Getting to Know the Established Names...
This lens was written by the 3D animation studio Mediafreaks for the empowerment of parents. Mediafreaks focuses on producing high-end animation work for documentary producers, advertising houses and cartoon animation series.
In line with its animation work, Mediafreaks runs a popular animation blog and parenting tips to share informative articles and advice for animation professionals and parents everywhere.

What to Expect in this Lens...
WoW Factor! Wallowing in the World of Warcraft

Even if it is not one of the free virtual worlds as it has a costly monthly subscription tag of $14.99 and a separate initial purchase for the software of the game, WoW has amassed quite a following in the multiverse of the World Wide Web. By "quite" that refers to already an estimated 62% of the current MMORPG market - not bad considering how diluted the virtual world field has become. With more than 11.5 million monthly subscribers, WoW is already in the record books of the Guinness Book of World Records as the most popular MMORPG, of its time at the very least.
Even with its virtual world set-up, World of Warcraft still runs the continuity line of the Warcraft narrative. It is set two years after the events of the expansion Warcraft III: The Frozen Throne and was released as a tribute for the first decade of the Warcraft franchise. In January 2007, the first expansion set of the game, The Burning Crusade, was launched to be followed by the Wrath of the Lich King on November 13, 2008.
A central part of the game play of this MMORPG is the use of a character avatar of a user in able for him/her to be able to explore the virtual world. By template, the avatar is positioned in a third-person view mode although there is an option to play in the first-person perspective similar to shooter games. A rundown of the key activities within this virtual world include exploring the landscape, combating enemies left and right and participating in various quests.
Gamers have to enter a server or realm first before being able to participate fully in the virtual world. These realms are either in the Player versus Player (PvP) setting wherein battle among users is the main expectation and the Player versus Environment (PvE) realm where quests are more abundant. As a cross between the two realms, there are also role play variants of the two realms.
These two game play modes are a radical shift away from the standard strategy God-mode format of the previous Warcraft games. The MMORPG WoW is more immersive and focuses on individual development more than anything else. To enhance the stability of game play, WoW realms also have language characterization and in-game language support.
Because WoW is geared towards teens and adults, child safety protocols are not a priority in this virtual world. The templates of character avatars are in compliance with the requirement of the narrative - users can be either Alliance or Horde but never both. Interaction among members is possible even with opposing factions but the finer means of communication such as e-mail, speaking, and guild-sharing can only occur among members of the same faction.
The goal of gamers is always to up their levels to broaden their talents and skills. Beyond abilities gained through normal battle, certain professions can also be learned if gamers are willing. Some of these professions include tailoring, blacksmithing, mining, cooking and first aid. To help further their development, most players form guilds from shared talents, goals and expectations. These guilds often give gamers an identity in the vast world of WoW. It also enables users to gain access to unified communications of guilds for strategy building.
Second Life Beginnings
virtual worlds. Usually these online communities are an expansion of instant messaging conversations. More often than not, they take on a whole new level and become the exact replica or otherwise a created persona of the user.
One of the most popular non-gaming virtual worlds with a massive user base today is Second Life. How did it grow and become one of the foundations where the industy of avatars took off? We will find out in this module.

Second Life is a virtual world created and developd by Linden Lab. It was released in June 23, 2003 and primarily moved through the World Wide Web. Its users are called Residents and with the introduction of the free client program Second Life Viewer, the integration of avatars to fully experience and enjoy the online world became a necessity.
Its developer Linden Lab was formed in 1999 with the focus on creating a hardware which will give World Wide Web computer users with an immersive world which can be experienced in all its three hundred and sixty degrees glory. Although the hardware aspect of the vision - The Rig - never quite made it, Linden Lab continued to have momentum through the creation of the software application Linden World. Here, users were able to be involved in task-powered games and even in 3D animation-powered socialization. This became known as Second Life.
The term Second Life may have resurrection connotations but it actually refers to a parallel world where real-life users can lead. For this purpose, people can actually replicate their own identities or be free to choose their own appearances, nuances and personality. This gave rise to the popularity of customizable avatars.
Second Life, like other early online communities, had a thrust towards gaming. But by 2001, Linden Labs CEO Philip Rosedale noted that users were gearing towards the collaboratie and creative promise of Second Life. Thus, the shift towards a virtual community was pushed.
Through this paradigm shift decision, Second Life attracted computer users who are not so interested with gaming. Instead it became a virtual meeting place where socialization can occur among avatars. Individual and group activities and the production and trade of virtual services and properties became the hit features of Second Life.
Its socialization aspect also generated much interest and traffic - especially clubs where generic chat can happen and even sexually-provocative areas.
Avatars play a huge role in this socialization aspect of this non-gaming online community. Although they are made to signify the real-life user, avatars do not have to be represented as an actual person. Some users prefer to represent themselves as animals, vegetables and even minerals.
Second Life is free for use as well as for the creation of account. Only a single avatar is allowed though for one person. Modes of communication include embedded chat protocols and instant messaging systems. As a testament to its popularity, it was honored just this 2008 for advancing the state of online communities with a premium on user-generated content. As of the same year too, Second Life has an estimated 15 million accounts registered. Just imagine how many avatars that can be.
Runescape - One-time Guinness Record Holder as Most Popular Free MMORPG
Operated by Jagex 3D and running on Java technology, Runescape is a virtual world which heavily uses 3D animation as its main motif. It is a graphical browser game which is estimated to have around 8.5 million active accounts. That's quite a lot, considering there could have been more if they have included the inactive ones.

The milieu of Runescape is the imaginary world of Gielinor, which is a perfect place for a virtual world to exist because it is composed of numerous kingdoms, regions and cities with varying nuances and themes for the diversity of online users everywhere. In truth, the world is so large that the game offers various means of transportation to go around - from magical means such as teleportation spells to mechanical automotives.
Further catering to diversity among its million-numbered users is the design of the game. There is no linear path to follow. Users can pursue whatever they want. Runescape administrators have enriched each regions and cities with various monsters to fight and numerous challenges to overcome. There are also many skills and quests for users to busy themselves. This very nature of Runescape allows it to expand from the gaming element and branch out to social interaction. Apart from the monsters in the world, users can also participate in chats, commerce, and in cooperative mini-games.
Runescape has been around for quite a while. Its beta release was launched in January 2001. Its engine was rewritten in 2003 as a response to the positive outpour of users while its stable release was clocked in during March 2004. Prior to that Runescape was brought into completion upon the creation of its predecessor DeviousMUD, a release from Andrew Gower in 1998.
How did Runescape accomplish such widespread success even with its free-to-play operation model? Like many others, it employed advertisements. But this was done in a non-invasive manner by placing these ads in a banner above the playing screen. Jagex 3D has been firm in its stance not to include in-game advertisements. This has proven successful as Runescape has widely maximized its 160 servers, with each server allowing simultaneous access to 2,000 users.
Even with its social interaction function, much of the pull of Runescape still remains with its combative gameplay. In the beginning, Runescape users busy themselves with learning various skills. There are 24 all in all, and each allows the earning of experience points for the usage of such skills. Some of these skills include fishing and woodcutting just to name a few.
Combat is in real-time and enables users to acquire items or earn gold by defeating other characters. Combat is also a crucial part of accomplishing quests. There are three variants of combat which users can wield: melee, magic and ranged. As a way to determine victories in combats, each user has hitpoints which users should protect not to hit zero or otherwise they will die in the virtual world. Users don't have to worry that all their progress will disappear once they die. They will be resurrected at respawning points but only three items will remain in their possession.
Runescape's virtual economy is dependent on gold coins and it fuels everything from the acquisition of new items for combat to the embellishments of avatar accessories and even the operation of the entire virtual world.
Hot Stuff: The Stuff Toy World of Webkinz

The origin of the Webkinz virtual world is rooted in the stuff toy brand of Webkinz by the Ganz Company. Each toy has a secret code printed on it which allows its owners to access the virtual world. This will let children and teens to have a virtual counterpart in the Webkinz World.
Variations also happen inside the virtual world. Little toddlers can have the Lil 'Kinz brand line. On the other hand, there are the larger and more expensive releases from the Signature Collection which was just rolled out this 2009. Pets are not restricted to the domesticated ones. There are wild Webkinz and even mythical creatures. Children can also exercise their creativity by crafting their own animals out of scratch.
Following the success of online worlds such as Second Life, Webkinz also introduced the concept of virtual items, clothing, charms and furniture. The free online virtual world of Webkinz also has its own economy and currency in the form of KinzCash. Some of the numerous activities where users can earn this currency include the adoption of new pets, playing online games, answering trivia questions, spinning the Wheel of WOW or completing mini-jobs.
The schedule of activities is not as rigid as it seems. There is a secret and varying Game of the Day every day. There are also different bonuses once in a few hours. Also, the surefire way to increase one's own capacity in the free online world is to purchase new Webkinz toys.
Spending one's own KinzCash can lead to a more rewarding experience inside the Webkinz World. Additional items and accessories can be purchased inside the W Shop. One can increase the comfort level of their pets by improving their room accommodations through KinzCash purchases. This is where virtual furniture and themes come in handy.
Here are some of the best features of the WebKinz World:
- Creation of show content with the Webkinz Studio, so that one's pets can be chosen to appear on the Webkinz television.
- Purchase of a swimming pool, where Webkinz can swim around to improve their health.
- Sending gifts or letters to friends on a peer-to-peer network.
- Invite a friend over to your house, where you can chat and interact with some board games and items.
- Participate in the hourly events, which can earn you prizes, KinzCash, and coupons, among other things.
- Play Wacky Bingoz, a form of Bingo where you get one, two, and three ball games every day.
- Brushing your pets teeth, hair, washing paws/feathers/feet etc, bathing.
Trading cards are also an integral part of the gaming experience inside the virtual world. There are four series of the Webkinz Trading Cards. For challenge game modes, two series are available for users. Special cards and free pet codes can also be found in selected game cards.
The Webkinz World is one of the best virtual worlds to choose for your children because of its cuddly nature and its dedication to child safety protocols. Moreover, it is an expansion of one's gaming experience with one's WebKinz stuff toy, thus the premium is always in the enjoyment of its users.
Earth to Avatars: Gaia Online
It was not initially designed to be a virtual world where users can interact. Gaia Online was merely an anime linklist but this eventually grew to become a small community. After a while, its founder Derek Liu announced the paradigm shift of Gaia Online to become a virtual world based on social gaming.

However, the strength of Gaia Online is the active participation of its forum discussions. An estimated one million posts are made daily in this virtual world and each month, close to seven million unique users have been noted. Because of this success, Gaia Online was able to take home the 2007 Webware 100 Award in the Community Category.
Gaia Online is compatible for both PC and Mac platforms. Most of its attraction is in the free nature of the virtual world. However, to sustain the operation costs of the virtual world, Gaia Corp's business model relies on advertising revenues and micro-transactions.
Participants of the virtual world - or Gaians, as they call themselves - have the choice to create a customizable avatar from a template to be their representation inside the online community. Gaians can also have a virtual home where they can buy items using the gold currency of Gaia Online. Micro-transactions such as this are how the virtual worlds earn its expenses.
The gold currency of Gaia Online is awarded to Gaians for playing games and by participating through forums. It is a way for the administrators of the game to ensure participation in the virtual world. However, recently, the gold currency has been more than a reward system. In July 2007, Gaia Corp announced that Gaia Cash can now be purchased through the major stores in the United States of America such as Rite Aid, Wal-Mart, Target, 7-11, Speedway SuperAmerica or straight from Gaia Online.
As an online community, Gaians get to celebrate and enjoy various national holidays and special dates through various themes. Some of these events include April Fools, Halloween, Easter, Christmas, Valentine's and the yearly Gaia party. Activities for these events revolve around an active storyline with a central plot or through multi-user interactive games.
Making these events more fun for Gaians is that they usually last for more than two weeks? Winning users of the various activities also get perks and rewards such as commemorative items for the event, a new avatar base and various avatar skins.
Avatars are free for Gaians immediately after they sign up but naturally they are in templates. One has the option to customize their avatars not only through their clothes but also their skin tone, styles and colors of their hair and eyes and gender. Gaia Gold or Gaia Cash allows users to buy accessories and apparel. These avatars are in 2D when in forum posts and profile comments but normally, they are in 3D animation when the avatars are immersing in the virtual world. In this setting, avatars can interact with the environment and with other Gaians.
The Legacy of the Sims Online

As a testament to this success of The Sims Online, it was awarded with the E3 2002 Game Critics Award. However, The Sims Online is a testament to the life span of virtual worlds. In August 1, 2008, Electronic Arts has announced that the virtual world will be shut down.
The brand of the Sims is one of the more enduring game franchises. However, the demise of the Sims Online was proof that it can only take a virtual world so far. The greatest ominous sign of the downfall of The Sims Online came when in the year 2007 EA announced a rebranding of the virtual world The Sims Online into EA-Land. Although this move enabled enhancements such as purchasing properties and creation of content, it was a sign that things are not going as well for the virtual world.
Rebranding a product or a service often times is an allusion that things have to be shaken up to re-assert one's presence in an industry or to have a sudden impact with users. But it is interesting to note that the new features - property purchasing and custom content submission - are present in more successful and popular virtual worlds such as Second Life. Moreover, the thirteen cities of the Sims Online was merged in the single city of EA-Land.
Moreover, when the Sims Online changed its name, it ran the risk of alienating the loyal followers of the Sims brand. True enough a year after the rebranding, "EA Land Sunset" happened. All operations in the virtual world were shut down.
Here was the statement of Electronic Arts for this shocking virtual world development:
"It is with mixed emotions that we are announcing the EA-Land experiment will soon draw to a close. Since 2002, EA-Land / The Sims Online have attracted a very special group of players and we certainly appreciate your participation in the community. The lifetime of the game has drawn to an end, and now we will be focusing on new ideas and other innovative concepts in the games arena. We would like to thank everyone who has taken part in this online community as a unique experience in the virtual world."
During the heydays of The Sims Online, it was similar to other virtual worlds with its own economy and the dependence on learning skills to improve the gaming experience. There were six core skills namely cooking, charisma, mechanical, body, creativity and logic. Beyond that, there were also four official in-game job opportunities for the following facilities: restaurant, robot factory, DJ and dancing.
But it seemed The Sims Online went away with what made The Sims successful. The omnipotent ability of users in The Sims through the way they can create communities and manage the operation of their own worlds. In the virtual world setting, it is quite different to do that because the omnipotence rests in the hands of the administration of The Sims Online / EA-Land.
So the moral lesson here is it is always okay to expand and experiment - but never walk away from the things that made you successful.
Say Hello! :)
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Reply
- SeanHeartdeStar SeanHeartdeStar Nov 7, 2009 @ 3:23 pm
- Better not forget one of the Biggies, The Entropia Universe, which is free to play... Otherwise nice hub :-)




