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EIKON-I-COP-OLIS Eik
           A Virtual World
 Virtual worlds are persistent, avatar-based social
spaces that provide players or participants with the
    ability to engage in long-term, coordinated
                  conjoined action.
  Douglas Thomas &John SeelyBrown, Why Virtual Worlds Can Matter, Missives 1.1 (2009) p.37
The Market
     Virtual worlds will generate $3.9 billion globally in revenue from
     subscription fees, in-game virtual goods sales, and third-party
     marketing by the end of 2011, and $6 billion by the end of 2012,
     driven by increases in conversion rates and ARPPU (average
     revenue per paying user) as well as total growth of the market.
Virtual Worlds: 2011 and beyond. Key industry trends and market developments




Key Growth Drivers
•    Perceived Value: Parents allowing their children to spend more time in VWs
•    Greater Funding: Uplift in VC activity moving into 2011
•    Brand Awareness: More VW having real-world presence
•    Payment Mechanics: Easier, faster ways to purchase virtual
     services/currencies/goods Virtual Worlds: Industry and user data
Many VWs have grown substantially faster than Facebook.

This year, VWs will likely generate $6 billion in revenue.

Age group 18+ offer the highest revenue.
The Opportunity
             theEikonicopolisproject
This project accounts for technological advances in the development of the
   Internet by creating virtual communities to enhance the scope for human
   expression and creativity that is otherwise unavailable or restricted within
   the given world of nature. Features include an economic system based in
   euergetism, governance based in the Goertzelian model, a Scale of
   Repute, and avatar ePortfolio.

   The present paradigm for virtual worlds aims to create an immersive
   experience for its users as the feature that keeps the model economically
   viable (as well as fun). However, all worlds with significant market
   penetration are run by private companies that do not allow deeper
   controls to be passed onto users. This has the effect of limiting the
   immersion experience, and ultimately the potential profits that may come
   from allowing deeper user control. Unless the paradigm is freed up, the
   default future will tend to problematic commercial and state-monopolized
   paradigms, de-empathaticized corporatism, the politics of control, and the
   fear of Other.
Problem 1: Social Responsibility
  Lack of social responsibility and empathy
             in the marketplace.
Being open, vulnerable and sensitive to the plight of others is
  considered detrimental to commercial relations and a
  prescription for failure in the marketplace. Yet the market
  requires a continuous infusion of social trust to function.
  Indeed, the market feeds off social trust and weakens or
  collapses if it is withdrawn.Jeremy Rifkin, Economic Recovery Will Fail Without Our Trust, Huffington Post 2010




This attitude is endemic to long term social cohesion, and
  ultimately does not serve optimal financial return.
  Rifkin is describing the requirement for empathy as a means
  to both economic and societal advancement. The challenge
  faced by present and emerging virtual networks is to structure
  the virtual environment so that the invisible hand of empathic
  sensibility thrives.
Problem 1 recommendation:
                       EUERGETISM
                     Giving to the community

Members who wish to develop standing in the community will
fund the VW. The recognition of such giving will serve to gain
credibility and trust within the VW that will in future reap the
benefits of a loyal market and commercial benefit.

          Repute is gained by providing Eik with:
                           – Funds
                          – Service
                          – Product
                     – A Klout-like score
           (a measure of influence based on one’s ability to drive action.)
Problem 2: Social Capital
Social capital is not transferrable between virtual
           worlds, or social sites generally.
This creates a barrier to world jumping, so even if a
    world is not providing an optimal experience, the
    social capital built there is difficult to abandon.

   When to comes to allowing for the social capital
   built through regular social sites, there is ZERO
   provision to transfer that into a virtual world.
Problem 2 recommendation:
    ePortfolioassociated with one’s Avatar
An ePortfolio is a digitized collection of artifacts used to document
    accomplishments of an individual or institution, allowing a transfer of
    social capital between virtual communities.

•        Tells the story of avatar, creating identity and collecting artifacts as
         showcases of achievement.
•        Adds other voices to the story to enrich and validate identity and the
         story told. Other voices are like proofs of existence.
•        Includes projections into the future: goals and dreams, my view of the
         world and my environment. They also include references to one’s other
         representations and the metaverse where they exist.
•        Not site-centric: used for all environments without limits. Embedded in
         other social networks, they serve life-long.
•        Display qualitative results rather than quantitative. Stats in one
         environment are not useful in another.
•        Hard to fake due to the ‘review through others’ component.
MarekBuzinkay, Avatar ePortfolio: Digital Identity in Synthetic Worlds (2007) p.7
Problem 3: Governance
            Governance is lacking, leaving anarchy as the
                           default mode.

… anarchy seems to be the de facto form of government in
    synthetic worlds. No one is in charge. Edward Castronova, Synthetic worlds: the
     business and culture of online games (2005) p.222




     Depriving player experiences of a variety of governance
     models limits the ability to optimally immerse into the
     virtual world.
Problem 3 recommendation:
                   The Goertzelianmodel
•   Promote benevolent, intelligent, scientific, open-minded leadership on all levels
•   Promote diversity among the various power structures on each level
•   Separate, as much as possible, power from meta-power

    The separation of power from meta-power, diversity of expression and open-
    minded leadership establishes the grounding for creative growth and expression of
    being, enhancing the ability to innovate and enable a quality of life customized to
    one’s personal nature. These customizations will bring together groups of like-
    minded individuals. The creation of a platform in cyberspace where these
    individuals can create a constitution based around their interests will inevitably
    lead to a Community of Focus from which a further evolution of expression may
    occur.

    A major advantage of this governance model is that it sets a precedent for citizen-
    sovereign values, thereby distinguishing this synthetic world from the rest as they
    are exclusively based in merchant-sovereign values. Not only does this create a
    major point of difference to other synthetic worlds, but also spearheads a
    profound political layer (and therefore deeper immersive experience) to the world
    and how it is perceived by real-world governments, and the rights and privileges
    that may come from that relationship.
Problem 4: Privacy
    Anonymity (privacy) is traded off for commercial
                        interests.
  Privacy control is coded to favour corporate interests. Full use
  of a site is often predicated on allowing personal data to be
  mined and shared with third parties.

Cindy Cohn, legal director of the Electronic Frontier Foundation:
   … anonymity is needed to allow freedom of expression and
   has been vital for pro-democracy movements such as last
   year's revolutions that became known as the Arab Spring.”
   This country was founded on unpopular ideas by unpopular
   speakers and they used anonymity. It's part of why we have
   protection of freedom of speech, to protect unpopular
   ideas.... Elinor Mills
Problem 4 recommendation:
  Inverson of data requirement model
Euergetism inverts the data requirement of members to the data
  requirement of businesses, thereby allowing personal data to
  remain private. Businesses prove themselves worthy (as
  addressed by the proposed Scale of Repute) of the interest of
  Eik’s citizens without having to reveal their demographic. The
  more businesses reveal their intentions through Eik-funding,
  the more likely they will benefit through commercial
  reciprocation from Eik citizens.
Ending Thoughts
With few exceptions, worlds do not close once they are
opened. This is absolutely astonishing in the context of
games, where an industry rule of thumb holds that
approximately 95 percent of titles will fail and disappear from
the shelves after six weeks. By contrast, the seven-year-old
world of Ultima Online still has more than 150,000 actively
paying subscribers, at more than $10 a head. Indeed, all of the
oldest games have amazingly robust population counts.
Synthetic worlds, it seems, almost never die.
Edward Castronova,Synthetic worlds: the business and culture of online games (2005) p.56

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The Eikonicopolis Project pp

  • 1. EIKON-I-COP-OLIS Eik A Virtual World Virtual worlds are persistent, avatar-based social spaces that provide players or participants with the ability to engage in long-term, coordinated conjoined action. Douglas Thomas &John SeelyBrown, Why Virtual Worlds Can Matter, Missives 1.1 (2009) p.37
  • 2. The Market Virtual worlds will generate $3.9 billion globally in revenue from subscription fees, in-game virtual goods sales, and third-party marketing by the end of 2011, and $6 billion by the end of 2012, driven by increases in conversion rates and ARPPU (average revenue per paying user) as well as total growth of the market. Virtual Worlds: 2011 and beyond. Key industry trends and market developments Key Growth Drivers • Perceived Value: Parents allowing their children to spend more time in VWs • Greater Funding: Uplift in VC activity moving into 2011 • Brand Awareness: More VW having real-world presence • Payment Mechanics: Easier, faster ways to purchase virtual services/currencies/goods Virtual Worlds: Industry and user data
  • 3. Many VWs have grown substantially faster than Facebook. This year, VWs will likely generate $6 billion in revenue. Age group 18+ offer the highest revenue.
  • 4. The Opportunity theEikonicopolisproject This project accounts for technological advances in the development of the Internet by creating virtual communities to enhance the scope for human expression and creativity that is otherwise unavailable or restricted within the given world of nature. Features include an economic system based in euergetism, governance based in the Goertzelian model, a Scale of Repute, and avatar ePortfolio. The present paradigm for virtual worlds aims to create an immersive experience for its users as the feature that keeps the model economically viable (as well as fun). However, all worlds with significant market penetration are run by private companies that do not allow deeper controls to be passed onto users. This has the effect of limiting the immersion experience, and ultimately the potential profits that may come from allowing deeper user control. Unless the paradigm is freed up, the default future will tend to problematic commercial and state-monopolized paradigms, de-empathaticized corporatism, the politics of control, and the fear of Other.
  • 5. Problem 1: Social Responsibility Lack of social responsibility and empathy in the marketplace.
  • 6. Being open, vulnerable and sensitive to the plight of others is considered detrimental to commercial relations and a prescription for failure in the marketplace. Yet the market requires a continuous infusion of social trust to function. Indeed, the market feeds off social trust and weakens or collapses if it is withdrawn.Jeremy Rifkin, Economic Recovery Will Fail Without Our Trust, Huffington Post 2010 This attitude is endemic to long term social cohesion, and ultimately does not serve optimal financial return. Rifkin is describing the requirement for empathy as a means to both economic and societal advancement. The challenge faced by present and emerging virtual networks is to structure the virtual environment so that the invisible hand of empathic sensibility thrives.
  • 7. Problem 1 recommendation: EUERGETISM Giving to the community Members who wish to develop standing in the community will fund the VW. The recognition of such giving will serve to gain credibility and trust within the VW that will in future reap the benefits of a loyal market and commercial benefit. Repute is gained by providing Eik with: – Funds – Service – Product – A Klout-like score (a measure of influence based on one’s ability to drive action.)
  • 8. Problem 2: Social Capital Social capital is not transferrable between virtual worlds, or social sites generally.
  • 9. This creates a barrier to world jumping, so even if a world is not providing an optimal experience, the social capital built there is difficult to abandon. When to comes to allowing for the social capital built through regular social sites, there is ZERO provision to transfer that into a virtual world.
  • 10. Problem 2 recommendation: ePortfolioassociated with one’s Avatar An ePortfolio is a digitized collection of artifacts used to document accomplishments of an individual or institution, allowing a transfer of social capital between virtual communities. • Tells the story of avatar, creating identity and collecting artifacts as showcases of achievement. • Adds other voices to the story to enrich and validate identity and the story told. Other voices are like proofs of existence. • Includes projections into the future: goals and dreams, my view of the world and my environment. They also include references to one’s other representations and the metaverse where they exist. • Not site-centric: used for all environments without limits. Embedded in other social networks, they serve life-long. • Display qualitative results rather than quantitative. Stats in one environment are not useful in another. • Hard to fake due to the ‘review through others’ component. MarekBuzinkay, Avatar ePortfolio: Digital Identity in Synthetic Worlds (2007) p.7
  • 11. Problem 3: Governance Governance is lacking, leaving anarchy as the default mode. … anarchy seems to be the de facto form of government in synthetic worlds. No one is in charge. Edward Castronova, Synthetic worlds: the business and culture of online games (2005) p.222 Depriving player experiences of a variety of governance models limits the ability to optimally immerse into the virtual world.
  • 12. Problem 3 recommendation: The Goertzelianmodel • Promote benevolent, intelligent, scientific, open-minded leadership on all levels • Promote diversity among the various power structures on each level • Separate, as much as possible, power from meta-power The separation of power from meta-power, diversity of expression and open- minded leadership establishes the grounding for creative growth and expression of being, enhancing the ability to innovate and enable a quality of life customized to one’s personal nature. These customizations will bring together groups of like- minded individuals. The creation of a platform in cyberspace where these individuals can create a constitution based around their interests will inevitably lead to a Community of Focus from which a further evolution of expression may occur. A major advantage of this governance model is that it sets a precedent for citizen- sovereign values, thereby distinguishing this synthetic world from the rest as they are exclusively based in merchant-sovereign values. Not only does this create a major point of difference to other synthetic worlds, but also spearheads a profound political layer (and therefore deeper immersive experience) to the world and how it is perceived by real-world governments, and the rights and privileges that may come from that relationship.
  • 13. Problem 4: Privacy Anonymity (privacy) is traded off for commercial interests. Privacy control is coded to favour corporate interests. Full use of a site is often predicated on allowing personal data to be mined and shared with third parties. Cindy Cohn, legal director of the Electronic Frontier Foundation: … anonymity is needed to allow freedom of expression and has been vital for pro-democracy movements such as last year's revolutions that became known as the Arab Spring.” This country was founded on unpopular ideas by unpopular speakers and they used anonymity. It's part of why we have protection of freedom of speech, to protect unpopular ideas.... Elinor Mills
  • 14. Problem 4 recommendation: Inverson of data requirement model Euergetism inverts the data requirement of members to the data requirement of businesses, thereby allowing personal data to remain private. Businesses prove themselves worthy (as addressed by the proposed Scale of Repute) of the interest of Eik’s citizens without having to reveal their demographic. The more businesses reveal their intentions through Eik-funding, the more likely they will benefit through commercial reciprocation from Eik citizens.
  • 15. Ending Thoughts With few exceptions, worlds do not close once they are opened. This is absolutely astonishing in the context of games, where an industry rule of thumb holds that approximately 95 percent of titles will fail and disappear from the shelves after six weeks. By contrast, the seven-year-old world of Ultima Online still has more than 150,000 actively paying subscribers, at more than $10 a head. Indeed, all of the oldest games have amazingly robust population counts. Synthetic worlds, it seems, almost never die. Edward Castronova,Synthetic worlds: the business and culture of online games (2005) p.56