Viewer-Managed Marketplace: brief update

secondlifeFurther to the recent launch of the Viewer-Managed Marketplace public beta test on the Main grid, Brooke Linden provided third-party viewer developers (who will need to integrate the viewer-side VMM changes into their viewers) with an update on the state-of-play with the project at the Third-Party Viewer Developer (TPVD) meeting on Friday, April 24th.

Her comments came at the opening of the meeting, which can be seen on a video provided by  Chakat Northspring, and are summarised in my overview of the meetings. However, as VMM is of interest to a broader community than viewer developers, this article is intended to provide a slightly more detailed summary of her comments. Timestamps to the relevant points in the video are further provided for ease-of-reference.

Follow-up Meeting

[00:08] The Lab is planning a follow-up meeting to the current Main grid beta activities. This has been provisionally scheduled for 11:00 SLT on Friday, May 1st, but is subject to final confirmation. Formal confirmation of the meeting will hopefully be given through the existing Merchants’ Forum post (or at least through a fresh post) nearer the time, and I’ll endeavour to post word on it when it is announced.

The aim of the meeting is to gain general feedback on the VMM from those who have been able to try it as a part of the beta and to hopefully update on the status of any issues so far reported and which are being addressed, and to answer questions.

Automated Migration

[00:53] A number of requests have been made through the forum thread for the automated migration process for Direct Delivery items (Magic Box items require manual migration) to be trialled among a selected group of merchants prior to being enforced for all merchants.

Brooke indicated that this would be the case, and will be seeking volunteers to help with this nearer the time.

VMM includes an option to manually associate existing MP listings with VMM items in your inventory, which will help ease part of the the migration process for those concerned over automated migration paths
VMM includes an option to manually associate existing MP listings with VMM items in your inventory, which will help ease part of the the migration process for those concerned over automated migration paths

Other Items

[01:27 and 02:58] The beta programme will be opened to broader access than the current sign-up process, allowing for broader testing as things progress towards a “full” release.

[01:54] The language-localised elements of the work are expected in a couple of weeks. In the meantime, those trying the beta are requested to keep filing bug reports on anything they find (and can preferably reproduce).

[02:06] Incoming bugs on the project JIRA are being watched and investigated, including a couple of edge-case crash situations. Further bug and issues reports are still welcomed on the JIRA.

[03:56] As an aside to the main points, the VMM code has been merged with the current viewer release code as a part of the Lab’s now viewer development process (although the code remains available only via the project viewer for the time being).

Related Links

Skill Gaming: CapEx moving to the Internet, with important changes

Capital Exchange has seen activity in its stock market simulation game frozen since the November 1st enforcement of the Lab's Skill Gaming Policy
Capital Exchange has seen activity in its stock market simulation game frozen since the November 1st enforcement of the Lab’s Skill Gaming Policy

As regular readers know, I’ve been reporting on the Skill Gaming Policy changes, including the situation involving the stock market simulation game Capital Exchange (CapEx), operated by Skip Oceanlane.

Since my last report in December 2014 there have been a number of updates from Skip on the matter to keep CapEx members informed of progress, of which the April 18th, 2015 is the most important.

If you are engaged with CapEx, and you’ve not already done so, please ensure you read the April 18th update in full. What follows is a very high-level summary:

  • With as yet no confirmation or rejection of the CapeX Skill Gaming application by the Lab, the decision has been made to move the game to the Internet and away from Second Life
  • This does not mean, at this point in time, that CapEx is ceasing trying to gain approval as a Second Life Skill Game Operator (SLSGO)
  • A new website is being developed to support operations, and once available, all existing CapEx URLs (www.onlinecapex.com. slcapex.com and capex.biz) will redirect to it. It is planned to have this up and running in June, 2015; until it is officially announced, users are requested to keep using slcapex.com until otherwise directed
  • As a game of skill under United States law, the new Capital Exchange website will not be accessible to people reisding in the following state: Arizona, Arkansas, Delaware, Florida, Kentucky, Louisiana, Maryland, South Carolina, South Dakota and Tennessee
  • Game players will be able to register via the website, with the option to connect to a virtual world avatar if they choose to do so – but it won’t be mandatory
  • A valid e-mail address will be required for registration with the new website – players who have not entered an e-mail address against their current CapEx details are asked to add one now, to ease transition. Instructions on doing so can be found in Skip’s update
  • The Linden Dollar will be replaced with the new CapEx Dollar (CD$). The value of the CapEx Dollar will initially be pegged at 250 to the US Dollar, in order to ensure stability with existing stock values
  • The new website will operate using HTTPS, and will be connected to a merchant account linked to VISA authorize.net to allow payments using major credit cards
  • The initial means of cashing-out will be via PayPal. The cash-out fee is liable to be “significantly” less than the current 3.5% fee with the Linden Dollar
  • Future options may include the ability to support additional currencies – GBP, the Euro, etc., and other virtual currencies such as Bitcoin, Litecoin, etc.
  • At a future date yet to be determined, the CapEx Dollar will be freely traded on a currency exchange, and CapEx may may allow multiple currency exchanges to free float CD$
  • Should Linden Lab grant CapEx authority to operate in Second Life as a Skill Game, the Linden Dollar may be accepted, and thoughts to how this might be done have been given. However, it is currently Skip’s intention to operate CapEx without support for the Linden Dollar
  • There are significant changes coming to CapEx ATMs and funds held through them (see below)
Skip Oceanlane - moving CapEx to the web and away from SL. Projected launch date: July 2015
Skip Oceanlane – moving CapEx to the web and away from SL. Projected launch date: July 2015

The new service currently has a projected start date of July, 2015.

An important aspect of this news is that all existing CapEx ATMs are to be withdrawn from Second Life on Sunday, May 10th (unless CapEx gains authorisation to operate as a Skill Game in SL before then). Users can opt to withdraw their L$ amounts held by CapEx ATMs ahead of that date, or can opt to leave them on deposit. L$ values will then be used to purchase stock in a yet to be named fund, and stock in this fund will eventually be able to be sold once trading restarts. In stating this, Skip goes on to note:

Now for you “old-timers” I already know what you are thinking – this is what was done when SL banks failed in 2008 at the old “SLCapEx” as well as a defunct fund at a defunct exchange called the “World Stock Exchange”. Deposits were converted to worthless stock, and no one ended up getting their Lindens back. Well this time, it will be greatly different. I will be maintaining a Buy Order at roughly 5% above the value of what was created/purchased. So anyone that wishes to “cash out” will actually make a profit, if they do not withdraw before May 10. It’s also an incentive for people to stay with Capital Exchange, and to continue playing the game. Note that I plan on adding assets to this fund, so it will be generating a monthly dividend.

Continue reading “Skill Gaming: CapEx moving to the Internet, with important changes”

Bright Canopy: first in-world Q&A, Saturday April 25th

Bright CanopyBright Canopy, the company working towards offering a new streaming access service for Second Life and OpenSim has announced its first in-world meeting and Q&A session.

The event will take place on Saturday, April 25th, starting at 11:00 SLT, and will take place in Thorncliff, Second Life. The meeting announcement reads in part:

Please join us for our first in-world Q&A at our shiny new, Bright Canopy Meeting Hall.

How This Works: To make sure everyone gets a turn to ask their question, please take a seat when you arrive. When we get everyone settled, we will begin taking question. If you have a question, please stand and I will call on you. Please ask questions in text chat so that we can keep a transcript.

Please be aware that we will be keeping a log of the chat and will be posting it to the website. We respect your privacy, but want to share the discussion with people who can’t make it

Seating may well be limited, depending on the numbers attending, and will be allocated on a first come, first serve basis. All things being equal, I’ll be attending myself and will be producing a full transcript of the meeting, which will appear both in the Bright Canopy blog and here.

Viewer-Managed Marketplace main grid beta launched

secondlifeOn Tuesday, April 21st, the Lab announced that the new Viewer-Managed Marketplace (VMM) capabilities are now officially in beta testing on the main Second Life grid.

I’ve been reporting on (VMM) for the last several months, and provided an overview of the functionality while it was undergoing initial beta testing on the Beta (Aditi) grid. with the launch of the open beta on the main grid, which is scheduled to run for approximately one month, VMM will undergo more widespread testing ahead of its formal introduction.

VMM is designed to enable merchants to manage the creation and management of Marketplace product listings through the viewer, bypassing the need to use the Merchant Outbox (and have copies of items stored on the Marketplace inventory servers) or using Magic Boxes (as VMM fully supports the sale on No Copy objects).

This means that once VVM has been fully introduced to SL, both the Merchant Outbox in the viewer and Magic Boxes will be retired from use.

The Marketplace listing panel is the viewer-side hub of the new VMM functionality
The Marketplace listing panel is the viewer-side hub of the new VMM functionality

VMM works via a new panel in the viewer, called the Marketplace Listings panel (shown right – note that you must be running the Viewer-Managed Marketplace project viewer in order to see this panel, as the code has not been released in the officially viewer, although some TPVs may have incorporated the code ahead of it being released to RC status).

Through this panel, which is associated with your inventory, new listings can initially be created using the viewer and set to be listed in your Marketplace store (or unlisted from your store).

Note that it will still be necessary to edit listings, should this be required, by going to the Marketplace website.

As there are certain hierarchies and new folder types involved with VVM, the Lab has produced both a Knowledge Base article and a wiki FAQ to help those who have so far not had the opportunity to try VMM to get started. To mark the launch of the open beta, an initial TuTORial video has also been produced to help people orient themselves with the new functionality, and more will follow.

As noted above and in the official blog post from the Lab, VMM is likely to remain in open beta for about a month. Once the beta has concluded, the next steps in the process will be:

  • A release VMM to all merchants.
  • A period of a month to allow those merchants who wish to manually migrate their listing to VMM to do so, which will be followed by an automated migration of Direct Delivery listings (Magic Box listings will need to be manually migrated)
  • Once the migration process is deemed complete, Xstreet and Magic Boxes will be shut down.

VMM includes capabilities to help merchants migrate their existing listings without necessarily have to re-create them. This is touched upon in my overview, linked-to above (do note that the latter is now five months old, and some elements of VMM functionality may have changed slightly in the interim).

The Lab’s blog post notes that feedback on VMM is welcome through the Merchants’ Forum post, while bugs and issues should be filed via the VMM JIRA project.

Related Links

Bright Canopy launches new blog – and a competition

Bright CanopyBright Canopy’s new blog has launched, and with it a competition as well.

The blog, which will be used to keep people up-to-date with developments in the project and news on things like the upcoming pre-launch beta testing, is still a work-in-progress, and the introductory note indicates there may be a few changes as things settle down.

As well as the introductory note, the blog also carries a brief update, which includes some news on the forthcoming pre-launch beta programme, and also information on the aforementioned competition.

This is a photo contest, and on offer is a free month’s subscription to Bright Canopy once it officially launches.

Those interested in participating are invited to submit a snapshot, taken in-world, which can be used as the background image for the Bright Canopy desktop  – the screen users will see when they log-in to the service,  and which allows them to launch the viewer to access Second Life or OpenSim.

Snapshots must be at least 2000×1378 pixels, and must be PG in nature – so no nudity! The guidelines for the competition note that Bright Canopy are looking for images that will make a good desktop background; things like in-world landscape pictures. They note that avatars can be included, but shouldn’t be the primary focus.

Submission can be made via one of the following methods:

All entries should feature the hashtag #SLFreedom, and those entering via Twitter or Google+ message should also follow Bright Canopy, while those entering via Facebook are asked to Like the Bright Canopy page. In addition, all entries must be submitted through the chose channel no later than 23:59 pm PDT on Friday, May 24th, 2015. Please make sure you ready the competition notes and guidelines in the Bright Canopy blog prior to entering.

There’s currently no date for the official launch of the service, so the winner may have a short wait before the closing date and getting access to Bright Canopy.

Related Links

Disclaimer: I am actively involved in helping to manage and run the Bright Canopy blog.

A perspective on avatars and identity

Veronica Sidwell in Second Life (image: Veronica Sidwell, as used by VICE)
Veronica Sidwell in Second Life (image: Veronica Sidwell, as used by VICE)

On Wednesday, April 15th, Xiola Linden Tweeted about an article that appeared in the Motherboard section of the VICE web magazine which makes for an interesting read.

Avatar IRL is a piece  by Cecilia D’Anastasio focusing on the question of avatar identity, and how it can work both ways – not only does it allow us to create and project an identity into virtual mediums, be they immersive worlds like Second Life, MMORPGs or through “traditional” text-only chat forums, it can sometimes be that the impact of engaging in such environments can often have an impact back on our real-world selves; shaping and influencing who we are in the physical world in what is broadly termed “identity tourism”.

Cecilia D'Anastasio: writing on identity in the digital age
Cecilia D’Anastasio: writing on identity in the digital age (image via Twitter)

The term has it roots in the 1980s, when it was used to “examine the ways in which tourism intersects with the (re-)formation and revision of various forms of identity, particularly ethnic and cultural identities”.

In the 1990s, Lisa Nakamura, who gets a fair mention in the article, broadened the term to encompass the way in which on-line activities – notably MMORGs – were encouraging more and more people to experiment with matters of identity and self-definition. It is her work which appears to have given D’Anastasio the idea for Avatar IRL.

The article is a part of a wider series within Motherboard entitled Goodbye Meatbags, which focuses on “the waning relevance of the human physical form”.

In order to frame the piece, D’Anastasio placed a request in the SL forums asking if people would be willing to share their own stories on the issue of identity tourism. At the time, the request provoked a mix response (indeed the article itself has provoked much the same). From the responses she received, D’Anastasio selected the story of Veronica Sidwell, a male-to-female transsexual, to serve as the introduction and initial examination of self-identity and the deep sense of identification many have with their avatar – and how that identification can loop back into their physical lives; in this case, allowing Veronica to seek to transition her physical self, adopting the name of her avatar in the process, in recognition of the role she feels it played in allowing her to do so.

Veronica’s story is related with respect, and serves to springboard the article into its wider discussion which, as mentioned above, reviews Lisa Nakamura’s initial studies into matters of identity (which also delved into aspects of stereotyping and negative reinforcement which did – and still can – occur), before moving on to look at the work of Nick Yee and Tom Boellstorff, and their ongoing studies into the myriad questions of identity and self-definition which arise from our increasing ability to interact through a wide range of digital mediums and the levels of anonymity that often afford when doing so.

Nick Yee (l) and Tom Boellstorff
Nick Yee (l) and Tom Boellstorff

Both of these names will hopefully be familiar to regular readers of these pages. I covered Nick Yee’s work back in January 2014, and his book  The Proteus Paradox: How Online Games and Virtual Worlds Change Us– and How They Don’t, is a recommended read for anyone interested in the increasingly complex matters of identity and our relationships with our digital selves and how we relate to the digital identities of those around us. For those not enticed by his book directly, I’d recommend at least reading Virtual worlds Are Real, a piece he wrote for Slate magazine from January 2014, and which served as the springboard for my article on his work.

I’ve similarly made mention of Tom Boellstorff in the past. His research has covered many aspects of identity and the question of self in the digital arena, and he has written two books on the subject directly focused on Second Life, Coming of Age in Second Life: An Anthropologist Explores the Virtually Human, (Princeton University Press, 2008), and Ethnography and Virtual Worlds: A Handbook of Method (Princeton University Press, 2012, co-authored with Bonnie Nardi, Celia Pearce & T. L. Taylor), and he is also known for his involvement in the story of Fran Seranade / Fran Swenson. Tom also featured in a Drax Files Radio Hour interview which, if you haven’t heard it before, I do recommend.

D’Anastasio covers both Yee’s and Boellstorff’s work as a means of illustrating the osmotic process which can work both ways: that as much as we seek to build and define our digital identity, so the experiences we gain, the interactions we have through those digital projections can also seep back into the flesh and bone, influencing us and further shaping our self-identity.

Avatar IRL has been critiqued for focusing on matters of “sexuality” rather than “identity” – D’Anastasio also relates the experience of Dale, a male-to-female transsexual engaged in World of Warcraft. I’m less than convinced such critiques are valid given the overall context of the article. More to the point, what is a person’s quest to explore, understand and ultimately to be their desired gender, if not a matter of identity?

While there are no ground-breaking revelations in the article – at least for those of us already engaged in environments like Second Life and World of Warcraft, etc. But the piece does provide a good opening for those who might be curious about identity in the digital age, and who might want to delve a little deeper into the subject.