<![CDATA[Gawker: valleywag, second+life]]> http://tags.gawker.com/assets/base/img/thumbs140x140/gawker.com.png <![CDATA[Gawker: valleywag, second+life]]> http://gawker.com/tag/valleywag/secondlife http://gawker.com/tag/valleywag/secondlife <![CDATA[The End of Second Life]]> Those who can't do, teach. Second Life, the most overhyped virtual world, has been abandoned even by its most fervent journalistic promoters, like Reuters and Wired. It's now pitching itself as an online schoolhouse.

How fitting, since Second Life, a piece of software which allows users to move "avatars" representing themselves around in a three-dimensional space and decorate themselves and their virtual land, resembles nothing so much as a failed academic experiment.

Linden Lab, the maker of Second Life, has raised $19 million in venture capital from a star-studded list of backers, including Benchmark Capital, the backers of eBay; eBay founder Pierre Omidyar; Mitch Kapor, the founder of Lotus; and Amazon.com CEO Jeff Bezos. But the last infusion came nearly three years ago. The company charges fees on people and companies who own virtual land in Second Life, and also issues a currency, Linden dollars, used to trade goods in-world. Kapor, the company's chairman, told the Financial Times last year that it was "absolutely in the ballpark of profitability."

Second Life may well be on the verge of profitability. But it is firmly headed into irrelevance. It is impossible to imagine another BusinessWeek cover story like the one it garnered in 2006. Reuters closed its Second Life bureau last year. The former bureau chief, Adam Pasick, told PBS's Mark Glaser that there was no longer a there there:

We were primarily interested in Second Life as a business/commerce/finance phenomenon, covering it like we would any small but fast-growing economy in the real world. The bureau is now closed. Essentially the story we were there to cover has moved on.

His reporter, Eric Krangel, who now writes for Silicon Alley Insider, was more trenchant:

The very things that most appeal to Second Life's hardcore enthusiasts are either boring or creepy for most people: Spending hundreds of hours of effort to make insignificant amounts of money selling virtual clothes, experimenting with changing your gender or species, getting into random conversations with strangers from around the world, or having pseudo-nonymous sex (and let's not kid ourselves, sex is a huge draw into Second Life). As part of walking my 'beat,' I'd get invited by sources to virtual nightclubs, where I'd right-click the dancefloor to send my avatar gyrating as I sat at home at my computer. It was about as fun as watching paint dry.

What's left for Second Life? Community meetings, underattended cultural events, and education. CNN uses its Second Life "island" to hold meetings with volunteer reporters. WGBH threw a virtual concert with a grand total of 70 attendees. And the Modern Language Association, that bastion of English-department wonkery, is pursuing the idea of using it to hold meetings.

Imagine a dry academic conference enlivened with a few space-alien avatars. Deans with mohawks and tight leather pants! Only compared to the life of a university professor might Second Life actually seem exciting. We look forward to the news that Linden Lab has sold itself to an academic consortium. It's where the virtual world belongs.

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<![CDATA[War Hits Second Life!]]> Why doesn't anyone ever write about the real victims of the current war in Gaza? That's right, the losers and freaks of Second Life.

Palestinians and their terrorist sympathizers streamed into Second Life Israel last week, as Real Life Israel launched missiles at Real Life Gaza. The aggrieved protesters promptly began destroying the quiet peace of the digital holy land, carrying signs and shouting obscenities at passing Jewish furries.

Second Life Israeli officials promptly beat back the threat.

Ms. Odets helped create SL Israel, so she maintains land permissions to the region. She began ejecting the most obstreperous protesters. "I had to be careful not to boot people who didn't actually do anything wrong," as she puts it. But the protesters kept coming, and eventually she felt forced to close all of SL Israel to outsiders. "Just shut it down for a little while. Just to make it stop. 'Cause people weren't wanting to be logical, or talk."

An intrepid reporter—truly a Second Life Joe the Plumber—ventured into the disputed territories and brought back reports of impassioned political debate between a Jew, a Muslim, and a rabbit named Shmoo Snook.

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<![CDATA["Second Life: The Movie" the next Hollywood disaster]]> The director of Pirates of the Caribbean is planning Second Life: The Movie. Too late! The lonely virtual world lost its buzz two years ago. Why is Hollywood always so behind the times?

The movie business has always been late to catch on to trends. But the swift shifts of technology make the studios' sluggishness all the more embarrassing.

Universal and Pirates director Gore Verbinski have acquired rights to make a movie from a Wall Street Journal article written in 2007 about a woman virtually widowed by her husband's Second Life addiction.

The problem: Ric Hoogestraat, the subject of the story, makes an unappealing leading man: He's a 53-year-old homebound diabetic. And Second Life, the virtual world in which Hoogestraat's hunky avatar, Dutch Hoorenbeek, "married" a user who was not his real-world wife, makes for a lousy villain. How do you make a movie about a place where nothing really happens? Once Verbinski gets to understand the boring porn-and-kink-filled universe of Second Life, I suspect he'll discard that whole angle. And he'll also drop the notion of an unattractive lunk as the hero. And then, if he doesn't drop the whole idea, he'll make a movie that really has nothing to do with Second Life at all.

We should have expected this, though. I asked Chris Null, the editor of FilmCritic.com, for suggestions on just some of the technological trends Hollywood has missed. Here's the list we came up with:

Movie: Hackers (1995)
Trend: Errr, hackers.
Why it was late: Hackers had been a known media phenomenon since 1971, when Esquire published a feature story on phone phreakers. By 1995, the Internet was making hacking tools so easy to distribute that amateurs known as "script kiddies" were taking over the scene. But hey, the movie had Angelina Jolie!

Movie: You've Got Mail (1998)
Trend: Email
Why it was late: An AOL inbox was trendy around 1990. By 1998, most people worth knowing had bozofilters set on anything from an @aol.com address. And movies with Meg Ryan.

Movie: American Pie (1999)
Trend: Webcams
Why it was late: The Internet-broadcast deflowering of the main character, Jim, relied on technology that was an Internet-culture phenomenon in 1996 (remember JenniCam)?

Movie: Chat Room (2002)
Trend: Chat rooms
Why it was late: The first text-based chat room dates back to 1974, but the notion of cybersex hookups was commonplace by 1998. The first example of deception in the course of a courtship is a few millennia before that. The first and last usage of the phrase "surfin' for cyber bootie" dates to 2002.

Movie: Cellular (2004)
Trend: Cell phones
Why it was late: The cell phone was invented in 1973, or 1944, depending on whom you ask. But the idea of cell phones as a means of rescue permeated society after September 11, 2001 — which is when this Kim Basinger kidnap thriller might have felt timely.

Movie: Firewall (2006)
Trend: iPods
Why it was late: Portable MP3 players had been widely identified as a security risk by 2004, making Harrison Ford's $100 million iPod heist implausible. Plus we'd moved on to Nanos by then.

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<![CDATA[Second Life's death knell]]> Google has shut down Lively, a service where people log on to chat and explore 3D virtual spaces, after a few short months. The MBAs of Silicon Valley have a pat phrase for the arrival of a competitor on the scene: They say it "validates their space." What does it say, then, that Lively is gone? It means that Second Life, the best known of these unreal universes, is doomed, too.

The notion of a metaverse has long fascinated geeks. The idea of "avatars" — three-dimensional representations of the self rendered in pixels, often fantastical or surreal in nature — wandering through a computer-generated environment has been explored in the science-fiction novels of Neal Stephenson, William Gibson, and Bruce Sterling, among others. The Matrix trilogy introduced the idea at multiplexes from coast to coast.

And yet unreal worlds have never taken off in actual reality. Philip Rosedale, the creator of Second Life, once showed me screens at the headquarters of his company, Linden Lab, which monitored in real time the number of people logging in. They peaked at 50,000, the maximum simultaneous capacity of its servers. That's not a virtual world; that's a midsized town.

Anecdotally, many of Second Life's users are there for virtual sex. (The company has banned gambling, so there's little other reason to go there.) The PG-rated Lively, censored by Google, did not even have that; its only draw was innocuous chat, with the occasional subversive attempt by users at raciness.

No wonder that news organizations, drawn by the visual appeal of the service's 3D graphics, aren't writing stories about Second Life anymore. Reuters, at the height of the frenzy, opened up a bureau; its Second Life correspondent stopped filing copy since September, having left to write for a blog, and the wire service has not replaced him.

The most recent noise to come out of Second Life has been an uproar over price hikes. Second Life users periodically hold colorful protests in the virtual world — probably the most entertaining thing that ever happens there — over this new rule or that new rule. They are likely to become more frequent, as Linden Lab, to survive, focuses on squeezing more revenue out of its existing customers, who pay the company "taxes" on their virtual real estate and convert real money into the company's imaginary currency, Linden dollars.

Online 3D environments are not a fad; millions inhabit them for hours, sometimes days at a time. But they do so in networked videogames like World of Warcraft, where there's a clear purpose to being there — even if it's just having fun and wasting time. Second Life, Lively, and virtual worlds like them amount to glorified chat rooms, and while chatting is a fundamental human activity, it's hard for anyoen to make money on it.

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<![CDATA[After firing, Second Life maker insists they're hiring]]> A boilerplate statement from Linden Lab confirms yesterday's rumor: "We've had to make some hard decisions about resources and as a result we eliminated four positions out of our headcount of nearly 300." That's not as bad as the "9 or 10" we'd been told were cut. In a statement sent to Silicon Alley Insider, Linden says they're still hiring. There are 45 job listings on the company's employment page. Are they all still open? Huh, maybe Second Life really is an alternate reality. What temperature does water boil at in SL?

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<![CDATA[Second Life maker swings layoff ax]]> A tipster reports that Linden Lab, the maker of virtual world Second Life, is laying off its business-development department, which had cultivated ties with software makers. The move affects "9 or 10" employees," he says. A wise move, if tardy: Don't you need to have a business worth developing before hiring someone in business development?

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<![CDATA[Virtual hookers to help us get laid off]]> Now that they've fired Melissa Gira Grant, I've got my first Sex Trade assignment! Owen told me to post about Slate's new clip on the escort business in Second Life. Easy: "This is Samantha Henning with Slate V. Now, some vices are socially acceptable. But prostitution, that's not one I was gonna try out in the real world." Back button. Next on Slate: More Sarah Palin sentence diagrams.

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<![CDATA[Investment In Bullshit Ads Plummets]]> When times were good and the economy was strong, you could sell companies any old kind of patently ridiculous ad. Did marketing savants really believe that spending wildly to place their brands inside "The Sims" was going to pay off in money that is made out of paper, and spendable here on Earth? It's doubtful. They just got caught up in the sheer newness of plastering their logo anywhere and everywhere, and then made up some bullshit about "branding" to explain the expense. Well that shit is over now, suckas!

The first thing to get cut in everyone's ad budget was "experimental" ad buys, random things like branded pop-up games and ads in Virtual Worlds and other, mostly online things that probably never worked in the first place. Also getting chopped: mobile ads that go straight to your cellphone—which not only don't work, but actually annoy the consumer in the process of not working.

Areas like mobile, virtual worlds and widgets are expected to be hit particularly hard, as it remains unclear what kind of impact ads in these media have. These campaigns often reach a small number of people, and standard measurement systems have yet to be developed. "When we get into the need to drive results, you can't spend money on the experiments and hope to keep your job and get your sales goals"...

"Virtual worlds are probably one of the things that haven't been proven effective just yet. I can't see us selling virtual worlds to anybody right now," says Lars Bastholm, an executive creative director at independent digital marketing shop AKQA.

Good news for nerds of the purist variety! [WSJ; pic via FPSrantings]

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<![CDATA[Xerox tech boss's virtual math]]> CAMBRIDGE, MASS. — Does Xerox CTO Sophie Vandebroek have trouble with basic numberwork? At MIT's EmTech conference, she asked the audience how many people had "avatars" — digital characters for virtual worlds like Linden Lab's Second Life. From what I saw, half a dozen people out of some 300 attendees raised their hands. "Perhaps 25 percent!" she said, as she played a video showing off Xerox's presence in Second Life. I am not sure what is more disturbing: Vandebroek's miscounting, which one might blame on the bright stage lights, or her inability to calculate the lack of a return on investment in Second Life, which has no such excuse. Here's a clip of Vandebroek talking in Second Life:

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<![CDATA[There.com hopes Second Life hasn't ruined virtual worlds for everybody]]> With support for Mac users, a new Facebook widget and an instant messaging application, There.com is hoping to breathe some life into its 3D virtual world which has gone largely unnoticed for years since its launch in 2003. If publicity could support a business model, Second Life might not be the largely empty libertarian paradise it is today. Google's new entry Lively, on the other hand, has also struggled with adopting users — possibly because it refuses to cater to any interests that aren't G-rated. The question remains as to whether any 3D simulacrum that isn't explicitly for gaming has much attraction to all but introverted shut-ins and avant kinksters. With family-friendly rules to keep the virtual pimps and hustlers off the polygonal streets, There.com might just succeed in finally reaching a broadening demographic: Parents so scared, they'd rather keep their teens cooped up at home and nervously trying to interact with crushes online when not reading the Twilight series of chaste teen romance novels featuring abstinent vampires or getting dragged to dad's Promise Keepers meetings.

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<![CDATA[The reinvention of Second Life]]> Virtual worlds are endlessly mutable. As are the wildly implausible schemes their boosters concoct for making money off them. The latest idea Linden Lab has for Second Life: Profit, in some vague, unspecified way, from the world's free 3D design tools. The perpetually gullible BusinessWeek bought this story, pointing to examples of toy designers and architects building digital models and showing them off to customers in Second Life. There's a certain beauty to it: An entrepreneur's fantasy, used to peddle other entrepreneurs' fantasies. Not that there's much of a business here, since Linden Lab gives away its design software.It does suggest a graceful exit strategy for Linden Lab's investors, which include Benchmark Capital: They should persuade Autodesk to buy the company before its free design tools erode the market for that company's profitable design software. Not that I think that Second Life actually poses a threat to the AutoCad franchise — just that Mark Kingdon, Linden's adman-turned-CEO, is slick enough to make the pitch.]]> http://gawker.com/index.php?op=postcommentfeed&postId=5042524&view=rss&microfeed=true <![CDATA[Second Life romance gone wrong ends in stalker's arrest]]> A 52-year old man from Claymont, DE was surprised in his home by a taser-wielding Kimberly Jernigan, whom he had dumped months before shortly after they first meet in an attempt to flesh out a Second Life love affair. Jernigan fled, leaving her dog Gogi gagged with duct tape in the bathroom, but was arrested shortly thereafter by officers in Maryland. It isn't great publicity for Linden Labs, the company behind Second Life, but when you cater to making one's solipsistic delusions manifest, what can you expect? [CNET]

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<![CDATA[Obama, McCain fail to curry furry favor]]> Like every other brand seemingly desperate to court the dressing-up-as-animals-to-have-sex market, the Barack Obama and John McCain campaigns have purchased lots in Second Life. The virtual world's few active users aren't bothering to visit. Which is probably a blessing, because the best chance for the projects to gain publicity is for griefers to show up with pooping cats and flying penises.

Scratch that last one: Even the winged-phallus contingent has given up on Second Life and moved its penile protestations back into the real world. Internet politics has yet to prove it can reliably turn up voters willing to put on pants and leave the house to vote — the Second Lifer group on Barack Obama's social network has made all of 6,652 calls and raised $19,355.66.

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<![CDATA[BusinessWeek Still Wants You In A Second Life Workplace]]> Has Second Life, the weird, clunky virtual world, ever been good for anything except strange computer sex and time-wasting? For about a year there, you couldn't pick up a magazine without seeing 2L touted as the next big thing for business. For business! Yes, why wouldn't an imaginary land packed with flying monsters and huge selections of virtual penises become corporate America's preferred communications medium? Christ. Lots of the hype was the fault of BusinessWeek, which bought into it with wide-eyed enthusiasm. And the magazine is still trying to get your employer to drag you off to a fantasy computer island for fun team-building exercises:

IBM is using 2L-like programs to indoctrinate far-flung employees in places like China and Brazil. A terrific way for IBM to give itself the same image employees associate with bad acid trips! And here's a good time:

In September, Xerox used Second Life to enable about 20 out-of-town employees to virtually attend its 2007 International Women's Conference in Rochester, N.Y. While some 570 people, mostly Xerox employees, attended the event live, a parallel track took place in Second Life. Virtual attendees watched streaming video of the conference and interacted through text chat.

My, if that doesn't sound like the single least fun corporate event that could possibly be inflicted upon an employee, I don't know what does. It's time for BusinessWeek—and their corporate dead-ender followers—to stand up and boldly say: this thing is stupid.

[BW]

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<![CDATA[New 3D virtual world Lively launches]]> Lively from Google is yet another 3D virtual world, kind of like Second Life but as yet unpopulated by furries or Goreans — completely virgin virtual land for griefers from like the clever goons at Something Awful to terrorize! But rather than an expansive, open-ended universe, Lively is a collection of individual "rooms" which you can then embed on third-party Web sites. Though it's not a browser-based application but a Windows-only download — so you'll have to wait just a bit before I can confirm whether or not you can "cyber," gamble or run ponzi schemes. You can, at least, feel up other users:

In our user research, we’ve been amazed at how much more poignant it is to receive an animated hug than seeing the text “[[hug]]”.

In the promotional video, the characters looke a bit like the anime-styled Yahoo Avatars. I can only hope Google's thought to include leather-daddy apparel, having released the product during Pride month.

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<![CDATA[If Second Life throws a fifth anniversary party and no avatars are there to hear it, does it make that annoying typing sound?]]> Second Life, the 3D virtual world favored by furries and the digital departments of ad agencies desperate to convince clients how cutting-edge they are, is celebrating its fifth anniversary this year. In that time, little has changed — the same poorly-rendered polygons and textures move through the same largely empty world, where quite honestly the most innovative users have been the griefers who turn up at any of the arranged publicity events featuring corporate shills and politicians desperate to convince anyone how cutting-edge they are. Linden Lab may shuffle on like a zombie, but that doesn't change the fact that it's time for a post-mortem.

A quick check of Alexa shows that traffic to the secondlife.com — where new users sign up and download the software — is flat if not down, and still well behind worldofwarcraft.com, which is nearly as old and far more popular. While Second Life allows you the freedom to do anything, and I mean anything, you want, consumers have made their choice when it comes to virtual worlds, and they've chosen manicured gardens and not libertarian free-for-alls populated by flying penises.

Sure, my avatar's screwed around in the virtual world once or twice, but that's generally about all any of Linden Lab's reported 10 million users have done. I'm sure for those suffering from autism it's a magical experience, not to mention those suffering from a lack of PhD thesis ideas and technology journalists looking for something to playfully mock. In the end, it's that latter that I'll miss about Second Life most as it slides into the dustbin of history. People just don't laugh at punchlines about Goreans like they used to.

What doomed the virtual world? The lack of graphics development, for starters. The engine has improved little since it started, and it certainly won't attract any new users used to the finely rendered worlds in today's high-end console and PC games. Crappy American broadband didn't help, since every change of viewing angle required a whole new batch of data to be downloaded. And trying to attract business from advertisers in order to shill to the occasional transhuman passerby, as opposed to support robust development of things to actually do beyond gambling and ponzi schemes, didn't help make it a sticky experience.

I don't blame most of the folks at Linden Lab, who seemed to suffer a shared delusion inspired by one too many readings of Snowcrash, possibly too much MDMA and certainly the cultishness founder Phillip Rosedale fostered. I do, however, blame the boosters from without who took every usage statistic and brave new world vision that came out of the company's Barbary Coast offices seriously. Sorry, but Valleywag told ya so. (Image by Torley)

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<![CDATA[Israel to jail online brothel owners in actual prisons]]> Good news for Second Life! Israeli legislator Zahava Gal-On has been so taken in by the illusion of sex offered in fake online worlds that she's proposing mandatory five-year jail terms for the operators of "virtual brothels" — websites "offering women for sale," she says. If only! Sites like Craigslist, The Eros Guide, MyRedBook, and The Erotic Review advertise real sex for hire, but law enforcers prefer to log on to track down working girls, rather than take the sites offline for pimping. If Gal-On took a moment to understand the economics of virtual vajayjay, she'd see her concerns were misplaced.

An outside estimate of how much a Second Life brothel owner may make is slightly less than $50K per year — in actual currency. One strip-club owner netted a quarter of a million dollars from her initial $4,000 investment. She's probably the anti-trafficking type's worst enemy, too: a single mom. Good thing she's conducting business Stateside.

Compared to online escort directories, that's chump change. Eros-Guide, for example, has been in business since 1997, and currently collects between $50 and $400 per month from approximately 5,000 escorts advertising, for an annual take of $500,000 even by the most conservative of estimates (not to mention the porn and sex toy ads they run). Review boards like TER and Redbook have a different business model, soliciting membership fees ranging from $100 to $180 per year from hundreds if not thousands of escort-seeking clients. With so many businesses profiting from just the lead-up to prostitution — from domain registrars to hosting providers — lawmakers may be left asking, who isn't a pimp here? The only crime Second Life is committing is not making more money off the business.

(Screenshot via YesButNoButYes)

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<![CDATA[The flying penis menace moves offline in Russia]]> In a stunt reminiscent of something from Second Life, an unknown perpetrator let loose a remote-controlled flying dildo at a speech yesterday by Garry Kasparov, the famed chess champion defeated by IBM's Deep Blue who now heads up Other Russia, an opposition party that seeks to wrest power from the Kremlin government dominated by Prime Minister Vladimir Putin. As Andy Baio at Waxy points out, it's unclear if the pranksters knew about the infamous interview between Second Life baron Anshe Chung and CNET reporter Daniel Terdiman, video from which is embedded after the jump.

I'll be the first to count such outbursts as a sign of growing democracy — Putin and new president Dmitry Medvedev could have just jailed Kasparov like former Yukos owner Mikhail Khodorkovsky. In the opening of the video featuring Kasparov, his bodyguards jump at first, presumably expecting something more menacing before swatting it out of the air. I asked Terdiman how he thought the situation was handled, as he was one of the first people to confront the flying penis menace, but he declined to offer an opinion.

Kasparov, for his part, was unperturbed and said (approximately translated) "we should be grateful that we've been shown one more time that we need to raise the level of political discourse" to applause from the audience.

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<![CDATA[Congressman Mark Kirk, a Second Life critic, employed Julia Allison]]> Mark Kirk, the Illinois Congressman who wants Second Life banned from schools and libraries, has more than a passing familiarity with virtual reality, illusion, and the construction of self. In 2000, Star magazine editor-at-large Julia Allison, then known as Julia Baugher, worked for Kirk, a family friend, as a legislative aide, and was maid of honor at his wedding.

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<![CDATA[Congressman gets in on Second Life's "rape rooms"]]> Taking a page from Nebraska's Internet cops, U.S. Representative Mark Kirk (R.-Ill.) has created a fake teen of his own in order to protect real ones. While promoting a bill to restrict access to social networking sites in public schools and libraries, Kirk and Illinois law enforcement detailed the solicitations received by the imaginary 15-year-old female they played in Second Life — to enter "rape rooms," among others. Acknowledging that there were no known cases of sexual assault on underage users at Second Life, Rep. Kirk still called the site an "emerging danger." Now with the addition of his fictional sex-seeking teenage avatar, of course. (Photo by Daily Herald)

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