Bloghome at www.klastrup.dk

This is the research diary of researcher Lisbeth Klastrup, since february 2001 sharing her thoughts on life, universe, persistent online worlds, games, interactive stories and internet oddities with you on the www.

I am currently on leave from the IT University of Copenhagen, and from aug. 2006 - aug. 2007 working as Associate Research Professor at the Center for Design Research Copenhagen, an independant center situated at the School of Architecture. During this year, I will be working on a book about the development of aesthetics, design and interaction on the WWW, together with colleague Ida Engholm.

My blog often reflects how busy I am in general, so posting may be pretty irregular, as well as my potential response to comments. But I read them!

My list of publications.
My official homepage at ITU.

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lisbethATklastrupDOTdk

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13.11.01
Quote from an interview with Jessica Mulligan a year ago at rpgvault about the future of online persistent world gaming:

Jonric: Do you believe the audience for online worlds will grow quickly enough to support all the games that are being developed?

Jessica Mulligan: The reason there are only about 700,000 paid subscribers today is the hardcore nature of the games offered. There is already a much larger market for persistent worlds than those subscriber numbers would indicate. Based on my experience over the last 14 years, of the number of people in the total subscriber base who will play a persistent world, there are at least six million potential subscribers worldwide today. Over the next ten years, I suspect the number of potential persistent world gamers will rise to about 60 million; at today's $10 per month pricing, that's a potential of over $7 billion annually in subscriber fees alone.

Jonric: What are the major factors that will drive market expansion to the kinds of numbers you just noted?

Jessica Mulligan: The main factors that will drive more people to trying and sticking with persistent worlds will be ease of use, more persistent worlds actually designed with the player in mind and that don't require a 20 hour a week commitment to play, opening persistent world game design to be more inclusive of the casual and mass market gamer and taking full advantage of emerging technologies in voice communications and the wireless connection. (my emphasis)


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My Other Places
Death Stories project
Walgblog (DK)
DK forskerblogs (DK)
klast at del.icio.us
Site feed Link (Atom)
Klastrup family?

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Buy our book

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Conferences
ACE 2007
Mobile Media 2007
MobileCHI 07
Perth DAC 2007
DIGRA 2007
AOIR 8.0/2007

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My Ph.D. thesis website:
Towards a Poetics of Virtual Worlds


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Misc
I also used to host & work in a world called StoryMOO.