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Hi5’s virtual entertainment plans could hit a virtual jackpot » VentureBeat

http://venturebeat.com/2009/01/22/hi5s-virtual-entertainment-plans-could-hit-a-virtual-jackpot/ Because Facebook is the largest, fastest-growing network in the world , a big question is what other social networks are going to do to compete.
Noise is slowly starting to come from Lego about their planned virtual world Lego Universe, led by Mark Hansen, director of Business Development. Now, it’s not difficult to imagine the basis for Lego Universe not to mention the likely popularity, after all, everyone knows Lego and understands what their proposition is – user generated content (see a video of Lego Universe here )

lego and user generated content

http://www.kzero.co.uk/blog/user-generated-content-legos-been-in-the-game-for-years/
http://www.readwriteweb.com/archives/eight_ways_to_get_users_to_fil.php "Hi, my name is MrCucumber69, I have a gray blob for a face and that's all I care to share about myself - will you be my friend?" Silly as that sounds, this is the way users of many social web applications greet each other. It's not very useful or inspiring.

Eight Ways to Get Users to Fill Out Their Profiles - ReadWriteWeb

Chat | Chat Rooms | Paltalk

NY based Paltalk offers more than just talk. http://www.paltalk.com/
http://www.amazon.com/Net-Gain-Expanding-Markets-Communities/dp/0875847595

Net Gain: Expanding Markets Through Virtual Communities (9780875847597): John Hagel III, Arthur G. Armstrong: Books

I read this book pretty much cover-to-cover and found it very thought provoking. It does a great job of explaining the opportunities in creating "Virtual Communities". Virtual communities are described as areas where a group of users sharing common interests gather to learn about and discuss information.
To get an idea of how fast the move to cyberspace is occurring, compare it to the growth in suburban housing in postwar America. David Halberstam writes in The Fifties that "In 1944 there had been only 114,000 new single houses started; by 1946 that figure had jumped to 937,000; to 1,118,000 in 1948; and to 1.7 million in 1950." http://www.wired.com/wired/archive/2.06/vc.principles_pr.html

Nine Principles for Making Virtual Communities Work

http://www.blogboat.be/BLOGBOAT_1.0_-_Citizen_Journalism/Home.html December 2006 Time Magazine , not a celebrity on the cover but a screen and one word ‘You’ are the man/woman of the year. And why? For seizing the reins of the global media, for founding and framing the new digital democracy, for working for nothing and beating the pros at their own game.

1.0 - Citizen Journalism

http://thenextweb.com/2008/05/24/why-people-participate-in-online-communities/

Why people participate in online communities

My dear friend Yaniv Golan , CTO of Yedda , had given a brilliant presentation regarding Incentives In Online Social Communities a few weeks ago at The Marker COM.vention and since it’s unfortunately in Hebrew, I wanted to translate it, include some of my own additions, and share it with you. Yaniv Golan

interview with clay shirky, a social platform thinker

http://www.worldchanging.com/archives/007925.html Clay Shirky is an influential writer, consultant, and teacher focused on the Internet as a social platform. He's one of the smartest thinkers I know about how people live, love, and work online. His new book, Here Comes Everybody:The Power of Organizing without Organizations , was just published by The Penguin Press.
Fast Wonder: Online Community Consulting

del.icio.us links for online communities

I’ve been presenting in public at conferences or webinars my high level findings from my recent research on Online Community Best Practices, the detailed version is on the Forrester site .

best practices for running an online community

cyberpsychology

Why do some people opt for a sex change in virtual worlds? Is an obsession with Facebook a sign that you're unusually sociable - or unusually lonely? Such questions never troubled Sigmund Freud.
"We'll be using the Beta process to refine the product and engage further channel partners and businesses prior to public launch in September.

virtual world for teen business education