Date post: | 24-Jan-2015 |
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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?
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
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
What’s going on with virtual worlds today?
mentoring
Green Data Center
SOA Training
Play is how we principally learn and principally create" Ray Kurzweil
many tochoose from
IBMLotus Tools
BMW Training
Media
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
Ace Carson in SL
Tony O’Driscoll, Professor of the Practice, Fuqua School of Business, Duke University
Wada Tripp in SL
Robin Teigland, Associate Professor, Stockholm School of Economics
•Karinda Rhode in SL
Chuck Hamilton, Learning and New Media Program Manager - IBM 3D Internet Team
Longg Weeks in SL