||World's first open
3D chat and virtual reality world building
platform, still being improved. Runs on MS
virtual world for Barbie owners. BG reached
3 million users in its first 60 days of operation,
and growing at 50,000 users/day (Scientific
American, July 2007). Great example of
a successful mixed reality platform (for 2007).
||Prototype open source virtual
||A successful 2.5D online virtual
world created for mycoke.com as a promotion
for Coke Music and its partners.
award-winning 3D graphics software for kids.
The beginning of "youth-created content"
for the metaverse.
||A Korean social networking
platform with the option of 2.5 dimensional
homepages which can be decorated by virtual
furniture, art, and music, all purchasable
with virtual currency. Over 15 million users
in 2005 (1/3 of Korea's population). Accessible
by cell phone.
||The first popular massively
multiplayer online role-playing game (MMORPG)
to gain mainstream attention.
||A free-of-charge, downloadable
virtual globe program. It maps the entire
earth by pasting images obtained from satellite
imagery, aerial photography and GIS over a
||A 2.5D avatarized online game
and chat community made by the Finnish Sulake
Corporation. Currently one of the largest
non-violent online game communities on the
Internet, operating in 17 countries, and one
of the fastest growing teen websites in the
||A MMORPG developed in Korea.
Highly popular throughout Asia.
||A 3D collaborative virtual
world to enable students to help each other
learn Java programming.
||A global simulation serious
game played by over 350,000 kids to date.
What would a virtual version of this look
||Award-winning public diplomacy,
conflict resolution and development game.
Challenges you to bring peace to the Middle
|| A global treasure hunt alternative
reality game. $200K first prize. Season 1
in 2006. By Mind
||Major Swedish 2.5D avatarized
chat platform, mostly for teens but not restricted
to them. 300,000 users in 2006.
||Online science museum of the
Cornell Theory Center. Includes SciFair,
a science communication fair through which
youth build their own virtual exhibits with
the help of coaches.
||The leading online 3D persistent
world where players are encouraged to develop
businesses and the only one where they own
copyright on the content they create (simultaneously
licensing it to Linden Lab, creators of the
world). 200,000+ users, and over $5M/month
in real world commerce.
||Forthcoming game by Will Wright's
Maxis group, creator of The
Sims. Designed to teach social dynamics,
evolutionary selection, and the creation of
custom content. Epic developmental arc, from
microorganisms to space colonization. Video
demo (10 min).
||An elaborate Star Wars-based
MMORPG created by Sony Online Entertainment.
Palace Legacy Project
||A physically failed (2001 Chap
7 bankruptcy) online 2.5D chat world that
remains virtually populated. Meridian59
is another community that continued virtually
for two years (2000-2002) before new physical
ownership and support (Near Death Studios)
emerged. Great examples of virtual persistence.
||Strategic life simulation computer
game. At 6.3 million copies, the best-selling
PC game to date.
|| 3D persistent world for online
socializing. Popular in 2004.
Hills and Laguna Beach
||MTV's social virtual world,
based on There's engine. Received 300,000
downloads in ten weeks (2007).
||Very popular (2006) virtual
world, game, and children's social networking
Children buy Webkinz
stuffed animals and input a code to adopt
a virtual version of their pet. Great early
example of successful mixed reality.
||A 2D web map server similar
to Google Maps, Mapquest, or Yahoo! Maps.
Minimal collaboration features.
||The leading U.S. MMORPG. Over
6 million subscribers.
||Open source 3D virtual earth
platform. NASA project.
||A machinima + video film for
the Volvo V50. An architect gets sucked into
virtual reality and prototypes his project
there prior to returning to the physical world.
1.5 and 9 minute versions.
inside a metaverse:
the virtual world of Second Life
| Philip Rosedale and Corey
Ondrejka of Linden Lab, presenting on Second
Life at Google TechTalks, March 2006.
OrbitMP Webcam Effects
||Phillip Torrone of Make
magazine demos the face- and eye-tracking
features of the new logitech OrbitMP QuickCam
webcam. Software adds 2D mixed reality features
to the humans being tracked, and allows the
use of 3D gesture-driven avatars instead of
showing one's face on the webcam screen.
|Teaser videos for
Nintendo's new Wii (2006), which uses a gestural
(wand) input device.
||Interesting early version of
a new interface concept. Active gaming on
the entire living room floor.
DS touch screen surgery
||An example of new gaming categories
(ex: active games) enabled by innovative input
Easy 3D modeling software tutorials
||Google acquisition in 2006,
for user annotation of Google Earth. Now available
Eyetoy boxing match
||Early interface for active
Eyetoy mixed-reality narrative
||Early mixed-reality initiative
for consumer games.
||A brief geovlogging tour of
highlights of Seattle, merging Google Earth
images with video snips. Great example of
the promise of the future.
Mobile Future Visions
||Four flash vignettes on Entertaining,
Working, Belonging, and Caring in the wireless
future. Their "Visual Bracelet"
and "Sensor Bracelet" in these scenarios
are versions of the Carpal
PC form factor for wearable computing
that we predict will emerge among high-end
early adopters by 2016.
||10 min demo of forthcoming
game by Will Wright's Maxis group, creator
Sims. Designed to teach social dynamics,
evolutionary selection, and the creation of
custom content. Epic developmental arc, from
microorganisms to space colonization.
(see also Portals)
||Physical Space, Virtual Space,
and Interface. Podcasts about the convergence
of the physical and virtual from ASF's 2004
conference at Stanford Univesity.
||Artificial Intelligence and
Intelligence Amplification (AI and IA). Podcasts
about the emergent intelligence of our technologies
and the way they are making us smarter as
well. ASF's 2005 conference at Stanford University.
|| Neil Gershenfeld predicts
the future and implications of personal fabrication.
From the 2005 O'Reilly Emerging Technology
New Virtual Worlds
||Jerry Paffendorf talks about
Second Life, Google Earth, and the Metaverse
and the Law
||A discussion between Beth Noveck,
professor at the New York Law School, James
Grimmelmann, editor-in-chief of LawMeme, and
host Ernest Miller on legal issues surrounding
intellectual property in virtual worlds.
from thin Air: The Economy of Virtual Worlds
||Edward Castronova discusses
the the real economics of virtual worlds.
From PopTech 2005.
||John Hanke, general manager
of Keyhole at Google, discusses Google Earth.
At the Where 2.0 conference, 2005.
||Bruce Sterling's enlightening
talk at O'Reilly's ETech 2006. He notes that
as we move to a world of "spimes,"
objects whose life history is trackable in
space and time, through the geospatial web
and other interfaces, the kinds of artificial
intelligence we will build in the near
term will have little to do with thinking
and everything to do with linking, ranking,
sorting, sharing, tagging, commenting, collaborative
filtering, and other activities. Excellent
outline of issues involved in building out
the early participatory geospatial web.
Money in Virtual Economies
||A panel discussion on the future
of user generated content. From Accelerating
||Will Wright's keynote on the
nature of good games. From Accelerating Change
and the Future of Learning
||Clark Aldrich on how simulations
such as virtual worlds impact learning systems.
From Accelerating Change 2004.
New Sense of the Web
||An introductory discussion
about the geospatial web. National Public
Where 2.0 Application
||Tim O'Reilly identifies trends
in mobile and location-based applications,
drawing parallels with other software markets.
's Takeaway from the Where 2.0 conference,
World, Real Money
||Intro to economics
of virtual worlds. Accompanies the May 1,
2006 Business Week article, "My
Brief History of the Virtual World (Bruce
Damer Interview)," Daniel Terdiman, Nov
Democracy of Groups," Beth Noveck 2005,
Digital Life," Gordon Bell and Jim
Gemmel, Scientific American, 2007. Wearable
lifelog technology update, by pioneers.
Reason Why Video Games Are Hard to Give Up,"
U. Rochester. Motivational and emotional developmental
Second Life for MTV," Mark Wallace,
Wired, Feb 2007. About the new genre of virtual
world extensions of TV programs.
Reality: A New Way of Seeing," Steven
K. Feiner, 2002. Scientific American.
the Hive: How Online Games Drive Networked
Innovation," JC Herz, 2004. Release 1.0
Madison Avenue is Wasting Millions on a Deserted
Second Life," Frank Rose, Wired,
2007. Good piece on the way some large companies
predictably overspend and oversimplify their
investment priorities in today's early Metaverse.
Shades of the early CD-ROM/Multimedia and
Dot Com eras.
Performance Enhancement in 2032," John
Smart, 2005. Conversational interface (CI) and
Ahead:The Web as a Virtual World,"
Aili McConnon, BusinessWeek, 13 Aug
narratology, and simulations as a paradigm,"
Jamais Cascio, Worldchanging,
Group Dynamics through Tabletop Interface Design,"
Morris et.al., IEEE CGA, 2006.
and the Virtualization of the Economy,"
Dmitri Ivanov, J of Soc and Social Anthro,
Earth," Wade Roush, Technology
Review, July/August 2007. Great overview
of the metaverse community.
Digital Earth," Vice President Al
Gore, 1998. Classic speech outlining and promoting
the geospatial future.
Geospatial Web: A Call To Action,"
Mike Liebhold, 2005. What needs to happen next
for an open geospatial web.
Laws of Virtual Worlds," Greg Lastowka
and Dan Hunter, 2004. California Law Review
Near Future of the Metaverse," Giulio
Prisco, Uvvy/IEET, 2006.
Globes: The Web-Wide World," Declan
Butler, Nature, V439, 16 Feb 2006 [Subscription
Schooling Growing at K-12 Level,"
Bill Kaczor, AP, 7 Sep 2007
is Web 2.0?," Tim O'Reilly, 2006.
Intro to the concept.
Virtual World But Real Money," Richard
Siklos, NYT, 19 Oct 2006. Corporate entrance
to Second Life.
find real uses in virtual worlds," Colin
Stewart, 2006. OC Register
Eye Open Virtual Worlds," Daniel Terdiman,
online services will shape the console war,"
David Cole, Next
Video Games to the Streets," Mike McEwan,
2005. PC Gaming
Next Big Thing," Patrick Cox, TCS Daily,
Bar Codes Can Talk With Your Cellphone,
Louise Story, NY Times, 2007 (on Physical Hyperlinks).
of Electronic Commerce Research, Special
Issue on Virtual Worlds. Aug 2008. Broad e-commerce
Games Issue: Studying Computer Games as Media,
Feb 2004. Media Int. Australia. Critical writing
New World of Games, Apr 2006.
Wired Magazinine. Guest editor Will Wright.
Ongoing cultural impact of videogames.
See our Roadmapping
and Studies pages.
||A wiki for 3D web technologies,
and multi-user online spaces.
the Field of Digital Media and Learning
Foundation's fantastic $50M initiative
to gather what is known about how digital
media and learning (DML) technologies are
changing the way young people learn, play,
socialize, and participate in civic life,
and to seed innovation for continued growth.
They are developing a Knowledge
Network portal for the DML field (launching
||A portal for the world's flight
resource for geospatial information.
||a resource for Location-Based
Services and related technologies including
mobile geopositioning, GPS, RFID, WiFi, open
source hacks, and related applications, technologies
||Metaverse Podcasting Network.
Great audio coverage of Second Life. Also
Sessions for general VWs.
||Information and community for
teachers in Multi-User Virtual Environments
||Lisa Galarneau's research site
on the social aspects of games and MMOs. Extensive
list of papers and articles.
||Nick Yee's resarch site on
the psychology of MMOGs.
||Atlas of 2D and 3D maps and
graphic representations of the geographies
Rumsey Map Collection
||8,000 examples of 2D historical
cartography. Inspirations for the geospatial
||2,000 2D graphics covering
3,000 years of history. Example of the potential
for graphical historiographies.
||Proposed virtual worlds community
platform. Just a great brochureware site at
||Statistics tracking the growth
of Massively Multiplayer Online Games. Bruce
with political perspectives (Madrid
12th) based on news events.
||Internet clearinghouse for
online simulation/gaming resources. A bit
||Entertaining games with serious
(non-entertainment) objectives. 200 in database.
||Peter Plantec's site on the
present development and future use of virtual
humans. His homepage.
||An affiliate blog
of the Metaverse Roadmap focused on exploring
the emerging 3D Web.
||A study of in-game advertising.
Vedrashko. Doing his MIT MS thesis on
||Avi Bar-Ze’ev's (Google
Earth/Keyhole) blog on 3D web and other topics.
||A blog on democratic design,
E-democracy, and civic innovation by Beth
Noveck, Director of the New York Law School's
Institute for Information Law and Policy and
the Democracy Design Workshop.
||Researching the design of participatory
web projects. Netherlands.
||Alex Pang of IFTF writes about
pervasive computing and the dissolving of
boundaries between the physical and virtual
||Collecting info on the expanding
world of active video games (exergames).
||The Institute for the Future's
blog exploring emerging technologies and their
||An alternate view of video
game culture within the larger context of
||Dennis McCauley covers the
politics surrounding the gaming industry.
||Chip Morningstar and Randy
Farmer, on cyberspace, virtual communities,
online games, and distributed systems.
||Addressing the problem of our
web-distributed digital identity. Especially
relevant for the coming age of the avatar.
||Exploring data visualization
and ways it inspires new design.
||Digital Commons advocate. CEO
and Founder, Neoteny, Board Member, ICANN.
||A Weblogs Inc. blog on consumer
issues in the gaming industry.
||Online resource for videogame
researchers. Gonzalo Frasca.
||A Corante weblog exploring
social software and how Web 2.0 changes the
way people interact.
||Four blogs on building in Second
life with "(im)materials.
||Cultural anthropologist who
studies new media use, particularly among
youth in Japan and the US.
||A blog about Google Earth,
it's development, and different ways people
are utilizing it in "mashups" to make the
web more geospatially aware.
|| Richard MacManus keeps track
of Web 2.0 and its promise for the future
|| This blog reviews new Web
2.0 products and companies as they emerge.
|| MMORPG Designer; Former CCO,
Sony Online Entertainment.
||A technical evangelist at Microsoft.
His blog is widely read by independent software
||The leading professional community
blog exploring virtual worlds. Since 2003.
||Glimpses into the future of
technology experience. Includes: "3D.
What is it good for?"
||Howard Rheingold's blog exploring
the mechanisms that underlie human cooperation
in conjunction with new technologies enabling
us to cooperate and act collectively in increasingly
||Chris Anderson's model explaining
the economic and social changes that occur
when access to information becomes abundant
and spatially irrelevant.
||Jerry Paffendorf's blog on
the development of the Metaverse.
||IFTF blog on virtual experiences
and internet activities in China.
||Peter Plantec's blog on the
construction and future of virtual humans
in e-learning and other social applications.
||Virtual reality news and resources
edited by and for the VR community.
||A forum for the uses of videogames
in advertising, politics, education, and other
everyday activities. Ian Bogost and Gonzalo
||The art and business
of making games - online sister to Game
|An online magazine published
weekly covering gaming and gamer culture.
||To increase and improve the
use of interactive, experiential strategies
to improve human performance in an effective,
efficient, and enjoyable way. Sivasailam (Thiagi)
and Social Bookmarks
||Esther Dyson's savvy monthly
report on the information technology and communications
- General and Trade
||Reports on all
aspects of the animation industry.
||Information on production tools
and applications for digital content creators.
||A leading information source
on remote sensing and related geospatial products
||Magazine focused on the game
industry - print brother to Gamasutra
|| Geospatial innovations, trends,
and events. 25,000 subscribers in 2006.
||Magazine focused on PC gaming,
video game reviews
||The leading publication devoted
solely to radio frequency identification and
its many business applications.
||Covering technology, culture,
business and politics for the digital generation.
- Academic and Specialty
Computer Graphics Quarterly
||Yearly proceedings of the annual
SIGGRAPH conferences. Online only.
Transactions on Graphics (TOG)
||Furthering the development
of computer graphics by encouraging high-quality
research (est. 1970's).
of Eurographics. international information
for computer graphics professionals interested
in graphics developments worldwide.
in Business Simulation & Experiential
||Annual proceedings of the Association
of Business Simulation and Experiential Learning
conference. Available through ABSEL.
||The first international peer-reviewed
academic journal on computer games (est. 2001).
||Leading journal advancing research
and practice in mobile and ubiquitous computing.
Intelligent Games and Simulation
| A web publication of the University
of Wolverhampton UK and
The Society for Modeling and Simulation International
of Artificial Societies and Social Simulation
||An interdisciplinary journal
for the exploration and understanding of social
processes by means of computer simulation
of Game Development
||Peer-reviewed academic research
focused solely on game-related issues (est.
of Graphics Tools
||Practical production techniques
for the the computer graphics research, development,
and production community (est. 1996).
||Interdisciplinary journal of
game theory, practice and research. Academic
and applied issues in simulation/gaming in
education, training, consultation and research
(est. circa 1972). Official journal of several
professional associations, including the Association
for Business Simulation and Experiential Learning
(ABSEL), the International Simulation and
Gaming Association (ISAGA), the Japan Association
of Simulation and Gaming (JASAG), the North
American Simulation and Gaming Association
(NASAGA), Society for Intercultural Education
Training and Research (SIETAR-USA) and Swiss-Austrian
German Simulation and Gaming Association (SAGSAGA)
Brief History of the Future: From Radio Days
to Internet Years in a Lifetime, John
Findability: What We Find Changes Who We
Peter Morville, 2005
Reality: A Guide to Alternate Reality Gaming,
John W Gosney, 2005
and Gaming: The Computer Gaming Phenomenon
and the Impact of Brands on Gaming, David
Nichols et. al, 2006
Virtual Worlds, Richard Bartle, 2003
of Innovations, 5th Ed., Everett Rogers,
Game-Based Learning, Marc Prensky, 2004
Bad is Good for You, Steven Johnson, 2005
Matters: Exploring the Implications of a
Digital Earth, 2006 (forthcoming)
Game: How the Gamer Generation Is Reshaping
Business Forever, John C. Beck and Mitchell
by Doing: Simulations, Computer Games, and
Pedagogy in e-Learning and Other Educational
Experiences, Clark Aldrich, 2005
Worlds: or the Day Software Puts the Universe
in a Shoebox... How It Will Happen and What
It Will Mean, David Gelernter, 1993
of Play, Katie Salen and Eric Zimmerman,
and the Future of Learning, Clark Aldrich,
Worlds: The Business and Culture of Online
Games , Ted Castronova, 2005
Age of Intelligent Machines, Ray Kurzweil,
Rise of the Image, The Fall of the Word,
Mitchell Stephens, 1998. Great intro to the
meaning and transcendence of visual culture.
Search: How Google and Its Rivals Rewrote
the Rules of Business and Transformed Our
Culture, John Batelle, 2005
Singularity is Near, Ray Kurzweil, 2005
Ultimate History of Video Games, Steven
L. Kent, 2001
of Fun for Game Design, Raph
Is Not a Game: A Guide to Alternate Reality
Gaming, Dave Szulborski, 2005
Society, David Brin, 1999
Humans, Peter Plantec, 2003
of Society, Dmitri Ivanov, 2000. In Russian
Video Games Have to Teach Us About Learning
and Literacy, James Paul Gee, 2004
Times at Fairmont High, in The
Collected Stories of Vernor Vinge, 2002.
Virtual collaboration among high school students,
William Gibson, 1986. The original cyberpunk
novel. Dystopian digital futures.
Rider, John Brunner, 1975/95. Classic
introduction to universal data networks, information
overload, and issues of the digital society.
Crash, Neal Stephenson, 1992. Classic
introduction to the metaverse as the hub of
future social interaction.
Names, Vernor Vinge,1981/2001. The story
that launched the idea of cyberspace, and
the cyberpunk literary movement.
|| Full text of every
article published by the Association for Computing
Machinery (ACM), including over 50 years of
Research and Technology
||"Links to research on
the technology of games, and other forms of
interactive virtual worlds. "