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Second Life and "The VAT Question"

When I wrote the last post on this topic I was assuming that the decision to add VAT (value added tax) to its billings meant, that Linden Lab was opening a European subsidiary. Boy, was I wrong. What I wasn't aware of, was the fact that every company selling "electronically supplied services" to EU residents has to charge VAT to these customers according to the local rules in the respective country of residence. It doesn't matter, where in the world this company is located.

Hmmm ... On the one hand I can understand the reasoning behind this construction. Because in all the countries in which the principle of VAT is implemented, the government expects this tax to be charged for any goods sold to its residents. This usually doesn't apply to physical goods that are bought in other countries and wich are transported into the country (for example, when I, as a German, buy a book at Amazon USA and the book is shipped to me). In this case, though, VAT is charged to me directly by the state when these goods cross the border. So it actually seems plausible to me - because it is consistent -, to implement such a scheme for electronically supplied services, too. BTW: what is an "electronically supplied service"?

Here is the definition (cited from the digital library of the Internet Business Law Service):

An 'electronically supplied service' is a service that, in the first instance, is delivered over the Internet or through an electronic network. These services include the provision of digitized products, such as software, and the provision of any service which provides, or supports a business or personal presence on an electronic network; for instance a website or a Webpage.

And this is exactly what Linden Lab does. It offers a software (at no charge), which is used to access a service provided through the internet. Additionally, the company sells storage space and processing capacity (land) like many ISPs and hosting services do. So far so good.

On the other hand it seems completely unrealistic to me, to expect that business in other countries will abide to this law. It might be possible to enforce it with a large or with some middle sized companies (like Linden Lab) doing business in the EU. But what about the guy dealing in land or providing some advertising service in SL, who is located in Asia, South America or in the US but is doing business with residents of an EU country? Does anyone really expect them to charge VAT and forward the money paid to the EU?

And what about the different handling of currencies. If we apply the same principles, Linden Lab is planning to apply, to other "virtual" companies (with very real businesses) the handling of currencies becomes real funny.

For payments done with L$, no VAT is applied (because you would never know, in which country the customer avatar resides anyway). If it is done with US$ through a service like PayPal (where you learn about the customers nationality), VAT has to be applied. This does not strike me as very consistent. Applied to a virtual business in Second Life this means that a land lord accepting monthly payments in US$ or EUR through PayPal or Google Checkout has to add VAT, while no VAT is applied, if the customer decides to pay in L$ for the very same transaction. Plausible ????

We certainly do live in interesting times. Maybe it is time to think about implementing the principles of granular identity.

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Social Network XING supports Second Life names

Over the weekend the very popular social network XING made changes to their profile pages and now has a field called "Second Life Name". That's pretty nice to see, because a lot of folks from Second Life are also a member of XING.

There is also a Second Life group called "Second Commerce" with about 400 members. Within this group this feature has been discussed in the past. One reason for a generell discussion was the fact, that XING closed profiles, which obviously have been created for avatar names and not real persons.

The question is now: if a lot of people will use this new feature, has this any impact on the question if avatar names are understood as personal data? This would have legal consequence - at least in germany - because saving pesonal data in anyway is pretty much restricted in germany and is subjected to a few policies.

Linden Lab is ramping up European Operations

EuroMany "residents" of Second Life living in the EU received a notice from Linden Lab tonight, telling them, that with the next billing cycle they will have to pay VAT (Value Added Tax). This was not met with a great hooray, of course. Linden Lab wasn't specific about how they will handle VAT and if this new development would change anything in the pricing structure. Most customers were expecting that VAT would simply be added up on top of current prices - and they are probably correct in assuming this. I already received four angry mails on the topic ...

On the other hand: what this means is that Linden Lab will open up a European subsidiary (only EU companies have to handle VAT with EU residents). This is a very welcome develepment, IMHO, and a reflection of the importance of European customers for the company. EU citizens are responsible for roughly 50% of the traffic in Second Life. And while this might change with the rise of the South American and Asian groups in SL, I expect the "Euros" to play an important role in Second Life and other virtual worlds for a long time to come.

Lets just hope that this leads to better service and support for us Euros, too ...

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Finally we have a logo!

Feedback wanted!

Google preparing a virtual world?

syndicated with _notizen (german)

200709250807It as been speculated for some time, that Google Earth already is a "kind of virtual world" and that Google will quickly develop it into a real competitor of Second Life. The part with "kind of virtual world" is true of course, but only "kind of". Google Earth is a 3D Space (a replica of the real round world) and allows its users to add their own content in the form of additional 3D models. What is missing, though, is what is most important for the success of real virtual world (in my definition): the Avatar. According to a few very plausible rumors this deficit might not be a problem for too long.

Terra Nova, 3pointD and Virtual Words News are reporting, all based on a post at Google Operating System, that students of the Arizona State University have been asked to join the beta test a new online platform by "a major internet company". In the accompanying questionaire these students are asked - among other questions - if the have a gmail account and a "virtual avatar". If you combine that with the fact that Arizona State U already has strong ties with Google in some other project, the conclusions are obvious, though not certain.

I very much doubt - and industry pundits seem to aggree - that this will be a virtual world (similar to SL, There, Entropia etc.) based on Google Earth. It is NOT easy to "just add avatars" to Google Earth. The systems architecture for a performant virtual world, where avatars see and interact with each other, is significantly different from a system like Google Earth and the demands on bandwidth and processing power are hugely greater. (Not that Google is known for limited processing power and bandwidth ...)

The current project seems to be more of an avatar based social network, probably based on an extension of Google's already existing social network Orkut. This project reportately has been under development for quite a while now. Its development has been speeded up lately because of Facebooks raving success. The consensus at the rumor mill is currently "a Facebook + avatars and a little Google Earth". Still, the end result might be a "virtual world" in the sense that Gaia, Club Penguin or Cyworld are virtual worlds, too. Exciting times.

I wonder, how much longer all the naysayers out there will be able to uphold the idea, that virtual worlds are basically superfluous and just a passing fad, after players like Google, Sony and Microsoft are entering the market.

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Granular Identity - the future of trust and identity in virtual worlds

One of the main criticisms with virtual worlds like Second Life (but others, too) has always been related to the concepts of identity, trust, authenticity etc. Many people accuse users of these worlds of "hiding behind a mask" (of their avatar). I find this a bit ignorant and hypocritical, because I don't know that many people in the physical world who are always completely honest about all attributes of their person and personality. This is not outright lying usually. But most of us tend to exaggerate our positive sides and hide the negatives - especially when flirting or in business negotiations. Avatars are much more honest on average. I have rarely met an avatar in a virtual world who said: "this is an exact replica of my humans body" ...

But there are some very real risks involved with misrepresenting your identity - or certain aspects of it. In most jurisdictions it is illegal to present "adult" material to minors for example. And if I give someone money in exchange for certain goods or services, and this someone does not honor this deal, it is very hard to enforce my rights without knowing who the other guy really is - even harder if he never logs on after the deal.

200709241606A few weeks ago, Linden Lab took a first step towards attacking this problem by introducing a workable solution for age verification to its virtual world Second Life last week. Some users now (and all of them soon) have the option to register with their address and some personal data (passport ID for example) and get their ID verified. The service is in an experimental state currently, but in a very near future, users of second life will be obliged to make "adult" content available only to those other users, which are verified to be adults. Is this the beginning of the end of anonymity. Will avatars be obliged to carry passports around (like the one to the right here, which Gwyneth Llewelyn designed for her great if lengthy blog article on the same topic)?

Not every user will like this. But I think it is a very important first step for making virtual worlds more of a "platform" and less of a "game". Why? Because anonymity (or virtual identity) is fine for many contexts. But in other situations (some) verifiable information about the guy at the other end of the connection is necessary - and even might be required legally. And despite fears to the contrary, this could be done without giving up all privacy - if solutions can be found for providing 'verified attributes' without always giving out full identity info. But that's certainly possible.

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Personal experience not necessary!

syndicated with _notizen

A funny phenomenon, which I experience again and again when talking about virtual worlds (which many people still equate with "Second Life") are those grumpy commentators, which already come with a very dedicated opinion - and are not afraid to voice it. They know exactly that Second Life is completely superfluous, or even dangerous, is populated by (only a very few) losers and only came to fame through paid PR. But they never have been in SL or in any other virtual world or gave up "disgusted" after a few minutes. o.o

This is quite common with professionals from the marketing and IT industry, too. Joseph Jaffe did a wonderful quote about this type of "professional" yesterday, when talking about the iMedia Brand summit in San Diego:

Whilst the entire crowd cheered at Second Life being the most “overhyped” component of marketing today, when pressed (by me), it become apparent that almost all of these folk have never actually been in SL, let alone piloted any programs in-world

OK, ok, of course it is grossly unfair, to ask if someone arrived at his opinion from personal experience or by reading the trade press. :) What I found quite striking is another bit of wisdom from the same post.

On a different front, the whole concept of "failure" still holds us back from venturing too far from our comfort zones. We move one step forward...with such low tolerance for "failure", such that when we don't hit it out the park, we end up radically recoiling and taking 2 steps backwards for every forward step. [...] As Tim Mapes, CMO of Delta, said, "Innovation = bold ideas that work; Mistakes = bold ideas that fail" - I guess we need to decide whether we're in the bold ideas business or not ... irrespective of the outcome.

The last sentence should provoke a contemplative moment with everyone in the o-so-creative business of marketing. If you are so afraid of making mistakes, that you never take a path that doesn't lead to an easy success in 90% of all cases ... maybe you are not so 'creative' at all.

I guess this fear of trying uncharted pathes is the biggest hindrance for a more widespread acceptance of the new communications vehicle "virtual world" - and for more really creative experiments in this realm, too.

Found through Giff's blog.

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We had a nice Metaverse Brunch today with Jeff Barr

Today we had a pretty nice start in the day with our first "Metaversed Brunch". We talked with Jeff Barr about what he is doing for Amazon in Second Life and which experiences he made so far with in-world meetings.

I think giving your customers - or in Amazons case: developers - a regular chance to chat with you in-world, about what your company is doing and recieve immediate feedback is a great use-case of virtual worlds.

Jeff pointed out, that the advantage compared to web based conferencing systems is immense for him and that the feedback from his attendees proves that. What makes the difference is the feeling of really being there with others, the immersion and of course the possibility to interact with the audience.

Thanks to everybody who could show up today at short notice - I think we will plan next Metaverse Brunch Events more in advance and hope to see you there. Join us for example on twitter and you will know it first.

Metaverse Brunch with Jeff Barr in Berlin

200709121528The Otherland Group proudly presents ... Amazon's Jeff Barr in Berlin ;)

Jeff not only has a job to envy him (Webservices Evangelist for Amazon) but is an avid and seasoned resident of virtual worlds and very much involved in some interesting projects interfacing the World Wide Web with the Metaverse (in the form of Second Life). If that doesn't sound like an interesting guy to talk to ...

If you like to chat with Jeff a little (and get to know us, too), you are very welcome to this informal little event, which will take place in our (temporary) offices at

Paul Lincke Ufer 44a
Aufgang A
c/o The Business Class Net
10999 Berlin, Germany

Friday, September 14th, from 10:00 - 12:00 CET

No, there is no agenda. We are just happy, to have Jeff here in Berlin and be able to exchange some thoughts about what is at the heart of our company's vision. While we sincerely believe in virtual worlds as a nice place to meet ... sometimes it's still fun to do it in physical reality, too.

If you would like to attend, we would appreciate it if you would send a short notice to PixelSebi (sebastian.kuepers@otherland-group.com). Looking forward to see you on Friday!

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Second Life Version II

Ain' this cute (a picture I just got from an old colleage)?

200709121513

(First) Life offers so many nice little surprises. And so does Second Lifel

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