IFTF

About Virtual China

  • ABOUT THE BLOG:
    Virtual China is an exploration of virtual experiences and environments in and about China. The topic is also the primary research area for the Institute for the Future's Asia Focus Program in 2006. IFTF is an independent, nonprofit strategic research group with more than 35 years of forecasting experience based in Palo Alto, CA.
  • ABOUT THE AUTHORS:
    Lyn Jeffery is a cultural anthropologist and Research Director at the Insitute for the Future, where she leads its Asia Focus Program.
    Jason Li is currently a design research intern at Adaptive Path. He previously worked at IFTF & Microsoft Research Asia, and recently graduated from Brown University.
    Nan Yang is a freelancer in Shanghai whose many projects include part-time Mandarin teacher at MandarinShanghai.com, assistant for Eric Eldred from Creative Commons, translating manager for gOFFICE, translator for MeMedia, member of Social Brain Foundation, and author of 1idea1day.com. She is also passionate to take part in small and innovative seminars in Shanghai.
  • EMAIL THE AUTHORS:

About Asia Focus

  • In response to the great need for foresight about Asia, IFTF has launched the Asia Focus Program. Asia Focus research topics are large-scale, under-explored areas from which unexpected futures will emerge. It is part of IFTF's flagship program, the Ten-Year Forecast Program, which provides a broad scan of the environment and is a leading source of foresight for a vangard of business, government, and nonprofit organizations.

About the Institute for the Future

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January 02, 2008

China's exploitative MMO: ZT Online 征途

Zt_online

Danwei and billsdue have already blogged this stuff, but it's just so brilliant that I have to repost!  China's most popular indigenous MMO, ZT Online (征途), which is run by a guy who got rich selling a vitamin tonic, is described in a Southern Weekly article that was taken down after its publication online, but translated into English by Joel Martinsen at Danwei.  When you take the time to read the details of the game and the design of the system, it's a bit frightening.  It reminds me of the mentality behind some of the Chinese chuanxiao pyramid schemes that I studied in the 1990s.  Crazy, crazy situations, where entire business organizations spring up to use the crudest psychological manipulation to extract money from their "members," who often are there because they crave or need social or financial status.  In the case of ZT Online, it looks like there is a network of salespeople who pull people into the game, ramp up competition in face to face encounters in web cafes; and then the system itself uses all the tricks at its disposal to get players to spend more money.  Tens of thousands of RMB, to become a really powerful player.  It's also similar to chuanxiao in that the collectives organized by the system turn and revolt against the system, in this case holding mass sit-ins inside the game. As playnoevil says, "Take everything you "think" is good MMO design and turn it on its head."

The game is run by Shi Yuzhu of Giant Interactive Group, who was recently named one of the ten most influential entrepreneurs of China by China Entrepreneur Magazine.

The whole article is well worth a read if you haven't already, but here are some of the really good bits:

A newly-born ID is at level 1, while the most courageous heroes among the kings can reach "reincarnate level 170": after bringing a normal character to level 168, they gain a new incorruptible body and can reach level 170. Simply put, this is the difference between a mortal and a god. Heroes wield "Perfect Sacred Weapons", and they are enveloped in the purple aura of nobility, while you stand empty-handed, clad in only a pair of shorts to hide your nakedness.

Now you can purchase a point card to pour RMB into your game account, allowing you to ascend levels more quickly and purchase precious materials with which to craft equipment. You do not have to spend money; if you don't, if you only sit there within the game, then the system* will take not even a single penny from you. But you will quickly discover that you are unable to kill even a mosquito in that wasteland, and your movements are restricted to the place where you were born, a small village called Qingyuan; the wide world outside is for heroes. Of course, even more discouraging is the fact that you, a descendant of royalty, will live forever under the threat of another player's secKill.

...One day in 2007, at the web cafe that Lu Yang frequented, a salesman appeared in front of her while she was running around. He was smartly dressed, wore a smile on his face, and spoke in alluring terms of ZT Online, a new kind of game. "There's absolutely no need to thread mazes. We just want you to be comfortable," Lu Yang remembered that he guaranteed.

So Lu Yang and her friends went on to ZT Online. These friends were her colleagues at the hospital and her husband's business partners. They were not short of money, but they had little free time. They quickly discovered that ZT Online was indeed a wonderfully satisfying game, as if it were designed expressly for people like them.

You do not need to waste your effort to find a NPC to give you a mission; press the F key and a drop-down menu displays character names set out like hyperlinks. Double-click a name and you will automatically be taken to them. If you want to go to a particular location, there is no need to thread a maze. Open up the map, find a place name, click on it, and you will arrive in a moment's time.

..."Personal enemy" is the social relationship most often found here; animosity also exists between clans, factions, and kingdoms. Spreading like a fission reaction, bitter animosity is something eternally encouraged and glorified.

...The pressure came not just from the game. At Lu Yang's web cafe, ZT Online's promotional four-panel comic was posted even in the bathroom. When you washed your hands, you could see a cartoon character mocking those "lazy people" whose next level ascension was far off. The awe-inspiring hero in the posters tacked up at the entrance to every web cafe stared at you, and diligent salesmen frequently appeared beside gamers.

Compared with various promotional offensives in the media, these salesmen are called Shi Yuzhu's "ground troops." Many of them are from Naobaijin's old sales force and are active in China's major second and third tier cities. They possess a well-trained sensitivity and skill-set in digging for profit.

..."The [game] system provokes wars and we pour in our money. Whoever allocates more money is the winner." She felt that there were no winners: "Everyone's been played by the system!"

...Gamers were furious. They stopped fighting monsters, refused quests, and the kingdom's rulers sat down in a rare peace and refused to request wars. The Royal Plaza at the center of the game map was thickly dotted with seated warriors, mages, archers, and summoners. These characters, usually bent on slaughter, used absolute peace to protest the insatiable greed of the system.

 Also in the original Danwei post is this wonderful bit from a Southern Weekly sidebar article that characterizes Chinese gamers:

"Chinese gamers are an unwelcome species on European and American servers," said a game manager who once worked on World of Warcraft. Chinese players always have ways of quickly ascending levels that leave European and American gamers in the dust, and on group missions they do not like to respect the tacit rules of profit division. For those "pedantic" European and American gamers, Chinese players are like fearsome pagans. "European and American games do not encourage unlimited superiority of power; they put more of an emphasis on balance and cooperative support." The former WOW manager said, "Perhaps this is because of the influence of traditional culture and the current environment; truth be told, Chinese gamers are better suited to jungle-style gaming."

December 26, 2007

Safe virtual worlds for Chinese children?

I'm going to tell this story backwards from the way I read it on billsdue, because I have a different take on it.

Part 1: BaoBao BengBeng (宝宝蹦蹦)

BaoBao BengBeng is a safe, candy-coated virtual world for kids. See the video above -- there are rooms, cutesy avatars, items/inventories and casual games built in. It looks like it's targeted towards elementary schoolers.

(Listen to Danwei's interview with their CEO here. Visit their website here.)

Part 2: 17-year-old boy burns classmate in retaliation because he's a WoW Fire Mage

Wowfiremage

The boy responsible gave his classmate a third-degree burn on 38% of his body and is being sent to jail for 8 years. Talking reporters after the trial, he said:

我喜欢模仿游戏人物,特酷,有种“一统天下”的感觉。到后来,虚拟和现实界限已模糊,分不开了。(I love the characters in virtual worlds, it's cool, and there's a feeling of "being on top of the world." Afterwards, the boundaries between real and virtual worlds blurred in my mind.)

(See original 新京报 article here.)

Analysis

While some have suggested that BaoBao BengBeng (above) is a safe alternative to violent worlds like WoW, they're actually two worlds for two audiences. BaoBao BengBeng is for elementary schoolers and WoW is for teenagers. You'd be hard pressed to find teenage boys roaming on BaoBao BengBeng for fun (unless there's a meeting girls component...).

To take a step back: I really think virtual worlds are not the solution for virtual worlds. In this case, there's blame attributed to the behaviors promoted by the virtual world, and these behaviors have been catalyzed by an intense attachment to the virtual world. But if the boy had other things to do, other things to play, other places to hang out -- perhaps he wouldn't be roaming the halls at school as a fire mage with a can of gasoline in his "inventory."

Via Game|Life & billsdue.

October 31, 2007

The official mobile game of the 2008 Olympics

Catching up on news: NTT DoCoMo unveiled the official mobile phone game of the 2008 Olympics at the Tokyo Game Show 2007 in September:

"In one of the game's events, you put the phone down on a table and pump your arms like a sprinting runner. The phone's camera picks up your movements and accelerates your onscreen running character accordingly."

Unfortunately I have been unable to find more information on the game.

Thanks to Jason Tester for the link. Original short post at picturephoning.

July 24, 2007

Suezanne Baskerville is tracking both Second Life and HipHi (China's own Second Life-like game) on her blog.

The latest entries surround HipHi's hype in Newsweek International that led to a public beta, and before that various resources (forums, screenshots, walkthrus) on how to get around in HipHi in English.

And of course, some experiential posts such as, "How do you delete a fire in HipHi?"

Sueinhiphi_2

Linked to from her posts, I found:

A great quote from a post on an English HipHi forum, written by the administrators, asking visitors to vote on HipHi policies:

"The genesis of HiPiHi world has gone through three development stages, 'Sundering the Heavens and Splitting the Earth', 'Nu Wa creates Humankind', 'The Heavenly Duke Creates the Things'. During those phases, we witnessed great changes in this world, and now we are stepping into another brand new era where the economic transaction system and social systems will be introduced, that is the 'Mirage' and 'the advent of the social organisms'."

Also linked from her blog, a great Newsweek International article photo:

Hiphipressfromnewsweek

With an interesting concluding paragraph:

"Netizens looking for raunchy sex will be disappointed—HiPiHi's avatars can't even strip nude. But Xu says there's still a chance for romance; indeed, it's already blossoming. One resident, 'Wen Xi,' the avatar of a woman from Hangzhou, apparently has several love interests—and she's built a hip, bamboo-lined virtual bungalow for entertaining pals. She's just the type of creative resident Xu and his investors hope will populate HiPiHi—but pioneers like her are scarce. Xu and Zhao have built a world. Now they can only wait to see if the Chinese will come."

Link to Sue's blog: Unable to Connect -- SuzeanneC Baskerville

June 03, 2007

Chinese online video activism: "We don't need GDP, we need life"

Thanks to China Digital Times for the link to this rather extraordinary video, posted by someone called daughterofchina, whose producers are using the Internet and Youtube as a means of online environmental activism. It would be nice to know more about who produced it. I searched Yoqoo (which I notice is now calling itself Youku, thank god), Baidu, and Tudou and could not find it on any of these Chinese video sharing sites.  It must have been posted there, however, so perhaps it has been deleted?

The video calls attention to water pollution in Wuxi and the protests against the PX chemical factory in Xiamen, the latter which has been blogged in depth on ESWN and Global Voices Online

You can find a collection of Chinese videos of newscasts on the Wuxi polluted tap water issue here.
 

May 11, 2007

Kung Fu Hustle online game, a China exclusive

Sony Online Entertainment Taipei and Shanghai Northstar are teaming up to create an online game for Stephen Chow's hit movie, Kung Fu Hustle.

The game will only be released in China, and it will be free to play... unless you wish to purchase extra lives and special items.

According to the press release, it's a sort of "classic fighting game."

Also, "in Versus Mode, eight players can go head to head in all out multiplayer mayhem."

To try to predict what is to come: here's an example of a casual, Tetris-like game developed by co-developer Shanghai Northstar called 无厘头快快 (Nonsense On Speed), which features some stock characters from Chow's movies:

20070512_wulitou

But according to Joystiq, "the shots of this game [the Kung Fu Hustle one] that they showed us look pretty ... painful"

According to a Sony spokesperson, Chow's "an avid video game player, with a strong sense of game design."

Via Game|Life.

March 19, 2007

if you want to enter a new Chinese virtual world...

Hipihi_2
If you'd like to be a tester for the new Chinese virtual world HiPiHi, and you speak Chinese or know someone who does and can help you, you'll find an application form here.  If you're REALLY interested and can't figure out how to fill out the form, why not try sending an email directly to: cookei_blfpw_two@yahoo.com.cn 

February 27, 2007

HipiHi = Chinese Second Life?

Second Life has no Chinese port yet. Welcome to HipiHi, a China-produced and Chinese language version of Second Life.

Hiphiceo

There's been some buzz about it over at Second Life Insider, and at various blogs in Virtual China: LaoBai has written a post about it, and a Chinese blogger who reports heavily on Second Life was hired by them just recently.

Hiphiworld8

Screenshots and a demo clip (where you can watch the female commentator's avatar change into a more provocative outfit as her first task, get it here) reveal a rather unoriginal take on Second Life, though their website claims that they will later provide Flash & cell phone interfaces to the virtual world.

They're still in private beta right now, so there is time yet for them to define themselves as merely more than a "Chinese Second Life."

They're hiring too, in Beijing, if you're interested.

HipHi.com, via PostShow.

February 11, 2007

language learning drives virtual China experiments

The desire to communicate across linguistic barriers is driving a lot of experimentation in the online world.  While we wait for translation software to improve, people around the world are studying Chinese in order to get closer to the Chinese people, and Chinese are studying English.  Virtual environments are starting to provide platforms for Chinese and others to learn from one another.  Here are a few projects that point the way forward:

  • IBM's John Tolva alerted me to the Confucius Institute at Michigan State University, which has two efforts I'm particularly interested in.  The first is an MMO (massively multiplayer online game) called Chengo Chinese . From the game's design framework, available at the Confucius Institute MSU website: The new Chengo Chinese [will consist] of four virtual worlds: “villages”, “towns”, “cities” and “cosmopolitans”. The four virtual worlds will progress with increasing complexity, advancing from ancient times to modern times and from countryside to cities. Those different virtual worlds represent a variety of cultures and living styles, and teach different cultural contents and language in correspondence with learners’ language proficiency and cultural knowledge. Learners will start with “villages” and advance into “towns” after they grasp a certain level of Chinese language and cultural knowledge and reach a certain point. [In addition,] the players can choose five career paths in this game, which include: scholar, businessman, kongfu master, officer and historian or archeologist. Players encounter different experiences based on their individual career choice. Furthermore, players with different career goals co-exist in the virtual worlds and interact with each other. In addition, the game also contains many artificial intelligence ‘robots” (i-bots) that can interact with the players.
  • The Confucius Institute is also in the process of purchasing an island on the online world Second Life, which they plan to equip as a kind of virtual language learning and cultural experience.  (Rebecca MacKinnon notes here that Second Life doesn't support Chinese characters as of yet).
     
  • ChinesePod, as most readers of this blog will already know, continues to be one of the earliest and most innovative Chinese language programs using podcasting.  They offer free, daily podcasts with humor and intelligence, backed by careful linguistic expertise and years of experience of living in China as a speaker of Chinese as a second language.  They also offer business vocabulary and a blog to discuss learning issues. 

January 29, 2007

TV clip on Internet addicts

Found this on Youtube: a clip from Sky TV from the Internet addiction clinic in Beijing.  It's based in a military hospital and is run military-style--the kids even wear camouflage.  I've tried to get an interview and a visit at the place but haven't been able to yet. The part where they set them up with real-life shooting games instead of virtual ones is brilliant!

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