Developer: SCE Studios London
Publisher: SCE
Genre: Misc
Sub-Genre: Simulation
Release Date: Q3 2008
Additonal Info:
Developer: Premium Agency
Publisher: SCEJ
Genre: Misc
Sub-Genre: Simulation
Release Date: TBA 2008
Additonal Info:
Developer: Ongakuken
Publisher: TBA
Genre: Misc
Sub-Genre: Simulation
Release Date: December 21st, 2006
Additonal Info: Japan Only
The Edinburgh Interactive Entertainment Festival was the site for SCEE’s Jamie Macdonald’s outline of the “4 Cs” behind Sony’s 3D social network, Home. After some promotional introductions, Jamie told the audience the prime objectives were: “community, competition, creativity and commerce.”
After the PR campaigning he introduced Peter Edward, the director of the platform group for Home. Peter took center stage giving attendees a preview of what to expect from the virtual world. He stated, “For the user, the value of Home is all about being able to share the experience with their friends, both gaming and non-gaming brands…It's about having a safe, reputable environment run by a trusted brand in which they can feel secure about making online transactions."
Highlights of his commentary included custom content including user created content, such as your own clothing designs. Along the lines of customization he implied that users will be, “giv[en] tools to allow scripting, java minigames and so on." In short, Home’s potential at this point is limitless and Sony will actively pursue a multitude of user content to be customized and perfected.
Lastly, publishers will be given their own toolbar to create and offer downloadable content in the virtual environment. This is an exciting feature allowing non-brand and real world retailers to provided custom content and events within Home.
We at PSU were most captivated by his commentary on the opportunity for users to share in the Home revenue stream. While we will be busy with micropayments and shopping online, Sony and other associated brands will offer incentives to place advertisements within the custom apartments and homes. This implies that in the long run there is revenue for everyone involved with home; Sony, Marketers, and the end-user.
Stay tuned to PSU for more information on Home and Sony’s long term goals for their online community of epic proportions.
Source: GamaSutra

Home Japanese Trailer
seems a bit silly to me,give us new games instead.
Can wait until HOME. Maybe I will finally turn on my PS3 for more the Blu-Ray movies and PS2 games.
If you don't get it then o.k. I won't bash you this time because this is serious topic, Now they are gonna allow me to create something and sell it online. I could not describe how I feel about Sony at this very point that I typed this.
so this means i can make something cool and sell it for real money coooooooooooooooooolllllllllllllllll
wow thats cool selling games online and making a lot of money
We all love homebrew. Sony would do the right thing to support user-created games and applications (and any other content). People like to create and develop, too.. it's just not the big companies. :)
psn id: gingo.... i am really excited about what Home could offer to the playstation community andi cant w8 until it is released
haha macdonald.
:Pand pooingtons your not getting it its supposed to be creative use of advertising so just look at the ads once in a while. and if 2 or more exclusive games of every genere isnt good enough for you you dont need a playstation. now if you want shooters and racers get a 360.
e-products
Quite recently I purchase 'e-goods' online where the software is free, but to use it and get updates; you must be online and have an account with a few credits. Intellectual property rights, you figure it out.
Sexy Korean chick
Years ago I would never pay for anything electronic, let alone pay for online gaming 'I mean, c'mon that stuff should be free' but ever since I heard that some sexy Korean chick earned a million bucks in SecondLife solely from her user created content! it's force me to reconsider investing real money in to virtual credits (currency is always worth more to me virtually then physical representation of exchange AKA mon~nay! - online purchases)
Afterthought - post scriptum
sorry I posted that last comment by accident... oopsy
I created a kickass game during my college years back in the day (graphics student) It got absolute no hits!
a few gamers (16) downloaded the playable demo but nobody paid for the full thing, it was only 7 bucks. (ah man, I miss my college years!) how will I make my ‘user created content’ sell and appeal to willing gamers with cash?
Fight club. But, shhh! Don't tell anyone. Mafia stores!!!