This beta test was for feedback on certain changes suggested by the Home community.
The first global "public space" was released on June 10, 2010, allowing all users from the Asian, European, Japanese, and North American Homes to converge in one space.
Users could travel throughout the Home world, which was frequently updated by Sony and its partners.
Public spaces were made for display, entertainment, advertising, and networking.
This is vastly different to the North American market, where players tend to play alone.
This was part of a 2007 study of virtual worlds, which was funded partially by Intel and partly by US government grants.
However, the online userbase for the Play Station 2 was too narrow and the project was soon ported to the Play Station Network for the Play Station 3.
In addition, Sony's E3 press conference was streamed live in Play Station Home in a special virtual theatre, as well as other live interviews that occurred during the week of E3 2011.
In one of the more outlandish studies of the report, Professor Shaowen Bardzell of Indiana University examined thousands of photos of Second Life players in BDSM positions, and analyzed the significance of the popular user behavior.
Apparently, that behavior, due to its intense visuals and personal desire, is one of the most striking ways to connect with someone else in the game.
On April 20, 2011, Home released version 1.50, which dramatically improved the physics and graphics engines.
In November 2011, a new area known as the "Hub" was released, featuring a variety of games, including Cogs from Lazy 8 Studios.