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VIRTUAL WORLDS IN THE ENTERPRISE

VIRTUAL WORLDS IN THE ENTERPRISE. Tampa Bay Technology Leadership Association February 14, 2008. USER VIEWPOINT. Mauri Martin and Jennifer Stolzenbach. Speakers. Mauri Martin

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VIRTUAL WORLDS IN THE ENTERPRISE

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  1. VIRTUAL WORLDS IN THE ENTERPRISE Tampa Bay Technology Leadership Association February 14, 2008

  2. USER VIEWPOINT Mauri Martin and Jennifer Stolzenbach

  3. Speakers Mauri Martin Mauri Martin is a senior majoring in Management Information Systems in the John H. Sykes College of Business at the University of Tampa. She is from Belize. Her interests include crew, cycling. Jennifer Stolzenbach Jennifer Stolzenbach is a senior majoring in Math with a Math Programming minor at the University of Tampa. Her interests include programming, virtual worlds and reading.

  4. What are Virtual Worlds? • Computer-based simulated environment • Its users interact via avatars • Usually portrayed in the form of two or three-dimensional graphical representations • Allows for multiple users • Two basic genres: • Gaming • Social Networking

  5. Popular Virtual Worlds Active Worlds AlphaWorld Barbie Girls BOTS City of Heroes / City of Villains Citypixel Club Penguin Coke Studios Cybertown Dark Age of Camelot Disney's Toontown Disney's Virtual Magic Kingdom Dofus DreamvilleDubit Entropia Universe Eve Online EverQuest / EverQuest II Faketown Final Fantasy XI:Online Gaia Online GalaXseeds Guild Wars Habbo Hotel HiPiHi Knight Online Legend of Mir II / Legend of Mir II Lineage / Lineage II Lord of the Rings Online: Shadows MapleStory Mokitown Moove MU Online Muse Nicktropolis Playdo Runescape Scions of Fate (Yulgang) Second Life Second Life for Teens Sora City Star Wars Galaxies The Manor The Palace The Sims Online There TowerChat Traveler Ultima Online Virtual Ibiza Virtual MagicKingdom Virtual MTV Virtual World of Kaneva Voodoo Chat VP Chat vSide VZones Webkinz World Westward Journey II / Fantasy whyrobbierocks.com Whyville World of Warcraft Worlds.com Xivio Yohoho! Puzzle Pirates

  6. What is Second Life? Second Life is a 3-D virtual world entirely created by its residents Members assume an identity (avatar) Opened to the public in 2003 It has grown rapidly It is inhabited by millions of residents from around the globe

  7. How Big is Second Life?

  8. Who Uses Second Life? • Hotels (e.g. Starwood) • Schools (e.g. Harvard law school) • Government (e.g. NASA) • Businesses (e.g. H&R block) • General public

  9. Pros and Cons • Violence • Addictive • Adultery • Sexual content • Communication • Free/low cost to user • Fun • Easy to understand

  10. User Requirements • Internet Connection: High speed Cable / DSL • Sufficient bandwidth too! • Operating System: XP or Vista, Mac OS X 10.3.9 or better, modern 32-bit Linux environment is required. • Computer Processor: 1.5 GHz (XP), 2-GHz (Vista) 32-bit (x86) or better • Computer Memory: 1 GB+ • Video/Graphics Card**: • Nvidia Graphics • GeForce Go • ATI Graphics

  11. Experience Second Life

  12. EDUCATION VIEWPOINT Raymond Papp and Erika Matulich

  13. Speakers Dr. Erika Matulich Erika Matulich is an associate professor of marketing and director of the Master of Science in Marketing Program at the University of Tampa. She is also a Professional Certified Marketer and is certified in online instructional design. Her industry experience includes online treasury workstation development, network engineering, web-based survey design, and e-commerce. Her teaching and research interests include marketing technologies and technological business strategy implementation. Dr. Raymond Papp Raymond Papp is an associate professor in the Information Technology and Management department in the John H. Sykes College of Business at the University of Tampa. His research interests include Strategic Alignment, IT for Competitive Advantage, Distance Learning, and Pedagogical Issues in IT. He has published in numerous peer reviewed journals and presented at national and international conferences. Dr. Papp has worked as a computer programmer, senior analyst and management consultant and continues to maintain a consulting practice where he specializes in management consulting, strategic use of IS, & personalized training.

  14. Benefits of Second Life • Increased awareness and presence of businesses • Richer learning environment • Increased interest from students • Matches students’ technology interests and need for social networking • Can be used as an innovative marketing tool • Exposure to students to a different medium of learning

  15. Resource Considerations • Users with incorrect hardware are not able to use Second Life • Excessive bandwidth needs • Maintaining land bought in secondlife.com costs money and skilled manpower • Learning curve involved leaves many students and professors frustrated • No responsibility for online harassment, sexual encounters, stalking, and assault • Not all users enjoy learning in virtual worlds

  16. Which Universities AreUsing Second Life? • State Universities of: • New York • Minnesota • California • Pennsylvania • Ohio • Texas • Illinois • Iowa • Indiana • Idaho • Harvard • Stanford • Duke • Notre Dame • Columbia • Clemson • Bradley • …and many more!

  17. Educational Uses of 2nd Life • Virtual Teaching • Virtual Classes • Campus Tours • Recruiting • From colleges to companies…

  18. Virtual Teaching • Simulations • Historical Reenactments • Business Role Playing • Architectural Design / Engineering • Arts: Museums, Concerts, Plays • Lectures, Course Materials • Group Interaction

  19. Virtual Classes • Classrooms in Second Life give students a hands-on experience in the related field, encourage more participation & exchange of ideas in a more casual, relaxed environment.

  20. Campus Tours • Campus Tours: virtual campuses that replicate the real campus or are an entirely new virtual campus Boise State

  21. Recruiting • Interviews in Second Life: • Recruiters are conducting internship interviews in Second Life • Recruiting Information Sessions: admissions counselors can hold virtual information sessions for prospective students

  22. Colleges to Companies… • Communication- global users • Branding- companies use SL to develop their brand • Advertising- used for events and business • R&D- prototyping for business such as hotel • E-Commerce

  23. BUSINESS VIEWPOINT Jonathan Reichental

  24. Speaker Bios Jonathan Reichental Dr. Jonathan Reichental has 18 years of experience in the IT industry. He has worked with many Fortune 500 companies and has spent the last 12 years with PricewaterhouseCoopers. Currently, Dr. Reichental is focused on IT strategy and innovation. He lectures often on a range of technology subjects and has addressed audiences such as Harvard Business School, MIT, Information Management Forum, and the Conference Board Council of CIO Executives. He has a Ph.D. in information system as well as several other IT-related degrees.

  25. PwC in the U.S. • $7 billion net revenues • 2,100 Partners and 28,000 Staff • 72 offices in 34 states • Primary services are within Assurance, Tax, and Advisory • Clients include 75% of US Fortune 500 • Third largest privately owned organization in the country

  26. Section two Section title 1 Section title 2 Section title 3

  27. Virtual World Forecasts By 2012: • Virtual Worlds may well be as important as Web is today • 80% of Fortune 500 will participate in virtual worlds • 50% of large enterprises will have a virtual world presence

  28. Virtual World Statistics • Virtual worlds vendor revenue approximately $500m last year • C2C transactions worth ~$550m last year • 13% of European youth engaged in virtual worlds

  29. Current Focus of Enterprises • Subject matter acquisition • Experimentation • Marketing • eLearning • Commerce (To expand rapidly within 2 years)

  30. Organizations in Virtual Worlds

  31. PwC in Second Life Video

  32. Thank You! Questions?

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