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Identity management in online worlds

Every alternate year we conduct the IFTF Signals Survey to track emerging behaviors in the areas of technology, health, work, sustainability and environment. We conducted our survey last year where we looked at  how many people participate in virtual worlds and online games, how they manage and develop their online identities, and what kinds of associations they form with others in online worlds/games.

"'Virtual' self can help dieting, exercise"

So read the subtitle of a story in today's Palo Alto Weekly. Stanford's Virtual Human Interaction Lab researchers have been studying how people change their real-world behavior by watching virtual representations of themselves (known as avatars). The researchers have found evidence that what one's avatar does in a virtual-reality game or world (like Second Life) can have real health implications in everyday life. For example, watching your virtual self get fat on-screen will help you decide to skip the chocolate bar at snack time.

Peer-to-Peer Infrastructure for Virtual Worlds:

Technology Review reports today on VastPark, a new Australian startup that is taking a peer-to-peer approach to managing load in virtual worlds. Seems like an interesting alternative to central servers or pre-distributing graphics, but I'll be curious to see if it stands up to the test of real world swarms:

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