Subscribe to our monthly report/news updates
and Virtual Reality News Weekly

3 days ago

RT @WEARVR: We're giving away an @oculus Rift or a @htcvive! Your choice if you win, by identifying these awesome #VR games!

Filter Post Format:

Bobba scheduled for September launch

After successfully developing it’s three year wireless research project, Mini Friday (a successful mobile virtual world), Sulake – the parent company of Habbo – has confirmed that Bobba is scheduled to launch in September. Bobba is Sulake’s newest addition to it’s virtual worlds. Unlike Habbo, which runs on a computer, Bobba is a virtual world accessible from mobile devices. The mobile virtual world has some visual similarities to Habbo, but Bobba is targeting an older demographic of 16 years and older.

Bobba images

Mika Salmi, Sulake’s Chairman of the Board, told Reuters that the new world will be the first virtual world that can be accessed directly from the iPhone or iPod Touch, either via a wireless connection or an operator’s network. In another comment to Reuters, Sulake’s Chief Executive Timo Soininen said “Bobba is still very much in the early development phase … Our aim is to build a virtual world, which is virtually platform free — it can be accessed practically anywhere, with all kinds of devices.”

Bobba opened public testing earlier this year and can currently be accessed from mobile phones running the Nokia Symbian operating system. The virtual world currently has over 28,000 registered accounts.

More on the story can be found in this article.


KZero services:


Business Planning


Product Development

Continue reading →

26 Aug

“Second Skin” release looks into the lives of gamers

Videos / Machinima

Second Skin, “the first feature length documentary about virtual worlds and gamers who live in them” was released yesterday on DVD. The documentary, directed by Juan Carlos Pineiro Escoriaza, reveals to viewers the phenomenon of MMOGs and how users interact simultaneously in virtual worlds and the 3D space.

Taken from the film’s synopsis, “Second Skin takes an intimate look at three sets of computer gamers whose lives have been transformed by online virtual worlds.”

See the video clip below (courtesy of Liberation Entertainment and Pure West) that shows how real-life relationships bloom through the lives of gamers and users of virtual worlds, and also how many users become addicted to these in MMOGs.

Learn more about the documentary and read the reviews here.

Wiglington and Wenks gaining traction

KZero client Mediafreaks has been hard at work for several months on their upcoming VW The Travels of Wiglington and Wenks.

The Travel of Wiglington and Wenks (we shorten it to W&W) is adapted from a series of books of the same name written by veteran businessman John Bittleston. We’ve been working with the team at Mediafreaks on a range of areas, including market positioning, in-world features/functionality, registration processes, launch and pre-launch marketing and PR (VWN coverage ).

W&W is an interesting mix of concepts – story-based (from the books), with a healthy dose of history, a dash of geography and overall, a compelling, fun experience with educational benefits.

The great news is that although the launch isn’t slated until the end of year, registrations and interest are very high, forums are growing in popularity and usage and the end product is coming together extremely well. Marketers interesting in sponsorship opportunities in W&W can order a mediapack here.

Here’sthe promo video …

Introducing…….Sticky Light

Okidoki. Here’s something a little different. ‘Sticky Light’ is a project out of the Ishikawa Komuro Laboratory by Alvaro Cassinelli, Kuribara Yusaku and Stephane Perrin. Like the best types of new technology, seeing it explains it a lot better than writing about it. All I’m going to say is that it’s a 3D tracking technology using a non-imaging photodetector, a laser diode and a pair of steering mirrors. That explains it then! If it doesn’t, just click play below.

Via Today and Tomorrow

21 Aug

At the Dawn of the Augmented Reality Industry

Via Wired.

Bruce Sterling delivers a passionate (non-powerpoint) presentation explaining what makes him excited about Augmented Reality. I’m inclined to agree.

Video: Bruce Sterling’s Keynote – At the Dawn of the Augmented Reality Industry from Maarten Lens-FitzGerald on Vimeo.

Second Life rings the changes with Avaline

Linden Labannounced mid-week that its AvaLine: Dial an Avatar service completed its beta program (launched in May) and is now available for subscriptions online. It claims that use of the AvaLine application “makes it easier than ever to connect with the real world.” For 1,200 Linden Dollars per month, a Resident can sign-up for the service to call and receive calls from anyone in the world, given that the Resident is inworld. The application will also be offering a voicemail service (price to be announced) to subscribers.

Taka Linden, SL’s new product and business manager of communication services, explains that the service allows SL Residents to take calls while staying immersed in the virtual world without having to manage an independent application – it’s built directly into SL. Taka clarified how the AvaLine works in his blog:

“To talk with a Resident, a caller simply dials a nearby local access number (available in more than 40 international cities), and enters the Resident’s personal connection code. If the Resident is online and accepts the call, the two parties can begin talking immediately, just as on a regular phone call or inworld voice chat. If the Resident is not inworld or declines the call, the caller may leave a voicemail message that the Resident will receive as an email attachment. The caller pays only what’s required to connect to the local number, and the Resident pays only the flat-rate AvaLine subscription fee, regardless of the geographic distance between the parties, the number of calls received, or the number of minutes used.”

Sounds like Linden Lab is working hard to address the alternatives of inworld communication platforms. Will it work given the global popularity of Skype? Maybe not, but it might be a solution to chopped off IM messages commonly noted in community forums.

More Avaline discussion over on Massively.

21 Aug

LEGO Universe screenshots revealed

Kids/Tween Worlds

The much anticipated LEGO Universe MMOG, being co-produced by LEGO Group and NetDevil, released the first screenshots of the online game earlier this week.

The screenshots reveal some of the ninja, pirate and space-themed LEGO sets that will be available to users in the game.

From the looks of things, character customization will be available to players while maintaining the classic LEGO brick theme with the characteristic wrench hands and peg heads. With all the choices of hair, clothing, and accessories for the LEGO avatars, players will be sure to make their LEGO builder unique.

The online game will offer a virtual experience of the all-time classic colorful brick building experience that so many grew up with. It promises to offer users the option to build simple and fast creations, participate in “gameplay oriented building challenges” and create “complex creative designs.”

Continue reading →

14 Aug

Socnets are an increasing source of virtual good spending

Virtual Goods

eMarketer’s article “Virtual Goods Mean Real Dollars” emphasizes the fact that the creation of virtual goods is one of the most promising ways for marketers to enter the virtual world space and that social networking sites are a growing source of virtual spending platforms.

With an increasing number of virtual worlds and social networking sites offering branded virtual goods to their members, the increase of 134% in revenue totals from last year is not a surprise. This statistic is predicted by Piper Jaffray’s “Pay to Play” report. The report continues to explain that most of the branded virtual goods revenue came from virtual worlds last year, and the authors predict “the trend is shifting to more virtual goods revenue coming from social networks.” This trend is something the industry experienced first-hand with Britney Spears launching her branded virtual goods in Facebook’s gift shop just yesterday. Read more here.

Debra Aho Williamson, eMarketer’s senior analyst, said “nothing says engagement like a flock of avatars crowding a virtual store and showing off their haul in their virtual home.” This is true and the fact that virtual good purchases are becoming more of a norm, is proving to marketers and retailers that virtual goods are desired in the real world. Marketers must realize that there is a need to alter their virtual goods constantly so they can stay on top of the consumer demand.

Here’s our forecast for virtual goods.

14 Aug

A clever way to raise money… Britney does it again

Virtual Goods

Britney Spears has thought about it and realized that virtual gifting may be the answer to raising money in this crisis and that virtual goods are “in.” The pop singer is selling branded virtual goods on . This is a first for the social networking site reporting that it marks a first time a global recording artist is offering “virtual gifts specific to their likeness.”

Computer iconographer, Susan Kare, collaborated with Spears to design the star’s themed gifts. The gifts are all based around “memorable Britney moments” and include items such as her infamous schoolgirl outfit, a Britney birthday cake, and icons of the singer. Each gift costs 20 credits in the , an equivalent of $2. With close to 2 million Facebook friends, Britney Spears may have found the solution to raise an easy million.

13 Aug

Intel Labs and Fashion Research Institute Collaborate

Virtual Goods

Intel Labs and the Fashion Research Institute (FRI) have entered into a new research collaboration that will help fashion designers make more efficient usage of virtual worlds.

The Fashion Research Institute is providing visual content to aid Intel’s 3D Internet research, while Intel supplies the technology. Shenlei Winker, CEO of FRI, explains in his blog that “this collaboration is currently scheduled to run for a year, during which time FRI will provide increasingly complex, highly detailed, large scale (beautiful) designs which will be showcased in Science Sim with hosting and hardware provided by Intel Corporation.”

FRI is interested in virtual worlds because the fashion industry, which uses soft consumer goods, does not use 3D computer aided design tools used in the durable goods industry. Designing clothing and fashion accessories, real-life 3D objects, are more accurately displayed with 3D sketches rather than 2D sketches. The advantage of using a 3D environment, such as a virtual world, in design concepts will reduce errors when replicating, manufacturing, and producing the design.

Furthermore, fashion designers and manufacturers can greatly reduce environmental waste as well as time by designing and re-creating prototypes in virtual worlds. One example is that designs can be reviewed simultaneously by designers and manufactures on different sides of the globe.

Elevate gaming with exclusive casino rewards.

online casino usa real money