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Business - Written by on Sunday, March 9, 2008 18:00 - 3 Comments

Denis Hancock
The wikinomics blogroll – March 9 2008

We are currently in the process of rebuilding the wikinomics blog roll, in order to create a truly definitive list of thought leaders who should be of interest to wikinomics readers (feel free to make any recommendations in the comments box below! The list may be a little short for awhile as we rebuild…). For those that might not have the time to click through all the links, we’re also going to be providing a regular summary of some of the more interesting articles we come across in the blogroll. On that note:

Kevin Kelly of Techium has a great post entitled “1,000 True Fans”. To summarize I’ll provide a quick quote: A creator, such as an artist, musician, photographer, craftsperson, performer, animator, designer, videomaker, or author – in other words, anyone producing works of art – needs to acquire only 1,000 True Fans to make a living. Also see his recent post on why technological leapfrogging is rare.

Apophenia posts on how youth find privacy in interstitial spaces. The ending quote is one I find quite interesting: The refraction of light is changing because the medium through which it is channeled is changing, but the light itself stays the same and to guide our children, we need to remember to pay attention to the light, not the refraction or the medium that’s causing the refraction

In his new blog Clay Shirky talks about response to his new book, “Here Comes Everybody: the Power of Organizing without Organizations”. You can probably make the link between this book and Wikinomics yourself J.

I just found this interesting: The latest research indicates that 68% of women who play online games choose male characters, and 50% of men choose female ones. Notably, a lot of women choose male characters to avoid unwanted attention from men, while a lot of men choose female characters to avoid unwanted attention from men. Different types of attention are being avoided, of course.

Jonathon Schwartz blogs about the world’s largest supercomputing cloud… and the attempt to see further than 12 billion years into the past. If you don’t know Jonathon, in addition to his blogging responsibilities he’s the CEO for a little company called Sun Microsystems.

Jason Calacanis presents 17 (and counting, as reader suggestions come in) ways to save money when running a start up. A few notables: forget about recruiters, and instead leverage Facebook and linked; outsource to MIDDLE AMERICA; use Google hosted email; blog instead of hiring a PR firm. If you are looking for a little more inspiration in regards to start-ups, read a few of Mark Cuban’s rules.

Duncan Riley at TechCrunch reports on the traffic trends on top social networks. Of note, MySpace remains by far the runaway leader, but traffic actually declined slightly versus last year. Underneath this two horse race for the top, note myyearbook.com appears to have exploded over the last year, Blackplanet continues its strong growth, and each of Yuku, Twitter and Ning will be interesting to watch over the next year. They each jumped onto the charts with 1,000% – 4,000%+ growth rates, and could make a leap to a top-5 spot if the stars aligned properly.

Apparently there’s a rash of thefts going on in Second Life recently… which has led to a few content providers uniting to make an ad campaign featuring… a big, virtual, less-than-clothed man with tattoos and a mullet. Odd. It’s quite an interesting to compare reactions when “user generated” content gets stolen, versus (say) content for a mega-corp. If you are interested in learning everything you ever wanted to know about Second Life, have a tour around this site.

Finally, there is the always interesting John Hagel: “Shift Happens – The Future of Advertising

Again, the blogroll rebuild is going to take a little while (and a couple of links may accidently vanish for awhile), but feel free to make any recommendations as we go!

 



3 Comments

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csven
Mar 11, 2008 18:45

a big, virtual, less-than-clothed man with tattoos and a mullet. Odd.

Not quite so odd actually, if one is aware that this is the avatar for the first person to file a real life lawsuit as a result of Second Life “content theft”. You might recall the “sex bed” stories from a few months back. One and the same.

Of greater interest to me is how the “free-as-in-entitled” thinking will play out as the Real and the Virtual converge. Most recent entry into the mix: ZapFab, an online, 3D fab-on-demand service. Not new in that regard as there are already such services (both large bureaus and smaller, niche-serving ones such as Fabjectory), but in this regard (from the ZapFab site):”Share your customized design on the site.

Considering I can “rip” any 3D file I see on my monitor and turn it into manufacturable data, ZapFab is effectively entering the same arena as video uploading sites such as YouTube. And with a low-cost, home-made 3D scanner I can even grab the stuff I buy at the store.

In other words, the problem is migrating from the RIAA and MPAA to the manufacturing sector.

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It’s quite an interesting to compare reactions when “user generated” content gets stolen, versus (say) content for a mega-corp.

A point I made to the Second Life community a few years ago when they were busy ripping RL trademarks (among other things) and using them inside the simulation. The shift in attitude by many individuals since then has been remarkable.

Denis Hancock
Mar 11, 2008 22:29

csven,

thanks for the comments – I find myself learning a lot from you. Would you be able to pinpoint when when the shift in attitude happened, or was it more of a gradual thing?

csven
Mar 11, 2008 23:58

First off let me say that the shift to which I’m referring is among the more dedicated users of SL; many of whom are fairly vocal (blogs, Twitter, etc). Casual users have probably also started to (re)consider their positions on IP, but I’m not sufficiently immersed in SL to comment on them; not sure many people are, as it’s grown so large.

Even among those to whom I’m referring, I’m unsure I can pinpoint a time or single event. It seems to me to have been a mostly uneven and relatively gradual change in attitude.

I suppose the first significant increment of change* occurred when people in SL first became aware of the OGLE “video ripper” (Jan ’06), which could locally save the 3D geometry in SL but also the textures which wrapped around that geometry… including avatar “skins”. And skins are relatively big business in SL (some… few… people were reportedly earning over US$60k/yr).

One of the better discussions I recall, outside the official forums, is here: LL Taking the USPTO Approach (includes comments from OGLE’s coder and a major seller of skins).

After that came CopyBot (Nov ’06), which received a fair amount of press (and which has resurfaced as a low-level news item in the last few weeks). If I recall correctly, CopyBot was the tool that prompted a grid-wide closing of virtual stores, so it’s fair to say it’s appearance probably marked another significant shift in attitude. I collected quite a few links together on this post: Hints of the Coming Replication Age.

A factor in all this is Linden Lab opening up the grid to unverified registration. This occurred in June ’06, after OGLE and prior to CopyBot. This is significant because a large group of people who’d never heard of OGLE became aware of CopyBot… and believed they could duplicate and sell content anonymously (since proven to be a mistaken assumption).

On top of all this is the press coverage regarding such things as American Apparel opening up in SL, and the BusinessWeek cover with the Anshe Chung avatar. There was a significant influx of people looking to make “easy money” (most of them learning the hard lesson that being successful at *any* business takes more than an idea). What all this amounted to, I believe, was a changing perception of the value of content in SL, both for those legitimately involved in generating it for themselves or corporate clients, and for those who sought to “share” other people’s efforts (using OGLE or CopyBot) for real profit… even if they claimed publicly “it’s just a game”.

So if I had to give an answer for when the shift occurred, I’d venture it happened over the course of 2006. And again, this is among the more dedicated and vocal members of the SL community.

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* As I wasn’t around when SL first developed its economy, I can’t qualify the early days when virtual goods acquired real world value. However, I can say that when I did join SL in March ’05, the attitude didn’t seem to be what one might expect given that set of economic circumstances. I suppose mostly because some of the more vocal “pirates” were successfully selling virtual goods bearing the trademarks of real life companies (Nissan, Toyota, Apple, etc). It was Linden Lab that put an end to this when they provided guidance regarding their advertising policy (SL Advertising Clarified) which included a takedown policy for trademark infringement since trademarks aren’t covered by the DMCA upon which they rely for other IP infringements.

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