Showing posts with label identification. Show all posts
Showing posts with label identification. Show all posts

Wednesday, September 5, 2007

MetaCard: should avatar debt be considered progress?

I saw an interesting bit coming across the news feed yesterday regarding something billed as the First Virtual World Credit Card. The credit rate is horrendous (but aren't they all) and the limit is so low as to only be practical for the superfluous purchases of avatar tinkering. But this credit card does mark an interesting point in the evolution of Second Life, which, for all its faults, provides a testing ground for issues that would be tasked against a possible future Virtual Web. In this case, we see an example of identification (if choosing the gold option) and payment subcutaneous to an anonymous avatar overlayer. Closed systems do not have to deal with this. They function either not needing such methods of validation or one is already validated, in a sense, by the process of subscription to access the space and create an account.

A more distributed system, ala a Virtual Web, I suspect would not have an embedded validation method in place, courtesy of a single vendor. How then to manage validation, secure payment, and transfer of pertinent details, such as real name and contact information?

I've put forth that we need to evolve our need for identification to be on a verified but hidden level only, allowing for personal choice regarding anonymity and appearance. Avatar appearances, at least in the successful virtual worlds, have no guaranteed match to the actual persons anyways. Dress standards are all right when functioning in a business sense. But trying to enforce some sort of visual conformity on the general populace because we can't think past the surface is asking to be unpopular and abandoned, imho.

IF one accepts this requirement for anonymity, how can I ever really be sure that the person I'm buying from really is who they say they are? How can they be sure I am who I say I am?

Are we always going to have to access intermediaries like PayPal or eBay as the price for anonymity with some level of validation? Or are we going to be able to do person-to-person interactions with verified means when necessary?

Related to the topic of identification, I see that Linden Lab is now going to require identification to enter certain naughty zones. I'm not sure of the exact mechanism, but as I understand it, one has to be essentially "carded" when going in, providing a drivers license or passport number. Naughty zones are not a concern for me but the mechanisms for access are. Not just based on age, but security, paid-access, child-protection are all going to require some sort of access control. I think that the method Linden Lab is apparently applying in this test-case is too cumbersome. I suppose it is a stop-gap for now, but if I read that right, it seems both inaccurate (what if my parent was passed out from a binge and I "borrowed" theirs?) and insecure (like I trust Linden Lab with that info? They can't even get their application to run on Vista).

There is talk about having to sacrifice rights in order to preserve them (which I think irl is a crock, imo) but there is some truth to this when considering virtual worlds. A child in the real world wouldn't even consider entering into such a "red light" district but could consider going in as a poser because virtually he's indistinguisible from an adult if he so chooses. If a little kid asked me IRL about buying my used car, assuming she wasn't packing a really prodigious wad of cash (in which case, I can't say the thought of throwing in wood blocks so her feet could reach the pedals might not cross my mind), I'd chuckle and not bother getting involved in a pointless interaction. But in a virtual world, how do I size up a valid prospective buyer from someone who's a waste of my time?

How do we access information that would be ours by right visually in real life, and yet preserve the virtual bill of rights, including article 17: "A man is a man, unless he wants to be a woman, or wear bunny PJs."?

Again, I think a unified model is going to have to wrestle with this conflicting duality of needs. I think that user accounts would need to have some sort of sublayer linked to real identification and payment methods. Such should also be seamlessly accessed by the browser, say upon trying to walk through a virtual door, age screening is done automatically. None of this carding stuff. Children could register in schools; teachers would be equipped with processes to get their charges safely into virtual worlds, knowing that the alarm bells and virtual iron gates would close if said precocious young'uns try to get into places they shouldn't. And if little miss tried to yank my chain a bit for fun by pretending to buy a car with her virtual adult self, maybe I couldn't get her real age, maybe I couldn't access anything real about her except to verify that "she" was "old enough" to buy a car.

And when Dateline and Chris Hansen's avatar next decides to undertake another episode of To Catch a Virtual Predator, parents can know that those bad and troubled avatars got away but the people behind them did some very real jail time.

By giving up some "rights" as to anonymity to allow for basic functions of commerce and verification in a hidden but accessible based-on-need manner, I think the issues around preserving surface anonymity would go away. I would argue that it would encourage more use since people, as long as they felt they could trust the integrity of the verification process, would be more inclined to use the Web, virtual or otherwise. But trust, now as Shakespeare would have it, "ay, there's the rub."

Such a system would have to be absolutely transparent in its application, with no potential for misuse. As to who maintains, and even more important, who has access to, the information behind the avatars is the key issue.

You know, eBay and PayPal aren't looking so bad after all. Maybe that's what it would take: bonded intermediaries who can vouch for you and who provide these go-betweens. Given the varying laws about what age constitutes legal access, local companies who are vetted by some standards organization can carry on that function. Though we would still have to give up some information if we wanted to function beyond the purely social, there would at least be some choice about which vetting agency, and some accountability if any such should fail in their duties to keep my information secure.

Monday, August 20, 2007

Reshaping the ego for the Virtual Web

This is the first part of a three-part post that examines potential aspects of a future Virtual Web experience. Part 1: Reshaping the ego for the Virtual Web makes the case for the essentials of self and a review of the current phenomena of the Social Web to conjecture what might take shape and work well in any virtual successor. Part 2: Virtual druthers: social union of games and Web discusses asset management and offers final a list of 15 salient aspects and why I feel each is something to be considered for a successful offering. Part 3: Virtual contenders is a list of some of the major virtual words, current and future, and how I feel they stack up against the former arguments.

I think if one were to boil it down to essentials, I would consider the cornerstone features of the existing Social Web to be ego, anonymity, and identification; yes, the last two are contradictory. If correct in this assessment, then many of the current crop of virtual worlds are lacking in one or more aspects.

Ego

Ego or the extension of self, I feel, is the most important consideration. Avatar creation and use as the foundation of the virtual experience is a given. But it seems that some existing purveyors of virtual worlds fail to realize the significance of the avatar, feeling that the function and use of the virtual space is paramount and what engages a user most. Many as well fail to realize that there are other aspects of self beyond the embodiment of an avatar. I think in the years to come, in the process of weeding that will decide which virtual worlds persist and which die, that a failure to engage our egos will be the significant cause of most failures.

Why do I think this? I would ask you, where have many of the recent most popular innovations in the current Web 2.0 changes taken place? Not just in the filtered personalized web experience crafted to our own tastes and needs, but in the expression of a more social Web. One sees this extension of self into the heretofore anonymous Web via mechanisms like blogs, wikis, YouTube, Myspace, Flickr, Facebook. What social experiments like Second Life, and even social games like World of Warcraft or Everquest, show us is that a significant amount of energy, time, and money can and will be expended on the personalization and embellishment of personal projection. When you couple the growth phenomena of the social aspects of the Web conjoined with the energies invested in avatar and personal space embellishment, any solution that ignores the emotional and social appeal of ego extension in virtual realms will fail to engage. Yes, such virtual worlds might be useful; they might allow for activities such as business, games, and education, yet they will fail to register on an emotional level if they lack the ability to project and maintain aspects of self. I pose that any such will fail to become the virtual equivalent of the existing Web.

People might maintain that the cited are merely examples of well-crafted activity spaces. That it is indeed the function or activity of the space that counts most. That is partly correct. As we shall see in Part 3, the lack of engaging activities is another failure of some virtual vendors. If not corrected, any space, virtual or not, that fails to engage enough users to achieve a critical mass to make it stand out amongst its competitors will ultimately fail. And, as shown by the rapidly changing lineup of leaders in the Social Web, users are quite willing and likely to abandon one purveyor for another who does the job better in their eyes. There is no loyalty to an activity. But there is loyalty to one's self and one’s community, including the virtual.

The bulk of people engaged in the spaces that comprise the Social Web and virtual worlds are drawn to the activities that these places provide. When we consider that education, business, and socialization are just activities, as much as any that can take place inside of MMO games, then we can define activity itself as the definition of both the Social Web and virtual space. Success is defined by use and subscription fees and is a result of how well the vendor provided for the needs of the users to participate in the activity. But, once again, there is no loyalty to an activity. As we have seen in chat clients, the ongoing battle between Myspace and Facebook, and with more and more MMO games coming up to challenge the market dominance and revenue of World of Warcraft, that activity itself can be outdone.

The resistance to change for users of such spaces does not come along the merits of activities but on how much of one's personal and perceived social network stays, or migrates to the new space. Consider MMO games, which are more like other virtual worlds; then add in the investment and emotional bond to one’s avatar self – nonexistent for some, but highly important for others. Both of these factors provide a sort of social glue that brings traction to the space, beyond the merits of its activity. Challenging activity spaces must bring either a much better mechanism for the activity function, or offer attractive new features to create a lot of initial interest. Since these spaces are mostly proprietary, there are no guarantees that one's existing social network will also make a conversion and very little likelihood that any avatar investment will survive the transition. And though some users do participate in multiple spaces along the same kind of activity, hoping to preserve as well as adapt, given a finite amount of time, there is usually a favorite that wins out in the end.

These transitions are very expensive. Users are faced with some sacrifice of themselves, either social contacts who are unwilling to migrate, or their own avatar investment. Businesses must constantly try to reshape their offerings to attract or retain users, or ascertain who to partner with. Process improvements are found but the energy expenditure, wasted efforts, and social dissatisfaction that results are the reason why there will be pressure to transform what are likely to be initial virtual world empires into a comprehensive virtual solution akin to the Web.

The single factor most unique to virtual worlds is the abstraction of ego into visible forms. The use of icons in forums and movies on video share sites in the current Social Web is a hint that our desire to present a form to the world at large is ever-most. Virtual world vendors who embrace and understand this need for self expression will have clear advantages over their competitors. They will enjoy a form of associative loyalty possibly, probably I would say, more powerful than the social glue provided by personal networks. Persistence and the time it takes to craft those visible forms of ego create by their very nature an investment in the space. More choices, more variety, implies more time, and hence more association with those forms, with more implied loyalty therefore to the space that houses them. Though activity will be the draw that brings the crowds, it will be the permutations and persistence of ego, as well as social networks, that will help retain them. We have already seen this in current MMO games; there is no reason not to expect the same from other virtual worlds.

When I speak of persistence of ego, I’m actually referring to two abstracts of oneself: space (static) and avatar (dynamic). Personal virtual space, be it a house, a castle, a starship, are analogous to blogs, online photo albums, and Myspace pages. Commercial virtual spaces, stores, kiosks, and vending machines have the same relation to commercial web sites with less of their actual use currently, due to lack of mechanisms and security concerns. So to say that a future virtual world should maintain persistent space is simply to ask one to rethink existing Web spaces in three-dimensional terms. Comparing Web and virtual spaces, each type of presence can have visitors; each demonstrates something about the owner in its design and contents; each can be the instigator of social or business contact and therefore contains the potential to drive interaction or commerce; each seeks to engage. The leap to understanding this concept is not hard to reach. It's only left to ask if the purveyor of the virtual world feels that that a mechanism to offer and maintain personal space is worth the overhead of maintenance and creation. I suggest that they should consider such worthwhile, if any of the success of the Social Web is valid. Where virtual worlds surpass existing Web 2.0 mechanisms is in the level of immersion.

The projection of self into a definable form is new to virtual worlds and does not have a correlation to the existing Web. Heretofore, we interacted directly with the Web via point, click and URL. Now, in virtual terms, we must craft a visible intermediary, an avatar, that represents us. On the one hand, this can be incredibly freeing in that we can rethink ourselves and present ourselves, not as how we might seem, but how we wish to be seen as. The importance of this projection to how others interact with us is not lost on anyone who has spent significant time in a world like Second Life, one that allows for infinite avatar permutation. However, most other worlds, as can be seen in Part 3, offer only limited options when crafting a concept of self. For this reason, though they might succeed on other levels of entertainment, security or ease of use, and might enjoy initial success, they will ultimately be susceptible to being supplanted by a later offering that connects more personally with the user. Furthermore, none of these worlds as yet offers the ability to translate in any way avatar, space, or any form of virtual self-expression over to another offering. They are each closed systems vying for dominance and yet unable or unwilling to register that the ultimate best use, like the current Web, is the ability to interlink and travel everywhere, in a form of one's own choosing.

Anonymity and identification

Virtual worlds present some significant challenges and differences in how we engage each other. Perception is everything, at least at first. Avatars can and will be as like or unlike to ourselves as we wish, limited only to the choices inherent in the creation system offered by the space vendor. Sometimes these choices are only offered at onset upon creation of the avatar, aspects being fixed, partly or in whole, thereafter. In other systems, they are exchangeable at will for any form anytime. A person might be represented as a single avatar or have multiple representations. The summation is that we can never be sure of whom we are dealing with when engaged with another person’s avatar. We can only see them as they wish to be seen, just as they see us for how we wish to be seen, something very new and very powerful for the virtual experience that separates it from other forms of interaction that have come before.

But as freeing as this is to some, it can be extremely frustrating to others. Harping back to that point of being social animals, we have evolved to using the appearance of others to help us understand how to engage each other. It's in the very nature of our personal dealings, whether we understand or acknowledge it or not. Studies have been shown where people tend to react to avatars as if their own avatar and the others were in fact real, using the same visual cues they would have in real life. Aspects of gender, age, attractiveness, height, or weight all carry preconceptions. But there is no guarantee any longer that any such appearances have any true foundation with the person behind the masque. Right or wrong, true or misconceived, many people feel that ethnicity, clothing, hairstyle, expressions and body language might offer them clues to such things as culture, class, nationality, or orientation and might use such clues to govern their interchanges. In the virtual setting, some of these are either missing or boiled down to very limited animations. Just as has often occurred when misreading the intention behind written text, devoid of the body cues that embellished the meaning, there is frustration and apprehension that a misreading will lead to a misunderstanding, or that one is never free to fully express oneself fully given the lack of verification and a potential for deception.

And, aside for some virtual words built around an activity or activity theme, the two most current being social and gaming, where appearance is taken in context, there is a challenge and affront to some when it comes to dealing with the more outrageous or fantastical forms that people choose to adopt. For example, except for worlds such as Club Penguin where such are the norm, some people find that interacting with an animal avatar is just too silly or disconcerting. There might be cultural issues as well. As shown in Mary Chase's play, not everyone has Elwood P. Dowd's capacity to accept and interact with a six-foot tall anthropomorphic rabbit as an equal. Perhaps it is more with the issue of equality when examined in purely social settings – and having fantastic shapes just makes this more apparent. Or perhaps it is or is also the inability to know when to say what that people really have issue with. And in virtual worlds, there is a possibility of encountering many Harveys along the way.

For certain activities, such as business, and for legal considerations in both social and business dealings, anonymity is anathema. At some point, regardless of surface anonymity, there must be a way to effectively engage the real person's identification verification and payment mechanisms to both ensure payment as well as receipt of goods and services. That usually means a name, and address, and other identifiers along the way. And when such transactions fail, to know that there are ramifications and avenues of redress available to users, helps foster economic security. Go-betweens such as PayPal and vendors such as Linden Lab help insulate the identities from the transaction, but for real commerce and use to ensue, no one doubts that there must be a way to effectively engage parties directly.

In other situations, it is equally important to know the true nature of the person behind the avatar. If a virtual world is used as a distance-negating tool for meetings and negotiations, someone who thought he was dealing with an adult for a real world auto sale would be very disconcerted if he were to find out that the adult person he thought he was making a case to was actually a precocious seven year old, wasting his valuable time. Conversely, a young child who found a friend elsewhere in the world to share thoughts and personal confidences with might be shocked, as would their horrified parents, to find out that the child avatar on the other end was in reality an adult pedophile milking the child for information. So used are we to judging people in the context of how they appear, that there is a real danger for misuse beyond the extent of embarrassment.

These are all valid and compelling arguments, along with so many others, for the need for transparency. But there are others just as valid and compelling for the need for anonymity. Anonymity is one of the reasons why the Web and Social Web have seen such success to date. Anonymity allows for safe socialization and exploration. Many women for instance like the safer nature of virtual social interaction in going to new scenes and not having to deal with the repercussions of aggressive or unwanted attention; it has given them more control. People like to sometimes go shopping or check out trade shows without having to worry about being pestered in their real life with annoying offers. Children are finding that they can be team leaders in some activity spaces, even directing unknowing adults, something that would never happen in real world groups, and thus fostering confidence in their own abilities and leadership. People with disabilities can have others not focus on the first thing that comes to mind when seeing them in real life and can sometimes find more acceptance in online worlds where all looks are equal essentially. And for some activities, such as games and roleplaying, some people just like to keep that aspect of their lives private without perceived repercussions of others knowing that they cavort as an elf archer in a fantasy game some eves – all of which helps drive business for vendors of such.

Granted, there are serious negative aspects to these as well. Social stagnation, excessive distraction and dependence on virtual worlds, failure in general to engage the real world are all real concerns that people need address. But my issue is not to judge the validity and use of virtual worlds but to offer thoughts on how to best apply them. Change is a constant and all socially impacting technologies are going to require people to reassess their values and try to reapply these to the new challenges faced by work and interaction with these tools.

One of the ways we can and should think about how to best apply the uses of the virtual world in relation to anonymous versus identified/verified is to consider that any Virtual Web is just an extension of the Web, which itself is just an extension of the real world, encapsulated and drawn together by this new electronic phenomena. I'll make more of a case for this in Part 2, but appearance and identity should be thought of as two aspects, linked, but distinct. Just as we walk around the world dressed how we wish to be, our identities aren't (hopefully) demanded of us on every turn of the corner. But when we wish to engage our environment, say to purchase something or prove our qualifications to enter a space or engage an activity, then we must provide corroborating identification and means. The same is true of the Web. We are essentially anonymous and we can even represent ourselves as something other than the truth to some extent, but when presented with the need to function, we must present the validated means of access or payment. And function is the key word here. The function of engaging a virtual space in a social or social activity context is not the same as conducting business. They are two distinct uses of a virtual space. And when such a space contains both or all types of activity, such as a projected Virtual Web, then it must allow for all uses of that space.

Therefore, when conducting business or verification for access, I argue that there should be mechanisms for validating an identity that would not be tied to displayed name or surface appearance of an avatar. There is just no need for it. Validation, identity, payment, should all be "subcutaneous" aspects of an avatar account, accessible when needed, but unseen and inaccessible to others when not. It’s not much different than my changing clothes (going to a costume party or fishing even) but always carrying my wallet. Or in a Web sense, just shopping the Web but when I see something that strikes my fancy, I either have my credit card or I make use of the handy PayPal button. Until that point, they shouldn't know or care who I am (sorry to the marketing folks but I’m on the side of anonymity) until the point that I decide to buy.

The most likely aspect I see is that, unless a governing body, like the Web 3D Consortium, is able to shepherd all venues to a universal and interchangeable linked standard, that there will likely be many successful but mutually exclusive virtual worlds, each governed around an activity or set of activities. If there is to be a future encompassing Virtual Web, it will be more likely drawn from the most successful aspects of these offerings. Or, less likely, it will be a single offering that has captured the market. I'll examine some of these in Part 3. The sooner we can see the realization of a universal Virtual Web, the sooner we can realize the advantages that such a space will engender, as well as confront the challenges that it will bring. I'll go over the 15 core aspects that I would like to see included in Part 2.