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HRPS DC Deck

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18
Second Life: The Business Case for HR in the Virtual World
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Page 1: HRPS DC Deck

Second Life: The BusinessCase for HR in the Virtual World

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Should I be worried about it? Should MY organization be there? Why would we??

What IS this?? Is it a game??Who ARE these people that spend their time and MONEY there – and what the heck do they DO there?

How is it different than MySpace or Facebook?Should I let my kids be on it? Should I

let my EMPLOYEES use it?Isn’t it just a big WASTE of time?

I heard someone made $1M in Second Life…say it isn’t so?

Is it SAFE? Is it secure?

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4Sources: Business Week April 2006, The Economist. Living a Second Life, Sept. 28, 2006

Second Life is some unholy offspring of the movie The Matrix, the social

networking site MySpace and the online marketplace eBay.

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Tony O’Driscoll, aka

Wada Tripp

Duke University Professor of the Practice,

Fuqua School of Business

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6Source: Joe Miller. Linden Lab

All Data: (Industry, Job Level, Company Size, # Learners Impacted)

16 Million Members1.1 Million Active Residents350,000 Hours of Use Per Day87,500 Hours Development Time/Day$1.6 B worth of Free Work per Year163 Virtual Square Miles (5X Boston)520,000 Unique Items traded/Month

Clearly if social activity migrates to synthetic worlds, economic activity will go there as well. Castranova

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81% of the business population age 34 or younger are gamers 56 million are old enough to be employees 7 million are already managers in the current workforce

Sources: Merrill Lynch 1999, Beck and Wade, Got Game., Prensky, Digital Game Based Learning

Digital ImmigrantsDigital Natives

The new generation is huge, 90 million people in the US alone. Already there are more of them around than there

are baby boomers. Beck and Wade

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9Source: e-Learning Guild

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By the end of 2011, 80 percent of active Internet users (and Fortune 500 enterprises) will have a “second life”, but not necessarily in Second Life,

Steve PrenticeGartner

Source: Gartner Consulting, IBM EBO

3D DigitalDomains

3Di ValueDrivers

Metaverse IntraverseInterverse

Collaboration

Commerce Learning

Web 1.0 Analogue B2B B2EB2C

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Dr. Robin Teigland, aka

Karinda Rhode

Stockholm School of Economics

Associate Professor

Photo: Henry Lundholm , Metro

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Chuck Hamilton, aka

Longg Weeks

IBM Learning and New Media

Program Manager - IBM 3D Internet Team

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Application across IBM’s HCM Lifecycle

• Second Life Recruiting Center – Themed Zones, Education and Meeting Spaces, etc

• 3DI On-boarding and Orientation

• 3DI Learning Experience Spaces in Multiple Environments

• 3DI Business Rehearsal and Testing

• 3DI Virtual Career Portal

• Virtual Workplace for Employees

Collaborationand Portals

WorkforceManagement

Learning andDevelopment

PerformanceManagement

Collaborationand Portals

WorkforceManagement

Learning andDevelopment

PerformanceManagement

Enabling enterprise

innovation and performance

through improved workforce

effectiveness

Enabling enterprise

innovation and performance

through improved workforce

effectiveness

• Virtual Workplace for Employees

• Career – Fast Forward Zone Meeting Space

• Expertise and Event Collaboration

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Steve Mahaley, Director of Learning Technology, Duke Corporate Education

[email protected]

Ace Carson in SL

Tony O’Driscoll, Professor of the Practice, Fuqua School of Business, Duke University

[email protected]

Wada Tripp in SL

Robin Teigland, Associate Professor, Stockholm School of Economics

[email protected]

•Karinda Rhode in SL

Chuck Hamilton, Learning and New Media Program Manager - IBM 3D Internet Team

[email protected]

Longg Weeks in SL


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