest developments in branded virtual worlds, where a lot has been happening.
<strong>Appealing</strong><br /><br />Barbie World will introduce a VIP model and MTV will create worlds for its most popular programmes, while Neopets, a successful platform for children, will introduce its own virtual world in co-operation with Netopia. Creating branded worlds with a high level of identification and brand loyalty among its users was one of the 'mega-trends' to be discussed at the conference.
It is a trend which can be observed in many companies, along with those targeting children and adolescents. Entertainment providers have the perfect tools for thriving virtual worlds as they not only create appealing content, but also own the necessary communication channels to promote their worlds.
<strong>Interesting newcomer</strong><br /><br />The third main topic in New York was worlds based on Flash animations, which can run on a browser without installing a client. The best-known of these worlds is Habbo Hotel, which has been successful for the last few years. The most attractive world visually has been created by Gaia Online, while an interesting newcomer is freggers.com, set to go beta in the near future.
Second Life itself was only occasionally mentioned during discussions, but was always present in the background, as players set to enter the market in 2008 are now the centre of attention. Not all of them will survive but some will stay and enrich our virtual lives. Let‘s see what happens until May 27, when the industry gathers again at the Metaverse 08 conference in the German city of Karlsruhe.
<em>• MARISSA BERGBAHN is the co-founder and CEO of Germany's leading virtual world marketing agency, Bokowsky + Laymann.</em>]]></content:encoded>
			
			
			<pubDate>Fri, 18 Apr 2008 16:49:00 +0200</pubDate>
			
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			<title>Users fight closure - The end of the Magic Kingdom?</title>
			<link>http://www.the-avastar.com/metaverse/other/archive/2008/april/article/the-end-of-the-magic-kingdom/?tx_ttnews%5Bday%5D=18&#38;cHash=2f1d21c084</link>
			<description><![CDATA[<strong>USERS of Disney’s Magic Kingdom have launched a campaign to prevent the virtual world from being closed down.</strong>
More than 11,000 signatures have been collected by fans in a petition seeking to reverse the entertainment giant's decision to shut down Magic Kingdom. Disney has announced that the world will close on May 21, and said in a statement: "It exceeded our expectations in terms of performance to the point that we left it open much longer than originally anticipated."]]></description>
			<content:encoded><![CDATA[<strong>USERS of Disney’s Magic Kingdom have launched a campaign to prevent the virtual world from being closed down.</strong>
More than 11,000 signatures have been collected by fans in a petition seeking to reverse the entertainment giant's decision to shut down Magic Kingdom. Disney has announced that the world will close on May 21, and said in a statement: "It exceeded our expectations in terms of performance to the point that we left it open much longer than originally anticipated."]]></content:encoded>
			
			
			<pubDate>Fri, 18 Apr 2008 15:20:00 +0200</pubDate>
			
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