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Archive for May, 2009

Dot.Sim Boom

Interesting commentary from Dr. Roger Smith – CTO for the US Army.  Link to pdf here.

As web 2.0 appears to be on life-support both as a terminology and perhaps as a business model (giving everything away for free and hoping one of the big players buys you out).  Maybe its time for a new phrase and a new boom…..welcome to the Dot.Sim boom!

By all accounts Second Life is weathering the economic crash quite well – and by some measures is now rated as the second most popular game after WoW.  Link to Neilsen graph here. It should also be remembered that it has a couple of decent built in revenue providers – virtual land, subscription fees and even ‘taxes’ on moving linden $ around.

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New post on CT blog:

The Intelligence and Security Committee (ISC) in the UK was established by Parliament as part of the 1994 Intelligence Services Act to examine the work of the intelligence and security agencies in the UK.

The ISC was asked to review information, which emerged following the CREVICE trial in April 2007 that Mohammed Siddique KHAN and Shazad TANWEER (two of the four 7/7 bombers) had come to the attention of MI5 during the CREVICE operation. The question bluntly asked was, “If MI5 had come across Mohammed Siddique KHAN and Shazad TANWEER before, why didn’t they prevent this outrage?”

The full report of the ISC findings can be found here.

At its heart the report re-states the previous answer to the central question posed – – lack of resources and legal restrictions prevent the kind of large-scale surveillance required to cover all terrorist leads. Individual readers of the report will have to judge whether that is a satisfactory response.

However, one of the most illustrative parts of the whole document is on page 9 where a diagram is published detailing the number of phone-calls assessed as relating to international terrorism, between unique parties, between January 1 and 1 April 2004 (period of the CREVICE investigation). Diagram shown below:

crevicetele.png

From this enormous bundle of data the report states 4,020 calls were linked to CREVICE – with the vast majority of those eventually assessed as being, “not related to the bomb plot itself, or even the wider facilitation network, and were in fact wholly innocent or irrelevant”. What is left is therefore, an interesting piece of contemporary artwork.

While clearly technology can provide an edge in certain circumstances its capabilities and limitations need to be clearly understood. This diagram solely relates to telephone calls, a diagram today would need to include, twitter, IM, VoIP, Email, Facebook email or even in-game chats. The data would form an enormous cloud behind, which plotters could operate.

There isn’t a clear solution to this and a number of industries are attempting to penetrate this burgeoning cloud of data to find meaning in the tweets and chirps. One potential important lesson to be drawn from this particular ISC report is that excess data can be used to hide a plot — this is contrary to the idea of terrorists passing torn paper notes to each other to avoid electronic detection. A ‘useless information’ bomb could create countless link analysis diagrams that ultimately lead nowhere, hiding the real intent. Information, unlike truth may not in fact set you free.

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SOCA and Games

The Director General of the UK’s Serious Organised Crime Agency (SOCA) claimed at the launch of the agencies annual report that video games were being used by crime bosses locked up in UK jails to communicate with their associates on the outside.  This in turn caused a row with the head of the UK Prison service who claimed no such thing was happening.

A couple of comments immediately come to mind.  Why if you know prisoners are using online games to communicate with their associates outside of prison would you alert them to the fact you know – they are doing that – when you could actually monitor this traffic and prevent crime.

Secondly, in response to this claim a prison service spokesperson said,

“Prisoners have never been allowed access to wireless enabled technology such as that used in some games consoles. Nor would they ever be allowed access to such technology.  A decision was taken some years ago that the then-current generation of games consoles should be barred because the capability to send or receive radio signals is an integral part of the equipment.”

This is a little disturbing as it isn’t about wireless technology – its about connecting to the Internet.  I can only hope this was a misunderstanding.

The overall impression though, is that neither side in this argument fully understand the technologies they are referring to.  It does however seem that prisoners do.

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Rheta’s worlds end

One of the best essays written about the Second Life experience and immersion was written by a Second Life Avatar named Rheta Shan.  The title is ‘ The World Philip Made’.

Tragically, New World Notes is reporting that the woman behind the avatar was killed in a traffic accident, which makes reading her essay again in virtual space, a more thought provoking act than ever.  Especially as one of the comments on the NWN entry claims no such accident occurred.

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Not Bad!

From Economist

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The fog of (cyber) war

The Fog of Cyber  War

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Currently playing with an idea relating to the nature of conflict within virtual spaces.

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http://www.iarpa.gov/solicitations_reynard.html

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Changyou.com Ltd, which went public last month posted a 1Qprofit of $33.5M.

Economist piece on Changyou:

Changyou is making a fortune selling items in a virtual world

PERHAPS it should not be a surprise. In the midst of a global capital shortage, the first company to list this year on New York’s NASDAQ exchange not only needs no money; its source of profit is receiving cash for items that do not exist.

Changyou is a three-year-old online-gaming business being spun out of Sohu, China’s second-largest internet portal. The deal was due to be priced on April 2nd, as The Economist went to press, in a nostalgic reminder of what the stockmarket used to look like. At the top of the expected price range Changyou will be valued at about $820m, after a special distribution of $100m to its parent. The opening price may be higher still, given strong demand.

The enthusiasm for Changyou is understandable. Unlike much of the internet, where services have to be free in order to be popular, Changyou makes money. In short order, revenues have risen to $202m and profits to $108m. That is because Changyou is one of several Chinese firms to have stumbled upon a remarkable niche that has grown into a multibillion-dollar industry. Video-gaming developed in America, Europe and Japan largely around console hardware and its associated packaged software. China initially banned games consoles, and by diligently failing to enforce intellectual-property laws, it wrecked the economics of the console business by allowing pirated games to be sold for pennies, thus undermining any incentive to market them.

China took a similarly firm line with other forms of entertainment, allowing only limited local production of films and television programmes, and sharply restricting imports (legal ones, at least). In this desert, the internet has flourished, at first as a place for pirated foreign films and shows, but over time for online multiplayer games, too. Companies created a business model based on allowing access from any computer—customers pay as little as 25 cents an hour at internet cafés—but where the computational heavy-lifting is done on their own servers. These provide the background environment and connect the players—in Changyou’s case, as many as 738,000 at a time.

AP
AP
In a world of their own

Popular games in China typically feature elves, dwarves or characters that predate the past century of political turmoil. Changyou’s most popular offering, “Tian Long Ba Bu”, began as a book about the travails of a prince, a monk and a beggar, with lots of martial arts. At first Changyou charged subscription fees to play, but abandoned them because multiplayer games are generally more fun with more players. Like most other firms, it now provides free access to its games, collecting revenue from the 10% or so of players who are prepared to pay for in-game extras such as weapons, medicine and shields, says Benjamin Joffe, chief executive of Plus Eight Star, a technology consultancy in Beijing.

These extras typically cost a few cents, but some are much dearer: Changyou sells a virtual gem, which can be used to enhance a virtual sword, for $180. Demand for these virtual goods depends on their cost, properties and availability, exactly as in the real world, says Mr Joffe. Clever gaming companies constantly monitor demand and tweak supply to maintain their revenues, in a sense fine-tuning their own virtual economies.

There are risks to Changyou’s business, most notably from competition. Growth recently slowed abruptly. There are more than half a dozen publicly listed Chinese gaming companies, and over 100 more with viable products, according to BDA, a consultancy based in Beijing. Hundreds, if not thousands, of other companies are eyeing this promising market.

Still, the battlefield is not as dangerous as it might appear. Before 2006 South Korean and American companies dominated the market, and the world is full of clever programmers, all of whom are theoretically linked by the internet. But as was the case in console-based gaming, the Chinese government has intervened, says Ning Liu, an analyst at BDA. Licensing of new versions of foreign games has been delayed, and local firms have gradually learnt to develop their own products. In the Chinese business environment, even the virtual world has real walls.

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