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How To: Use Virtual Worlds for Business

Written by Steven Walling / July 30, 2009 9:07 AM / 5 Comments

secondlifebusiness.jpgDespite the hype, only 11% of enterprises have adopted virtual worlds to augment their work, says a new report by Forrester. Virtual worlds have been around since about 1995, but it took businesses half a decade to realize the potential value within the enterprise.

But the research released this week isn't just an outline of the market: it's a how-to guide for doing business in a computer-generated universe. Vendors may not have done a very good job of marketing themselves to the enterprise to date, but there's still a huge opportunity for your company to get virtual, if you know how.

The Sweet Spot

Virtual worlds exist to replicate complex social interaction in a digital space. The unique opportunity is real-time, three-dimensional work where a group can simultaneously focus on a nearly unlimited number of activities at once.

Consumer users of worlds like Second Life tend to replicate complex social activities like killing each other and having sex. The enterprise has mostly failed to see that there are business-specific interactions that virtual worlds are perfect for. Rather than just being an eccentric conferencing option, there are things that are hard for distributed teams to do without a virtual world. The three key functions that Forrester highlights include:

Social Networking

This is the obvious one, but it's still largely discounted by business. Using Second Life or There.com would bring a whole new meaning to the phrase "virtual water cooler." Static profiles and friending are boring compared to hosting a virtual event to get to know your co-workers.

Real-time Collaboration

There is a ton of great collaborative software focused on text-based interaction. But the value of collaboration in the virtual world is the same as in the real one: multiple people can work on an infinite number of tasks at once, but still have group cohesion and physical proximity.

Interactive Training

Interactive training is one of the most exciting areas for a business to explore. There simply is no other technology that lets distributed teams simulate things like emergency preparation, medical response, and battlefields. The other key benefit is that mistakes mean less in a virtual world, giving your team room to experiment.

What to Avoid

Forrester says that virtual worlds are ripe for use by business, but the way that vendors have presented themselves has been off the mark. This has led to most enterprises having a poor idea of what virtual worlds are good for. The two key points to remember for businesses and vendors are:

It's not about the avatar. Flashy graphics are not the point. Consumer participants in virtual worlds spend a lot of time obsessing about their avatars. But this is business, not entertainment. If the avatar is good enough to simulate a good basic approximation of who you are, then it's a non-issue.

It's not just conferencing. A virtual world is not just an unusual Web conferencing solution. It is a space that simulates the whole range of human activities, including work-related ones.

As Forrester puts it, "virtual world vendors need to limit their focus on the quality of avatars, stop trying to compete with other collaboration solutions, and start building relationships with other collaboration providers."

Image credit: Antonio Bonanno


Comments

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  1. Virtual Worlds tend to be creepy. Would you interact socially like you would in a normal office? Take lunch? Bathroom breaks?

    Seems like a waste of time and effectiveness. Google Wave may be a much better option of the future.

    Posted by: Phil Novara | July 30, 2009 10:47 AM



  2. I agree with Phil. Second Life is creepy; nearly everyone there seems obsessed with avatar, and despite this focus on appearance, nobody comes across as realistic.

    At least in a real world office, I can expect that nobody will show up in a sexy animal costume, or ask me to dance.

     Posted by: Kristen Author Profile Page | July 30, 2009 9:17 PM



  3. I think you capture the social component very well, but I think you're neglecting the 3D potential. I think there are other ways to be social (unless you want deep contextualization), but the possibility of learning about things with 3D relationships (real or conceptual), even ones that change over time, is real opportunity too!

    Posted by: Quinnovator | July 31, 2009 3:24 PM



  4. Its a great artical. I also think we have not truly exploited the potential of monetization through the use of Virtual world.
    One very good real example could for example be its use for installation of appliances and fixtures. I would expect companies like Home Depot, Lowes or Best Buy to use avatars to demonstrate the installation of an appliance such as a Refrigerator after purchase by a consumer. Or it could be used for showing how to care for a plant in terms of watering or winter care.
    I think one reason for the slow adoption has been probably because, we are yet to look at these worlds through the eyes of service.
    @dileepsri

    Posted by: dileep | July 31, 2009 9:01 PM



  5. This information brings loads of new ideas for what gonna come in the future and the revolution that the virtual media will make in all marketing structure, targeting new niches of consumer through different and modern practices. Social Virtual Media is my masters dissertation which I still working out in that. That’s a very interesting field.

    Posted by: r4 ds | November 10, 2009 1:20 AM



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