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Texas Wants to Monitor and Limit Sex Offenders Online


Federal and state governments have placed significant restrictions on convicted sex offenders in recent years, enabling law enforcement to track and monitor the activities of certain deviants. A new bill proposed in Texas seeks to limit the Internet activity for sex offenders, and monitor their Web personas as well.

The bill, HB 22, which has yet to go before the Texas House of Representatives, could prohibit convicted level 2 and 3 offenders from accessing pornographic material or social networking sites, or having online dialogue with children under the age of 18. The bill could also force certain offenders to register their social network identifiers, gamertags, or handles, which affects online gaming realms like PlayStation Network (PSN) and Xbox Live.

If you think that sounds excessive, consider that earlier this month, a 24-year-old Texas man was arrested and charged with soliciting nude pictures of an underage girl while playing a game on PSN. In 2006, a man was arrested after allegedly attacking an underage boy he met while playing Xbox Live, so these things do happen. The bill must first pass the House before it can be considered by the Senate, so we'll be watching closely for further developments. If the bill becomes law, hopefully Texas will let this guy punish the predators with a lethal fist to the face, or an emasculating round-house kick to the groin. [From: Joystiq]

Computers, Webware, Web, Social Networking

Taser Sues 'Second Life' for Trademark Infringement


'Second Life' has reached another virtual milestone -- it's being sued by Taser, the world's largest manufacturer of stun guns, for trademark infringement. 'Second Life,' run by Linden Research Inc., is a virtual online community of users that use avatars to 'live' and 'work' within a user-generated world. According to Bloomberg, Taser is claiming trademark infringement, since users can buy 'Tasers' from virtual vendors within 'Second Life' and use them on other avatars (or on their own, if they're so inclined).

Since 'Taser' is a brand name, and the virtual product is being bought and sold with real currency in virtual shops that also sell pornographic material, the company contends that its brand is being tarnished and diminished. Lodged in Phoenix, Arizona, the complaint states, "All of the defendants that sell virtual weaponry like plaintiff's real ones, under the mark Taser for use in the Second Life programs and grids, also sell adult-only explicit images and scenes."

According to the Second Life first quarter economic report, its online economy is booming with user-to-user monetary transactions projected to be $450 million this year (a $100 million increase from last year). Seems like Taser wants its cut, since the 'Don't tase me bro' fiasco probably hurt sales. [From: Bloomberg]

Computers, Video Games

When Gamers Die, What Happens to Their Online Personas?



It may seem odd to consider the fate of a real person's virtual life after that person dies, but the topic is one of interest and importance to thousands of gamers around the world. The relationships forged between gamers in virtual worlds, like Blizzard's popular 'World of Warcraft' game, often transcend the medium and become real-life, meaningful connections that need tending, in both life and death.

There are a few services that will, upon a person's passing, send alerts or e-mails to online factions that are familiar with the deceased. The Deathswitch site, for example, allows people to compose e-mails that will be sent out if the user does not check in at certain customizable intervals (say, every six months). Members pay $20 a year and have the ability to create up to 30 e-mails complete with attachments (such as video files or other media). Slightly Morbid offers the same service, but does not require the member to check in. Information required to log in to the sight is divulged to close friends or family who then have the responsibility of notifying people online if the member dies.

One grief-stricken reality is difficult to cope with. Two is almost unbearable.

[From: AP, Via: Google News]

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Video Games

Second Life Clamps Down on Porn



In a move we can only assume is being made somewhat begrudgingly, Linden Lab, the company that makes the persistent online universe 'Second Life,' has announced that it's going to start cracking down on the game's seedy underbelly.

Various measures are being implemented to take the edge off: All "adult" services and sales will take place inside a predetermined section of the 'Second Life' universe and the in-game search engine will apparently filter out "adult" advertisements (wonder if this will work as well as our e-mail filters?). Finally, all users will have to pass through an age verification process in order to access the adult content.

The company has tried similar measures in the past with little success, so only time will tell how well these new rules can be enforced. Either way, don't expect 'Second Life' to stop being what it always has been: the place to let your freak-flag fly. [From: Business Insider]

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Computers, Video Games

Woman Divorces Husband Over 'Second Life' Tryst

UK Woman Divorces Husband Over 'Second Life' Tryst
Another day, another marriage ruined by the Internet. Not surprisingly, the online virtual world 'Second Life,' in particula,r seems to be destroying the holy bond of matrimony every chance it gets.

We can add the tale of UK couple John and Lisa Best to the list of reports of 'Second Life' infidelity leading to divorce. The mindbogglingly-careless John was laying in bed with his wife when he was caught having an online dalliance as his avatar, Troy Hammerthal. In case the name weren't enough of an obvious clue, then this next bit should do the trick: Turns out his virtual tryst was with another man.

Lisa awoke and quietly observed John on his laptop for a few moments before confronting him about the "gay dungeon romps." John, of course, immediately slammed his laptop shut and later defended himself saying that he was doing it, "for a laugh," and denied being gay.

Read more →

Computers

Woman Finds 'Second Life' as Avatar Prostitute


One day, someone will teach a college class on the sociological implications of 'Second Life.' In a place that so perfectly, yet whimsically, mirrors the real world, there are bound to be things that peak the interest of anyone with even a passing curiosity in human nature.

One tale that has caught the attention of many is that of Palela Alderson, a 26 year-old Italian woman, who has taken to the virtual world in order to live out her fantasy of being a prostitute. Alderson told Green Pixels in an interview that she has had a life long fascination with prostitution, and even attempted to become one in the real world. After buying a cell phone specifically for clients to reach her on and putting up advertisements, Alderson discovered should couldn't carry through with it, because she was afraid of what her family would think.

Read more →

Computers

Woman Divorces Husband After Catching Him Cheating in 'Second Life'


It's safe to say most wives would be mad if they caught their husband having virtual sex in Second Life. When Amy Taylor caught her husband with another woman's avatar, the infidelity might as well have been real.

Taylor and her husband, David Pollard, are divorcing after three years of geekily wedded bliss after Pollard, described as a "jobless 40-year-old," was caught doing the online nasty with other Second Life women. The couple originally met in a chat room and moved in together after exchanging photos, emails, and calls. The 28-year-old Taylor actually caught Pollard having virtual sex only a few months after they started dating but they reconciled and got married, both in reality and in Second Life.

Read more →

Computers

Virtual Worlds Drag Racism Into the 21st Century

Virtual Worlds Drag Racism into the 21st Century

Can racism actually exist in a world inhabited by avatars, such as 'Second Life' and 'World of Warcraft?' Researchers at Northwestern University seem to think so after conducting a series of social manipulation studies.

The researchers used two different social manipulation techniques known to work well in the real world. The so-called foot in the door (FITD) approach asks a simple favor of someone that can be quickly and easily accomplished making the person more likely to agree to future requests, while the door in the face (DITF) approach makes a more complex and time consuming request at first, making the person more likely to agree to a simpler follow up request.

The really interesting (and disturbing) results came when researchers decided to add another variable to their experiment -- skin tone. They set the skin tone of their avatars to the extremest light and dark ends of the allowable spectrum then approached random users to make their requests. When using the FITD method, 75-percent of people agreed to the second request, and 80-percent agreed when the DITF method was employed. The catch was that these results were for white avatars only. When the researchers used darker-skinned avatars, only 60-percent agreed to the second request of either approach.

It's both disturbing and absurd that racism has been dragged into virtual worlds, places where people can be anyone they want. It's unclear whether black avatars are being discriminated against because the users are perceived as black, or because the users are choosing black avatars. We thought the Internet was supposed to break down barriers and bring people together -- guess we were being a little overly idealistic. [From: Ars Technica]

Computers

Will Parents Pay for Virtual Barbie?

Will Parents Pay for Virtual Barbie?Remember that 'Second Life'-like Barbie world we told you about, 'Barbie Girls?' Well, it has been a runaway success for Mattel. Now, the company faces a new challenge with the service -- turning it into a money-making machine.

The company's latest idea is to charge girls (i.e. their parents) $5.99 a month for access to 'Barbie Girls V.I.P.' which will grant them access to perks that non-V.I.P. subscribers will miss out on: a virtual pet for your virtual Barbie, access to the Extreme DreamPark, and a virtual tiara.

Whether or not parents will be willing to fork over the $72 a year so their kids can spend more time in front of a computer remains to be seen, but it may be the more cost effective route than you think -- the Barbie Dream House costs over $250. [Source: GigaOm]

Computers

Disney Fans Petition to Save Virtual Magic Kingdom

Disney Fans Petition to Save Virtual Magic KingdomDisney's Magic Kingdom at Walt Disney World is, as the name implies, a rather magical place. It's also not a place that is close (or cheap) enough for everyone to attend whenever they want. It was no surprise, then, that when Disney launched an online Virtual Magic Kingdom (VMK) back in 2005, kids everywhere wanted to get in on the action.

And, just as in real life, said children aren't too inclined to leave, either. As a result, Disney's announcement of the end of support for the VMK has resulted in an online petition launched by the kids and their parents, according to WKMG Orlando.

Over 11,000 people have signed the petition SaveVMKToday.com, a site set up by a team of players and parents of players who don't want the site to go away. Even so, Disney has said the site has already been up far longer than originally planned, and now plans to wrap the service for good on May 21.

Given how successful most online petitions are, it doesn't seem altogether likely this one will change anything. Sorry, kids -- maybe you should start a protest on Facebook instead?

From WKMG Orlando




Computers, Video Games

Virtual 'Hello Kitty' World Officially Launches Online



Okay fellas (and gals), put on those capris and the pink halter top that's been collecting dust in your closet: it's Hello Kitty time.

Specifically, time for Hello Kitty Online, an online hub for all things HK. It's called Sanrio Town, and it will serve as the central community for the upcoming Hello Kitty MMOG.

There are forums dedicated to Hello Kitty and other lovable Sanrio characters, along with fashion, love, music and games. There's even a Dream Studio area (still in beta), allowing you to upload and personalize and share videos and photos.

Hellooooooo Kitty.

From ShinyShiny


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Computers, Video Games

U.S. Intelligence Looking For Terrorists In "Virtual Worlds"



In an effort to cover all its bases, the U.S .government has begun a project to help spot terrorists who are using "virtual worlds" as their forum – World of Warcraft, Second Life, et al.

The program is essentially trained to set its baseline for what is to be considered "normal" behavior in online worlds, and zero in on strange or suspicious activity. Of course, when the de-factor activity is, say, killing a night elf with a level 73 Wand of Unscrupluousness, it's kinda tough to say what's cool and what's not.

"It's a positive step," said Andrew Cochran, founder and co-chairman of the Counterterrorism Foundation. "For a number of years we were behind in chasing jihadists' presence on the net and detecting it."

And now, finally, they can interrupt WoW raids without a warrant. Hmm.

From BBC

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Computers, MySpace

Virtual Barbie World Sees Meteoric Rise

Mattel's Virtual Barbie World Sees Meteoric Rise
We've previously posted about the 'Barbie Girls' virtual world being slapped together by Mattel as a 'Second Life'-esque haven for teens and tweens. Now, the site has entered beta mode and something surprising has happened: The service has racked up three million registered users in 60 days and is still growing. The service is signing up roughly 50,000 new users a day, a growth rate that far surpasses the cultish success of 'Second Life' or the geeky fanatical rise of 'World of Warcraft' (WOW).

According to Tech Crunch, 'Barbie Girls' could be well on its way to becoming the largest online community in the new social Web. To put these numbers in perspective, it took 'Second Life' three years to hit the one million user mark. At current growth rates, 'Barbie Girls' will usurp 'Second Life' sometime between November of this year and January of next. And 'WOW' won't be far off either.

A couple of things are clear based on these numbers:
  • Virtual worlds have officially gone mainstream
  • Virtual worlds, once predominantly male are becoming more heavily female populated
  • Young girls are not above beta chasing
From Tech Crunch

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