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	<title>Joe Peterson, PhD / Second Life</title>
	<link>http://www.ebusiness-newcastle.com/blog</link>
	<description>When one can only have one life</description>
	<pubDate>Mon, 01 Sep 2008 20:18:37 +0000</pubDate>
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		<title>VWF08</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=129</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=129#comments</comments>
		<pubDate>Mon, 01 Sep 2008 20:18:37 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Events</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=129</guid>
		<description><![CDATA[Back in London for the second year; VWF08 is three days of congress, expo and optional workshops, brought by the regular Virtual Worlds Salon hosts. VWF08 is the place to make serious business connections, be inspired by three streams of content, participated in the extended expo and demo theatre. For more information please visit: http://virtualworldsforum.com/

]]></description>
			<content:encoded><![CDATA[<p>Back in London for the second year; VWF08 is three days of congress, expo and optional workshops, brought by the regular Virtual Worlds Salon hosts. VWF08 is the place to make serious business connections, be inspired by three streams of content, participated in the extended expo and demo theatre. For more information please visit: <a href="http://virtualworldsforum.com/">http://virtualworldsforum.com/</a>
</p>
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		<title>Special Issue on Virtual Worlds and</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=128</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=128#comments</comments>
		<pubDate>Tue, 12 Aug 2008 11:28:04 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Research</category>

		<category>Call for Papers</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=128</guid>
		<description><![CDATA[Journal of Database Management (JDM)
Special Issue on Virtual Worlds and 3-D Web 
Deadline: 19 January 2009
Special Issue Editors

Blake Ives, University of Houston
Brian Mennecke, Iowa State University
Fiona Fui-Hoon Nah, University of Nebraska at Lincoln
Shu Schiller, Wright State University
Keng Siau, University of Nebraska at Lincoln

Multi-User Virtual Environments (MUVE), Massively Multiplayer Online Games (MMOGs), and other 3-D virtual [...]]]></description>
			<content:encoded><![CDATA[<p>Journal of Database Management (JDM)</p>
<p><strong>Special Issue on Virtual Worlds and 3-D Web </strong></p>
<p>Deadline: 19 January 2009</p>
<p>Special Issue Editors</p>
<ul>
<li>Blake Ives, University of Houston</li>
<li>Brian Mennecke, Iowa State University</li>
<li>Fiona Fui-Hoon Nah, University of Nebraska at Lincoln</li>
<li>Shu Schiller, Wright State University</li>
<li>Keng Siau, University of Nebraska at Lincoln</li>
</ul>
<p>Multi-User Virtual Environments (MUVE), Massively Multiplayer Online Games (MMOGs), and other 3-D virtual environments have begun to attract the attention of scholars, practitioners, and the public at large.  Although many of these environments originated as games or social networks, numerous scholars have recognized that virtual worlds and 3-D web have the potential to revolutionize how individuals work, play, and use the web, how groups and teams interact, collaborate, socialize, and conduct their work, how businesses market and sell products, goods, and services, and how societal and governmental boundaries and institutions are stretched and redefined.  The popularity of games such as World of Warcraft, social networks such as Second Life, and children’s games such as Webkinz has demonstrated that these environments have appeal, and experience thus far has shown that these environments present both opportunities and challenges for individuals, businesses, governments, and societies.</p>
<p>This special issue has the goal of fostering research to examine this important phenomenon by offering scholars the opportunity to publish and disseminate empirical, theoretical, or conceptual papers addressing the importance and impact of virtual worlds and 3-D web. We are open to the use of a variety of research methodologies to understand phenomena<br />
relating to Virtual Worlds and the 3-D web.</p>
<p>Topics relevant to this special issue include, but are not limited to, the following:</p>
<ul>
<li>Studies and models of individual perceptions? acceptance, and use of virtual worlds and the 3-D web</li>
<li>Studies and models of group, team, and social interaction in virtual environments</li>
<li>Studies and models of organizational applications for virtual worlds and the 3-D web</li>
<li>Studies and models of inter-organizational uses of virtual worlds</li>
<li>The application of business models, strategic frameworks, and/or competitive models to understand economic and business development in virtual worlds</li>
<li>Studies and models examining the adoption, development, and evolution of virtual worlds and the 3-D web</li>
<li>Examinations of the educational, business, legal, economic, societal, and jurisdictional impact of virtual worlds</li>
</ul>
<p><strong>Important Dates:</strong></p>
<ul>
<li>Submission Deadline: 19 January 2009</li>
<li>Initial screening by Guest Editors: 31 January 2009</li>
<li>First round of review: 6 April 2009</li>
<li>Second round of review: 6 July 2009</li>
<li>Final Decision: 10 August 2009</li>
</ul>
<p><strong>Submission Procedure:<br />
</strong>All manuscripts will be subject to high standards of peer review at JDM. Manuscripts should follow the JDM guidelines for submission. Details regarding the submission format are available at <a href="http://www.igi-pub.com/jdm">http://www.igi-pub.com/jdm</a></p>
<p>Please email your submission as an attachment to Dr. Brian Mennecke at <a href="mailto:mennecke@iastate.edu">mennecke@iastate.edu</a>
</p>
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		<title>RA posts for SL elearning project</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=127</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=127#comments</comments>
		<pubDate>Tue, 05 Aug 2008 12:13:43 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Research</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=127</guid>
		<description><![CDATA[Full-time Research Associate position based at the Open University in Milton Keynes, UK
Closing date for applications: 21/08/2008
 
The Faculty of Mathematics, Computing and Technology at the Open University, UK is seeking a post-graduate researcher to work on a JISC-funded e-learning research project: &#8220;Design of Learning Spaces in 3-D Virtual Environments&#8221;; Salary range: £25,888 – £30,912; 9 [...]]]></description>
			<content:encoded><![CDATA[<p>Full-time Research Associate position based at the Open University in Milton Keynes, UK</p>
<p>Closing date for applications: 21/08/2008<br />
 <br />
The Faculty of Mathematics, Computing and Technology at the Open University, UK is seeking a post-graduate researcher to work on a JISC-funded e-learning research project: &#8220;Design of Learning Spaces in 3-D Virtual Environments&#8221;; Salary range: £25,888 – £30,912; 9 months contract available from 1st October 2008.<a id="more-127"></a></p>
<p>The aim of this project is to address: “How 3-D learning spaces should be designed for learner-engagement?” The project involves evaluation of learning spaces within Second Life, a 3-D virtual world (<a href="http://www.secondlife.com/">www.secondlife.com</a>). You will gather data on a variety of learning spaces exhibiting different degrees of ‘realism’ within Second Life, and how these support varied learning-objectives. You will elicit perceptions of learners and educators about the spaces for teaching and learning.</p>
<p>Ideally, should have a Ph.D. in Education, Human-Computer Interaction, Psychology, or a related discipline. However, candidates who are suitably qualified and have experience of evaluating technology-enabled learning environments will be considered. Previous research experience or training at post-graduate level of applying research methods is essential. Experience of conducting remote-evaluations of interactive-systems would be an added advantage.</p>
<p>For detailed information and how to apply email the Recruitment Secretary at <a href="mailto:MCS-Recruitment@open.ac.uk">MCS-Recruitment@open.ac.uk</a> quoting the reference number. [Please quote reference 4877.] The project details are on <a href="http://tinyurl.com/56yyzb">http://tinyurl.com/56yyzb</a> and <a href="http://tinyurl.com/5oq9rf">http://tinyurl.com/5oq9rf</a> For enquiries about the research project, please contact: Dr. Shailey Minocha [s.minocha@open.ac.uk]. Further particulars are available in large print, disk or audiotape (Minicom 01908 654901). We promote diversity in employment and welcome applications from all sections of the community.
</p>
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		<title>CfP: Journal of Virtual Worlds Research</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=126</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=126#comments</comments>
		<pubDate>Thu, 26 Jun 2008 10:51:55 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Research</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=126</guid>
		<description><![CDATA[Special Issue: Culture of Virtual Worlds
Deadline: September 30, 2008 &#124; Publication Date: November 20, 2008
Guest Editors: Mark Bell, Indiana University and Mia Consalvo, Ohio University
Early users of virtual worlds trumpeted their potential to bring together like-minded groups to create community, to encourage social activism, and to explore facets of identity. Over the past 20 years, [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Special Issue: Culture of Virtual Worlds</strong></p>
<p>Deadline: September 30, 2008 | Publication Date: November 20, 2008</p>
<p>Guest Editors: Mark Bell, Indiana University and Mia Consalvo, Ohio University</p>
<p>Early users of virtual worlds trumpeted their potential to bring together like-minded groups to create community, to encourage social activism, and to explore facets of identity. Over the past 20 years, we have seen virtual worlds develop from text-based to graphical, and from 2D to 3D interactive spaces. Some spaces have focused primarily on game-related activities, from MUD through Ultima Online and World of Warcraft, while others have concentrated on social aspects of being, allowing users to define their own goals, and often create many parts of the spaces they inhabit&#8211;from LambdaMoo to The Palace and Second Life. Virtual worlds have also become big business at the same time as some worlds remain resolutely tied to different goals. Yet what of the cultures that have grown up in, around, and through virtual worlds in this same time period? What do we know about that culture, or more accurately, those cultures and how to define them?<a id="more-126"></a></p>
<p>Individuals, groups, and corporations are exploring the potentials of virtual worlds, and what is created in that process says as much about our everyday lives as it does about our times spent online. But what do we know? Because of their richly detailed spaces, virtual worlds tend to encourage specific sorts of participants and players, along with expectations about behavior and culture. Yet at the same time, we cannot know how participants will create a livable space, develop a unique culture, until it happens. How is that process occurring in today&#8217;s virtual worlds? What do we know about past virtual worlds to guide us? We are slowly learning about how identity shifts and mutates online, yet isn&#8217;t as free-floating as early theorists claimed. What of users who are in game-centric versus non-game centric places&#8211;how does game versus non-game make a difference in who uses the space, how, and why? Likewise, we now see virtual worlds with transnational user bases. How does that impact the culture, the creation, and the experience of virtual worlds. What happens when virtual worlds emerge, when they expand quickly, and when they die, either slowly or suddenly? What happens to users and how do they make sense of those experiences? How do developers play a role in managing all those expectations, and how much *can* they actually control? These questions are only the tip of iceberg, just as today&#8217;s virtual worlds are at the forefront of emergent design of 3D spaces.</p>
<p>This special issue of the Journal of Virtual Worlds Research is dedicated to exploring the issue of culture in virtual worlds. We welcome articles from academic researchers and practitioners in areas such as communications, sociology, psychology, anthropology, information systems, political science, game studies and cultural studies.</p>
<p>Topics of interest include (but not limited to):<br />
• Definitions of Virtual Cultures<br />
• Ethnographies of Virtual Worlds<br />
• Social mechanics and networking in Virtual worlds<br />
• Historical development of Virtual Worlds<br />
• Identity<br />
• Differing goals of play versus non-play centric spaces<br />
• Emergent practices, player-generated content, activities<br />
• Dynamics of economies<br />
• &#8220;Serious&#8221; uses of Virtual Worlds<br />
• Transnational game spaces, player groups</p>
<p>Guidelines and Deadlines<br />
We welcome submissions in the form of essays, papers, original research, interactive online exhibits with accompanying detailed descriptions, and other forms of scholarship.<br />
For specific submission instructions visit: <a href="http://jvwresearch.org/">http://jvwresearch.org</a>.</p>
<p>Deadline for Submission: September 30, 2008<br />
Publication: November 29, 2008</p>
<p>For further information contact:</p>
<p>Mark Bell, Indiana U, <a href="mailto:typewriter@gmail.com">typewriter@gmail.com</a><br />
Mia Consalvo, Ohio U, <a href="mailto:consalvo@ohio.edu">consalvo@ohio.edu</a>
</p>
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		<title>Special issue on metaverses</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=125</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=125#comments</comments>
		<pubDate>Sat, 14 Jun 2008 15:51:00 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Research</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=125</guid>
		<description><![CDATA[FINDING THE REAL-WORLD VALUE IN VIRTUAL WORLDS: ISSUES AND CHALLENGES
Cutter IT Journal
San Murugesan, Guest Editor
Abstract Due: 20 June 2008
Articles Due: 31 July 2008
Virtual worlds are a hot topic now, thanks to the increased computing and graphic capabilities of personal computers, high-speed Internet access, and intense corporate interest in exploring and exploiting these worlds. These 3D, [...]]]></description>
			<content:encoded><![CDATA[<p>FINDING THE REAL-WORLD VALUE IN VIRTUAL WORLDS: ISSUES AND CHALLENGES</p>
<p>Cutter IT Journal<br />
San Murugesan, Guest Editor</p>
<p>Abstract Due: 20 June 2008<br />
Articles Due: 31 July 2008</p>
<p>Virtual worlds are a hot topic now, thanks to the increased computing and graphic capabilities of personal computers, high-speed Internet access, and intense corporate interest in exploring and exploiting these worlds. These 3D, interactive Web environments are said to deliver an immersive experience that is much richer than what we currently experience with the traditional Web. So is the Web poised for its next major evolution? According to the Association of Virtual Worlds, the answer is yes: &#8220;Virtual worlds represent a major information and technological revolution in how we work, play, and live.&#8221;</p>
<p><a id="more-125"></a>It&#8217;s true that virtual worlds are emerging as communal places for a wide range of activities, including gaming, social networking, education and training, marketing, and e-business. Major businesses and large marketers have been using virtual worlds in innovative ways to appeal to the hard-to-reach young consumers of the digital generation, who spend much of their time using computers and mobile phones. The growing presence of virtual worlds, including those specifically targeted at kids and teens, has been drawing much attention from the media, the public, business, and government.</p>
<p>As virtual worlds now begin to move from the fringe to the mainstream, there is considerable excitement and hype surrounding the movement. A key question is: what real value do virtual worlds present to users and businesses? While the value may be obvious to some, there are several issues associated with virtual worlds that cause varying degrees of anxiety among stakeholders. These concerns &#8212; which range from the technical (e.g., security) to the moral and legal &#8212; limit the potential of virtual worlds and hinder their adoption.</p>
<p>Nevertheless, some argue, virtual worlds are here to stay. Indeed more people &#8212; from kids to teens to young adults &#8212; are spending an increasing amount of time in virtual worlds engaging in a variety of activities that interest them, including playing games, communicating with a group of friends, creating virtual artifacts, studying, undergoing training, renting or purchasing land or buildings, buying virtual artifacts, and/or establishing their businesses. According to some estimates, multibillion-dollar opportunities might be there for the taking in the virtual-world arena. Therefore, IT and non-IT businesses, IT professionals, business executives, and entrepreneurs shouldn&#8217;t dismiss virtual worlds as simply another platform for online games targeted at young people. Instead, they should examine and explore how they can exploit virtual worlds and seize the opportunities these immersive environments present.</p>
<p>IT departments in many enterprises are now being asked to explore how their organizations can embrace virtual worlds and create, deploy, regulate, and monitor these virtual-world applications. Corporations and venture capitalists are eager to invest in promising virtual-world technologies and services. Major IT companies, startups, public relation companies, marketers, consultancies, educational institutions, and individuals are all trying to get a slice of the seemingly vast business potential that virtual worlds offer. Several IT companies have begun developing virtual-world applications, tools, and platforms.</p>
<p>The SEPTEMBER 2008 ISSUE OF CUTTER IT JOURNAL will explore this new space in cyberspace. We will examine virtual worlds in terms of market opportunities, strategic approaches, technological options, and the value and impact virtual worlds will have in real world today and in the future.</p>
<p>(Cutter Consortium will offer Journal authors a year&#8217;s complimentary subscription and 10 copies of the issue in which they are published.)</p>
<p>TOPICS OF INTEREST MAY INCLUDE (but are not limited to) the following:</p>
<p>* Will virtual worlds truly be another breakthrough technology that affects our personal, social, and professional lives, or will they be the next bubble to burst?</p>
<p>* What value do virtual worlds provide? Why do virtual worlds draw so much interest not only from users, but also from businesses, educational institutions, and governments?</p>
<p>* How are virtual worlds currently being used? What is their real potential?</p>
<p>* What opportunities do virtual worlds present to IT (and non-IT) businesses and professionals, and how can we exploit those opportunities?</p>
<p>* What technologies support virtual worlds? What are suitable IT architectures for large virtual worlds?</p>
<p>* Consider the key issues and challenges that virtual worlds present (privacy, security, identity management, taxation, etc.). How can we address them?</p>
<p>* What are the ongoing developments in this area, and what does the future hold for virtual worlds? Can virtual worlds give rise to a new set of applications?</p>
<p>* Will there be a much bigger revolution of business ideas and processes with the emergence of immersive 3D Web environments?</p>
<p>* How can the performance and usability of virtual worlds be improved?<br />
What virtual development strategy would you follow? Given the concerns about the poor reliability and performance of some virtual worlds, how can you test and evaluate a virtual-world application before deployment?</p>
<p>* What will be the economic and social impact of existing and emerging virtual worlds? Does one&#8217;s behavior and experience in a virtual world affect one&#8217;s real-world life?</p>
<p>* What have we learned so far by analyzing the successes and failures in this space? What are the success factors?</p>
<p>* How can IT help in protecting privacy and intellectual property in virtual worlds?</p>
<p>* Is virtual commerce (v-commerce) viable?</p>
<p>TO SUBMIT AN ARTICLE IDEA</p>
<p>Please respond to San Murugesan, san1[at]internode[dot]net, with a copy to itjournal[at]cutter[dot]com, by 20 June 2008. Include an extended abstract and a short article outline showing major discussion points.</p>
<p>ARTICLE DEADLINE</p>
<p>Accepted articles are due by 31 July 2008.</p>
<p>EDITORIAL GUIDELINES</p>
<p>Most Cutter IT Journal articles are approximately 2,500-3,500 words long, plus whatever graphics are appropriate. If you have any other questions, please do not hesitate to contact CITJ&#8217;s Group Publisher, Christine Generali, at cgenerali[at]cutter[dot]com or the Guest Editor, san1[at]internode[dot]net. Editorial guidelines are available at</p>
<p>AUDIENCE</p>
<p>Typical readers of Cutter IT Journal range from CIOs and vice presidents of software organizations to IT managers, directors, project leaders, and very senior technical staff. Most work in fairly large organizations: Fortune 500 IT shops, large computer vendors (IBM, HP, etc.), and government agencies. 48% of our readership is outside of the US (15% from Canada, 14% Europe, 5% Australia/NZ, 14% elsewhere). Please avoid introductory-level, tutorial coverage of a topic. Assume you&#8217;re writing for someone who has been in the industry for 10 to 20 years, is very busy, and very impatient. Assume he or she will be asking, &#8220;What&#8217;s the point? What do I do with this information?&#8221; Apply the &#8220;So what?&#8221; test to everything you write.</p>
<p>PROMOTIONAL OPPORTUNITIES</p>
<p>We are pleased to offer Journal authors a year&#8217;s complimentary subscription and 10 copies of the issue in which they are published.<br />
In addition, we occasionally pull excerpts, along with the author&#8217;s bio, to include in our weekly Cutter Edge e-mail bulletin, which reaches another 8,000 readers. We&#8217;d also be pleased to quote you, or passages from your article, in Cutter press releases.</p>
<p>If you plan to be speaking at industry conferences, we can arrange to make copies of your article or the entire issue available for attendees of those speaking engagements &#8212; furthering your own promotional efforts.</p>
<p>ABOUT CUTTER IT JOURNAL</p>
<p>No other journal brings together so many cutting-edge thinkers, and lets them speak so bluntly and frankly. We strive to maintain the Journal&#8217;s reputation as the &#8220;Harvard Business Review of IT.&#8221; Our goal is to present well-grounded opinion (based on real, accountable experiences), research, and animated debate about each topic the Journal explores.</p>
<p><a href="http://www.cutter.com/content-and-analysis/journals-and-reports/cutter-it-journal/edguide.html">http://www.cutter.com/content-and-analysis/journals-and-reports/cutter-it-journal/edguide.html</a>
</p>
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		<title>SL workshop on learning and research</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=124</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=124#comments</comments>
		<pubDate>Tue, 10 Jun 2008 11:24:40 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Research</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=124</guid>
		<description><![CDATA[Call for Papers/Participation to join a workshop on learning and research in Second Life(R) on October 16, 2008 in Copenhagen at Internet Research 9.0 (http://conferences.aoir.org/). Deadline June 15th (Individual extensions may be given).
Second Life is a 3d virtual environment created by Linden Lab (R) which has captured the attention of researchers and teachers from around the [...]]]></description>
			<content:encoded><![CDATA[<p>Call for Papers/Participation to join a workshop on learning and research in Second Life(R) on October 16, 2008 in Copenhagen at Internet Research 9.0 (<a href="http://conferences.aoir.org/">http://conferences.aoir.org/</a>). Deadline June 15th (Individual extensions may be given).</p>
<p>Second Life is a 3d virtual environment created by Linden Lab (R) which has captured the attention of researchers and teachers from around the world from a variety of disciplines. This workshop aims to improve the understanding of Second Life as a Learning and Research environment. It will bring 35 researchers together to collaborate, discuss and workshop diverse topics related to research and learning in Second Life. We will pursue a full-day schedule in which participants will discuss their work and interests on four different topics: learning in Second Life, integrated learning, the contributions of research to the community and ethical research methods
</p>
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		<title>In-game VAT?</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=123</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=123#comments</comments>
		<pubDate>Mon, 02 Jun 2008 16:42:30 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Real Life</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=123</guid>
		<description><![CDATA[The Swedish Tax Agency posted a statement/ruling on their website, titled &#8220;Virtual worlds — value-added tax&#8221; (&#8221;Virtuella varldar — mervardesskatt&#8221;). In it, the agency states that in-game transactions may incur liability for both value-added tax as well as income tax under Swedish law. Read the rest of this article at Virtual-World.org.

]]></description>
			<content:encoded><![CDATA[<p>The Swedish Tax Agency posted a statement/ruling on their website, titled &#8220;Virtual worlds — value-added tax&#8221; (&#8221;Virtuella varldar — mervardesskatt&#8221;). In it, the agency states that in-game transactions may incur liability for both value-added tax as well as income tax under Swedish law. Read the rest of this article at <a href="http://www.virtual-economy.org/blog/sweden_moves_to_tax_in_game_tr">Virtual-World.org</a>.
</p>
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		<title>Second Life a scientific playground</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=122</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=122#comments</comments>
		<pubDate>Wed, 14 May 2008 16:35:17 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
		
		<category>Second Life</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=122</guid>
		<description><![CDATA[From examining the muscular movements of frogs, to understanding the results of chemical reactions, Second Life is a world of scientific inquiry.

]]></description>
			<content:encoded><![CDATA[<p>From examining the muscular movements of frogs, to understanding the results of chemical reactions, Second Life is a world of <a href="http://www.sciencenews.org/view/feature/id/31953/title/Scientists_Get_a_2nd_Life">scientific inquiry</a>.
</p>
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		<title>The Swedish Architects of Second Life</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=121</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=121#comments</comments>
		<pubDate>Tue, 13 May 2008 15:27:48 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
		
		<category>Second Life</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=121</guid>
		<description><![CDATA[Students at KTH, the Royal Institute of Technology,are now able to take an architecture course called, “Unreal central perspective.&#8221; To quote the following website, &#8220;The 3D tools used by Second Life developers are similar to those used by architects, and Lindstrand wanted to explore the relationship between computer gaming and architecture, as well as between [...]]]></description>
			<content:encoded><![CDATA[<p>Students at KTH, the Royal Institute of Technology,are now able to take an architecture course called, “Unreal central perspective.&#8221; To quote the following <a href="http://www.eurogates.nl/en_european_news_education/id/902/">website</a>, &#8220;The 3D tools used by Second Life developers are similar to those used by architects, and Lindstrand wanted to explore the relationship between computer gaming and architecture, as well as between design tools and production.&#8221; Furthermore, the article continues that in Second Life, the lack of physical constraints of the material world don&#8217;t exist. This allows students to stretch their thinking.
</p>
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		<title>Reminder-Deadline for special issue</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=120</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=120#comments</comments>
		<pubDate>Tue, 13 May 2008 10:29:52 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Research</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=120</guid>
		<description><![CDATA[This is a reminder that the deadline for the virtual worlds special issue is 31st of May. If you are interested in submitting a paper please check out the call for papers.

 

]]></description>
			<content:encoded><![CDATA[<p class="MsoPlainText" style="margin: 0cm 0cm 0pt"><font size="3"><font face="Consolas"><font face="Verdana">This is a reminder that the deadline for the virtual worlds special issue is 31st of May. If you are interested in submitting a paper please check out the <a href="http://www.ebusiness-newcastle.com/news/article.php?id=40">call for papers</a>.</font></font></font></p>
<p><font face="Verdana" size="3" /></p>
<p> 
</p>
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		<title>Second Life will become the Web</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=119</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=119#comments</comments>
		<pubDate>Tue, 06 May 2008 16:36:59 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
		
		<category>Second Life</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=119</guid>
		<description><![CDATA[The web of links will become the web of virtual streets. That&#8217;s how Second Life founder Philip Rosedale wants us to think. As most researchers all can agree, Second Life, in its fifth year of existence, is much like the early World Wide Web. To quote Rosedale, in an interview by the Guardian, &#8220;There was [...]]]></description>
			<content:encoded><![CDATA[<p>The web of links will become the web of virtual streets. That&#8217;s how Second Life founder Philip Rosedale wants us to think. As most researchers all can agree, Second Life, in its fifth year of existence, is much like the early World Wide Web. To quote Rosedale, in an interview by the <a href="http://www.guardian.co.uk/media/2008/may/04/digitalmedia.mediabusiness?gusrc=rss&amp;feed=media">Guardian</a>, &#8220;There was a time in 1996 when everybody said: &#8216;This internet thing is a total bust, it&#8217;s a fad, it&#8217;s full of **** &#8230;&#8217; But the internet kept growing at 10 per cent a month.&#8217;</p>
<p>This is also Rosedale&#8217;s response to Second Life&#8217;s questionable 12 Million registered users. It&#8217;s documented most don&#8217;t come back. Yet Second Life reports it&#8217;s actively growing in usage 10%, or around there, each year. Rosedale continues, &#8220;It will become the web. I believe that what we are working on right now will become a more common way of using the internet to retrieve information, or interact or transact.&#8221;</p>
<p>This idea of the World Wide Web evolving into a more virtual community of 3D interactivity pegs credence to the online consumer behavior to co-create value. People immersed in information, with easy clicks and links, are more and more wanting not just an end result, but a full on experience to create, experience, and collaborate with any user: be it an individual or business.
</p>
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		<title>Any journalists out there?</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=118</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=118#comments</comments>
		<pubDate>Thu, 24 Apr 2008 21:33:46 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Education</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=118</guid>
		<description><![CDATA[The London School of Journalism will offer free lectures on journalism in SL. If you are interested, read more about this here.

]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.lsj.org/">The London School of Journalism</a> will offer free lectures on journalism in SL. If you are interested, read more about this <a href="http://www.journalism.co.uk/13/articles/531446.php">here</a>.
</p>
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		<title>New CEO</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=117</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=117#comments</comments>
		<pubDate>Thu, 24 Apr 2008 21:29:45 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=117</guid>
		<description><![CDATA[Linden Labs announced their new CEO, Mark Kingdon (SL name: “M Linden”).
Good luck!

]]></description>
			<content:encoded><![CDATA[<p>Linden Labs <a href="http://blog.secondlife.com/2008/04/22/announcing-our-new-ceo/">announced</a> their new CEO, Mark Kingdon (SL name: “M Linden”).</p>
<p>Good luck!
</p>
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		<title>Apple files patent for an enchanced &#8216;online shopping atmosphere&#8217;</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=116</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=116#comments</comments>
		<pubDate>Mon, 21 Apr 2008 10:32:28 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
		
		<category>Second Life</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=116</guid>
		<description><![CDATA[The US Patent and Trademark Office just published Apple&#8217;s patent for an enhanced online shopping atmosphere. In an article posted on The Macintosh News Network and Gizmodo, Apple wants to create a more lively online experience when shopping for Apple products. Apple acknowledges presently their online store allows 24/7 service, the ability to recommend associated [...]]]></description>
			<content:encoded><![CDATA[<p>The US Patent and Trademark Office just published Apple&#8217;s patent for an <em>enhanced online shopping atmosphere</em>. In an article posted on <a href="http://www.macnn.com/blogs/?p=520">The Macintosh News Network</a> and <a href="http://gizmodo.com/381870/apple-patent-filing-hints-at-second-life+style-storefront">Gizmodo</a>, Apple wants to create a more lively online experience when shopping for Apple products. Apple acknowledges presently their online store allows 24/7 service, the ability to recommend associated products, quick and easy search functionality, and most importantly - allowing customers to shop in their pajamas. However, Apple wants to expand these features with a more lively experience that could more closely match the real world experience of visiting an Apple retail store. To quote the MNN: “one drawback of online shopping is that the experience can feel sterile and isolating. Customers in such an environment may be less likely to have positive feelings about the online shopping experience, may be less inclined to engage in the online equivalent of window shopping (e.g., will not linger in front of a display), and may ultimately spend less money than their counterparts who shop in physical stores.”</p>
<p>The question being asked on <a href="http://en.wikipedia.org/wiki/Internets_(colloquialism)">the internets</a> is if this virtual world store will promote Second Life, or renew Apple&#8217;s failed 1994 eWorld (an exclusive mac-only online community) marketing experiment. I&#8217;d like to predict Apple&#8217;s investment in Second Life, however knowing Steve Job&#8217;s need for control, I sense the economics of the Linden Dollar and the empty streets of major recreations of customer-flocking busy retail streets won&#8217;t create the robust virtual-shopping environment Apple is wanting to achieve. If Apple wanted to join Second Life, they would have done so already.</p>
<p>Like many filed patents that don&#8217;t find the light of day in the end, this one here reveals Apple&#8217;s ambition to figure out this whole new market of metaverses. If something does come of this, I believe we&#8217;ll see the start of the next Second Life - actual metaverse websites, self-sustained.
</p>
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		<title>Second Life&#8217;s Amsterdam auctioned</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=115</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=115#comments</comments>
		<pubDate>Thu, 17 Apr 2008 10:57:30 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
		
		<category>Second Life</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=115</guid>
		<description><![CDATA[A big debate in the virtual worlds is agreeing exactly how much virtual worlds can be worth? It&#8217;s troubling enough to evaluate the worth of Facebook. A benchmark has been set. In Second Life, Amsterdam&#8217;s red light district has been recreated. According to InformationWeek, via ZDNET: &#8220;Amsterdam is one of the most popular sites in [...]]]></description>
			<content:encoded><![CDATA[<p>A big debate in the virtual worlds is agreeing exactly how much virtual worlds can be worth? It&#8217;s troubling enough to evaluate the worth of Facebook. A benchmark has been set. In Second Life, Amsterdam&#8217;s red light district has been recreated. According to InformationWeek, via <a href="http://blogs.zdnet.com/social/?p=125">ZDNET</a>: &#8220;Amsterdam is one of the most popular sites in Second Life. It&#8217;s detailed reproduction of several streets in the real-world city, including a canal, parked Cooper mini cars, a street car, and bicycles. Other features: a large, European-style public square, canal with canal boats, train station and train, and hundreds of shops.&#8221;</p>
<p>The article continues: &#8220;Most newcomers to Second Life visit Amsterdam early on, because of both the titillation factor and its attractive, detailed design.&#8221; Amsterdam was auctioned off for $50,000.
</p>
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		<title>Jon Stewart Mocks Second Life</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=114</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=114#comments</comments>
		<pubDate>Mon, 14 Apr 2008 10:14:52 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
		
		<category>Second Life</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=114</guid>
		<description><![CDATA[Jon Stewart hosts the Daily Show, a satire news show on Comedy Central. On April 8th, his show had a segment mocking the United States Congress for their committee to discuss the &#8217;speculation&#8217; that terrorists are using Second Life. You can watch the hilarious video clip on Comedy Central.
Even though this satire clip pokes fun [...]]]></description>
			<content:encoded><![CDATA[<p>Jon Stewart hosts the Daily Show, a satire news show on Comedy Central. On April 8th, his show had a segment mocking the United States Congress for their committee to discuss the &#8217;speculation&#8217; that terrorists are using Second Life. You can watch the hilarious video clip on <a href="http://www.comedycentral.com/videos/index.jhtml?videoId=165604">Comedy Central</a>.</p>
<p>Even though this satire clip pokes fun at the concept of virtual worlds, it details the importance of virtual worlds to government. In a prior post, virtual worlds are being used to create a more efficient communication channel between goverment agencies.
</p>
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		<title>IBM: to host SL on their servers</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=113</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=113#comments</comments>
		<pubDate>Thu, 10 Apr 2008 13:51:28 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>SL Products</category>

		<category>Metaverses</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=113</guid>
		<description><![CDATA[IBM are pushing forward on the metaverse front by unveiling a plan to host SL on theirservers as a stepping stone to greater adoption of virtual worlds across the enterprise. Introduced at an early stage April 3 at the Virtual Worlds conference in New York, the Second Life Grid lets companies create public or private virtual environments [...]]]></description>
			<content:encoded><![CDATA[<p>IBM are pushing forward on the metaverse front by unveiling a plan to host SL on theirservers as a stepping stone to greater adoption of virtual worlds across the enterprise. Introduced at an early stage April 3 at the Virtual Worlds conference in New York, the <a title="Second Life Grid" href="http://secondlifegrid.net/" target="_blank" rel="nofollow">Second Life Grid</a> lets companies create public or private virtual environments using Linden Lab&#8217;s 3-D virtual world technology. Read more more about this story <a href="http://www.eweek.com/c/a/Messaging-and-Collaboration/IBM-First-to-Host-Second-Life-on-its-Own-Servers/">here</a>.</p>
<p> 
</p>
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		<title>Have a break</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=112</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=112#comments</comments>
		<pubDate>Sun, 06 Apr 2008 14:02:26 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Real Life</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=112</guid>
		<description><![CDATA[
WPvideo 1.10



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			<content:encoded><![CDATA[<div class="wpv_videoc">
<div class="wpv_self"><a href="http://www.skarcha.com/wp-plugins/wpvideo/">WPvideo 1.10</a></div>
<div class="wpv_video"><object data="http://www.youtube.com/v/OrAHBk4ZAeQ" type="application/x-shockwave-flash" width="100%" height="100%">
<param name="movie" value="http://www.youtube.com/v/OrAHBk4ZAeQ"></param></object></div>
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		<title>Quantitative Research in Virtual Economies</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=111</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=111#comments</comments>
		<pubDate>Thu, 03 Apr 2008 21:24:17 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Research</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=111</guid>
		<description><![CDATA[On Monday, 2nd June, the AVEA project at Helsinki Institute for Information Technology (HIIT) organizes an open research seminar on so- called virtual economies.
In the seminar we focus on the following question: &#8220;Why should economists and social scientists be interested in virtual economies?&#8221; Through discussion and presentations by academic researchers and industry representatives, we investigate [...]]]></description>
			<content:encoded><![CDATA[<p>On Monday, 2nd June, the AVEA project at Helsinki Institute for Information Technology (HIIT) organizes an open research seminar on so- called virtual economies.</p>
<p>In the seminar we focus on the following question: &#8220;Why should economists and social scientists be interested in virtual economies?&#8221; Through discussion and presentations by academic researchers and industry representatives, we investigate the potential of conducting quantitative research on virtual economies that is of interest to mainstream, &#8220;serious&#8221; researchers.</p>
<p><a id="more-111"></a></p>
<p>Virtual economies are economic systems that take place in online services. Potentially millions of Internet users produce, consume and trade so-called virtual property: scarce online resources that are similar to physical goods in that they can be controlled by only one person at a time. Online services containing virtual economies include massively-multiplayer online games such as EVE Online and World of Warcraft, and similar persistent social environments such as Habbo Hotel and Second Life. Together, virtual economies attract millions of unique users.</p>
<p>DETAILS</p>
<p>Date: June 2, 2008<br />
Time: 10:00 to ~17:00<br />
Place: HIIT premises at Spektri Business Park, Pilotti building, Espoo, Finland<br />
<a href="http://www.hiit.fi/contact">http://www.hiit.fi/contact</a></p>
<p>Speakers (tentative):</p>
<p>Dr. Eyjolfur Gu?mundsson, Lead Economist, CCP Games Jyri Partanen, Sulake Antti Ukkonen, Researcher, HIIT Tuukka Lehtiniemi, Researcher, HIIT Dr. Pekka Rasanen, University of Turku<br />
Application demonstration: EcoIsland<br />
Hiroaki Kimura, Waseda University, Tokyo</p>
<p>Coffee and snacks will be served.</p>
<p>Please confirm your attendance by Friday, May 16, by emailing Tuukka Lehtiniemi, <a href="mailto:tuukka.lehtiniemi@hiit.fi">tuukka.lehtiniemi@hiit.fi</a>.<br />
 
</p>
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		<title>A virtual job?</title>
		<link>http://www.ebusiness-newcastle.com/blog/?p=110</link>
		<comments>http://www.ebusiness-newcastle.com/blog/?p=110#comments</comments>
		<pubDate>Mon, 24 Mar 2008 01:06:57 +0000</pubDate>
		<dc:creator>Joe Peterson</dc:creator>
		
		<category>Second Life</category>

		<category>Real Life</category>

		<guid isPermaLink="false">http://www.ebusiness-newcastle.com/blog/?p=110</guid>
		<description><![CDATA[If you are interested in a job in the virtual world industry (no the real one!), then try: http://www.virtualworldsjobs.com.

]]></description>
			<content:encoded><![CDATA[<p>If you are interested in a job in the virtual world industry (no the real one!), then try: <a href="http://www.virtualworldsjobs.com/">http://www.virtualworldsjobs.com</a>.
</p>
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