Why use virtual worlds for collaboration?

Respected site Terra Nova has a simple summary of why virtual worlds are used by some for collaboration.

For longer term users of Second Life, the collaborative opportunities seem self-evident, paticularly for the education and business sectors. Although, like every form of collaboration it has its inherent challenges.

If you have a collaborative project underway, tell us about it!

World Stock Exchange communicates after lengthy hiatus

Controversial Australian Second Life resident LukeConnell Vandeverre (RL: Luke Connell) gave an update on the World Stock Exchange, which has been offline since January.

I wasn’t able to attend the live event due to its time although I was offered a preview over the weekend which I also wasn’t able to make. Nobody Fugazi from Your2ndPLace has a scathing critique of the information provided today: “this seemed like a monotone message of desperation with an Australian accent”.

I’m hoping to glean further information in coming days but it’s safe to say that WSE’s future is still far from assured.

Update: the Second Life Herald has also covered the announcement.

New TV show on business in Second Life launches

Australian-based SLCN TV have added a new show to their in-world offerings. Real Biz in SL will feature interviews and stories with personalities and real-world businesses involved with Second Life.

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You can view each of the shows live in-world by checking the schedule or you can stream them via their website (QuickTime required).

Enterprise 2.0 forum – Business IS getting it

At today’s Enterprise 2.0 Executive Forum at Sydney’s Luna Park, I was encouraged to see that business is actually starting to get its head around virtual worlds as something much more than a brand recognition exercise. There were two events during the day that confirmed it:

Westpac and Second Life

Westpac’s Chief Technology Officer, David Backley, gave a wide-ranging presentation on Westpac’s use of Enterprise 2.0 tools. Part of the discussion was centred on the company’s use of Second Life for the induction of new employees.

The impetus for the move into Second Life was the geographical reality of Australia-based operations and the desire to look at a better way of inducting people into the organisation. Instead of waiting for a large enough group to start employment in Perth and then sending a trainer across, the induction can occur with individuals spread across different locations.

Backley claims that the feedback from the SL-based training was good and there was some amusement around feedback that some avatars dominated the induction process. Sound familiar?

On the future, Backley is upbeat on continuing involvement with virtual worlds. “We want to explore further” was the summary. He also alluded to Westpac questioning whether they would continue on the Second Life platform or investigate an internal virtual world option.

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Roundtable on virtual worlds and organisations

During the lunch break I hosted a roundtable discussion on virtual worlds with five interested business people. I was really impressed with the absolute open minds displayed on virtual worlds and their opportunities and challenges. These were people who work in very large organisations and there’s obviously momentum building toward establishing business cases for new technology approaches to business.

For a perspective on the wider Enterprise 2.0 discussions (Wikis, Blogging etc), check out the forum blog.

The media and marketing myths of virtual worlds

Gwyneth Llewelyn is a veteran Second Life blogger and has spent a lot of time digesting a very comprehensive market research report on virtual worlds and the myths that have been promoted by parts of the mainstream media. It’s a very detailed analysis of an even more detailed report but it’s well worth spending the time reading it.

The six myths expounded are:

1. Everybody is a freak or geek;

2. Users don’t know what’s real;

3. People think and act differently on a virtual world;

4. Virtual worlds are a lawless, anarchic jungle;

5. It’s all about pornography;

6. Virtual worlds alienate us and turns the society into something dangerous.

What do you think – are there other myths you’ve run across or do you believe some of those listed above are facts?

(Thanks to Massively for the heads-up)

A timely treatise on virtual worlds and enterprise

I’ve mentioned next week’s Enterprise 2.0 forum in Sydney previously. At Stanford University in the US, an event called MetaverseU is well underway and in recent hours a session was completed on the role of virtual worlds and work. It’s a timely coincidence of events. This excellent report is worth a read but I thought I’d highlight some of the key points from that information:

“The opportunity for these worlds to be entertaining pales in their opportunity for work,” said Reeves. “If we could figure out how to entertain a couple thousand call center employees and keep them in a virtual world while they were working and they stayed around for three months longer at their jobs, I think we’d have a multi-million dollar business on our hands.”

This is a key component that most businesses fail to grasp with virtual worlds and enterprise: it’s one of the likely ways in which productivity can be enhanced whilst ensuring some degree of entertainment. I doubt anyone would argue the reason for widespread use of the internet for non-work purposes on work time is anything other than boredom and a time-constrained lifestyle. Imagine a call centre employee being able to interact with a customer in a virtual world context, demonstrating the product they’re supporting or selling.

“Something the industry needs to understand is to put yourself in your customers shoes,” he explained. “They have a lot of risk in taking this technology on. They might get a lot of benefit, but there’s the risk that this technology isn’t going to be there tomorrow. We need to, as an industry and as customers, put a lot of work together to make this more of an affirming cycle.”

There’s no doubt that the majority of customers don’t see virtual worlds as an obvious business route, but as the opportunities that route offers combines with easier access and improved usability, the business equation becomes a lot more attractive.

The immediate use case for virtual worlds in the enterprise, said Steiger, isn’t dealing with his clients and partners. 70% of his business is with people he’s never met. The difference is in an employee-to-employee relationship. A hosted, behind-the-firewall solution could make that easier.

And that’s where the big success stories like IBM have demonstrated their key wins and why Australian companies like Westpac have made the investment.

“You can’t understand the primitive engagement that comes from puppeteering a cartoon character that looks kind of like us,” said Reeves. “When you look at the physiological response when an avatar gets touched, there’s a complementary reaction in the user. Brining those responses in for an ROI presentation is tough, but those responses that we see in the lab give me confidence that the bandwidth for communication is a value add for the engagement.”

Business is rightly skeptical about anything proposed for core operations that can’t demonstrate ROI – but the intrinsic nature of human interactions and the power virtual worlds bring to that can’t be underestimated. And the key point from the presentation for me:

The scary thing for executives, he says, is that guild leader gamers could be reporting to stockholders.

“IBM just did such a survey [looking for those gamers in management] and found 1000s,” said Reeves.

As the gamer generation is growing up and leading the workforce, game mechanics become much more appealing than spreadsheets for getting work done.

“To do that is not going to be quick in the enterprise,” said Reeves. “One strategy we’re looking at is to look at the recipe for why these worlds are engaging or why games are engaging and see what you can extract. Can you take the economies from the virtual environment? They’re fun and we know they light up the same neurological regions in the lab as real money does. They leave behind self-representation and 3D environments, but they’re worth looking at.”

It’s fair to say that developments in virtual worlds are something that enterprise needs to be at least aware of. Ideally they’ll have the resources to dip their toe in the water or even jump right in. The only option not on the table from an enterprise viewpoint is denial.

Enterprise 2.0 forum – Luna Park’s the perfect venue

On Tuesday 19th February, Luna Park will play host to the Enterprise 2.0 Executive Forum. Hosted by Ross Dawson’s Future Exploration Network, this is a forum where Australian business will hear about the innovations occurring with Web 2.0 and virtual worlds like Second Life.

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Yours truly is attending as a media partner for the event and I’m looking forward to discussing with attendees both the challenges and opportunities that virtual worlds provide. If you run a business that’s interested in innovation, it may be worth investigating a late registration for this event.

So why is Luna Park the perfect venue? In the lead-up to next week I was interviewed by Des Walsh from the newly launched Social Media Show. We talked on everything from business interest in virtual worlds to a 3D walkthrough of a human testicle in Second Life – but one point I made was that Luna Park was a metaphor for how businesses tend to see virtual worlds as a game. The reality is a lot different and event’s like next Tuesday’s will help to bring clarity to the issue.

Ad Farms, ABC Valentines and Addiction Survey

Three mini stories in one today:

1. Ad farms are the target of the latest Linden Lab crackdown. There’s likely to be widespread praise for this move.

2. Second Life’s ABC Island is having a Valentine’s Day event:

“Bring your sweetheart or come and make new friends, or both! Celebrate Valentine’s Day (Thurs 14 Feb TODAY!) at ABC Island at 8pm AEDT on the ABC Park ice rink, near the Sandbox, or roller skate around the ‘ABC logo’ path. Join the Valentine Heart Hunt! Free skates available, or bring your own trick skates”.

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3. We received this short missive this afternoon:

“I’m doing research on second life addiciton, it would be a great help if people would take a survey I set up

http://VirtualWorldAddiction.speedsurvey.com

Australian Second Life developer expands business presence

Veteran Australia-based Second Life solutions provider Big-Bit have expanded their in-world presence, with a launch on the 9th February at 9pm Second Life time (4pm on the 10th AEDT). There’s music, a treasure hunt and a L$10 000 grand prize up for grabs.

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The full text of the press release:

“Big-Bit Launches Big-Bit Islands in the Virtual World Second Life an Entertainment, Live Performance, Attractions and Business Services hub to drive Big-Bit’s Business Strategy for 2008 – event starts at 9pm SL time February 9th 2008.

Sydney Australia. February 07, 2008 — Big-Bit Australia Pty Ltd, a leading virtual worlds full service solutions provider today announced the exciting launch of Big-Bit Islands in the Virtual World Second Life. Entertainment, live performances, attractions and business services and the Big-Bit team will be on hand to guide you through the evening’s event. The event starts at 9pm SL time February 9th 2008. Visit Big-Bit Island: http://slurl.com/secondlife/Big%20Bit/163/115/27.

Bit-Bit is a leading Virtual Worlds full service solutions provider that offers strategic advice, construction, marketing and events services to companies seeking to establish footholds in virtual worlds such as Second Life and other newly emerging worlds. Comprising a talented International team of virtual world veterans, Big-Bit has in-house building and programming expertise to execute scripting for complex projects in virtual worlds.

What SL Residents can expect ?

• Big-bit Islands Grand Opening Saturday February 9th – 2008
• Dance with our very own funky DJ – Estrelle Fauna
• A Treasure hunt for those seeking to enhance their inworld wardrobe and nab a mystery prize or two
• Grand Prize 10,000$L
• Fireworks will adorn the Big-Bit Islands skyline to welcome in a new era of services & entertainment

Visit PrimAdonna: http://slurl.com/secondlife/PrimAdonna/169/248/27

What RL People can expect ?

• Considering launching in Second Life? The Big-Bit Team will be on hand to discuss your options
• Previous projects will be highlighted on the Big Bit Island as testament to Big-Bit’s expertise in inworld development
• Bring your Business to Big-Bit Island and let Big-Bit’s imagination work for you

PrimAdonna Island, part of the Big-Bit island group is home to PrimAdonna designs by Big-Bit’s Jana Gillespie also known in Second Life as Estrelle Fauna. Specialising in fashion, content creation and design, PrimAdonna offers unique style careful attention to detail and great versatility. The PrimAdonna shop offers a variety of women’s clothing from casual to formal and corporate wear for both men and women including shoes. PrimAdonna Island and shop have been magnificently rebuilt and announces it’s reopening.

Big-Bit offers companies an innovative way for getting products launched in virtual Worlds. For more information please contact Jana Gillespie, Big Bit Australia Pty Ltd, details below.

###

About Big-Bit Australia
Big-Bit understands that the single most important ingredient that drives humanity is the need to communicate. Without communications we would not be able to achieve even the simplest of tasks. We partner with clients to create the opportunities for them to engage with their communities in the virtual space in ways that are only limited by their desire to drive business and our imagination. In doing so, we commence on a journey with our clients that is destined to take a business into new dimensions of communication, understanding and connectivity.”

Disclosure: Big-Bit is a long-standing advertiser on The Metaverse Journal.

Health Support Coalition forms in Second Life

I came across a low-key announcement in recent days that emphasises the growing realisation by professionals of Second Life’s potential in regard to health. If you use Second Life to undertake research or to provide health support, then the group below may be worth contacting. The event in question has passed but no doubt there’ll be further get-togethers.

Health workers are used to needing to form coalitions to instigate population-wide initiatives. Lag immunisations anyone?

“Dear Friends and Fellow Support Group Leaders,

The first meeting of the Health Support Coalition will be this Saturday, Feb. 2, from 8 to 10 am SLT. We will meet on the roof of the Heron Sanctuary office building on EduIsland 4.

This is a meet-and-greet. The purpose of this initial meeting is to learn more about each other’s groups. We will discuss how the coalition can best support our organizations, and begin planning future programs.

Bring some text material about your project (notecard is fine; could be your group charter, description from website, or explanation you give over and over), logo or other image identifying the group, and landmark if applicable.

Please join us for a productive morning meeting. We plan to collect information about all our groups and create some form of resources directory that will allow us to better serve our members. Help us ensure the accuracy of the information about the group you lead.

Again, please note that this gathering is solely for leaders of health support groups (if you’re thinking of starting one, we’d love to have you join us).

IM any of us inworld for a TP to the event site.

Your hostesses,
Carolina Keats
The Sojourner
Gentle Heron”

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