Showing posts with label second life. Show all posts
Showing posts with label second life. Show all posts

Friday, June 27, 2008

Learning Leadership Online?

It was an interesting experience to be part of the seminar on The Play Element of Learning Leadership in Amsterdam last Tuesday. It was a seamless combination of speakers and audiences in several locations: there were speakers and an audience in Amsterdam, speakers participating from North America with a video link and we had an audience in Second Life watching a video feed of the whole thing and asking questions. My congratulations to Eduverse for putting it all together.

Tony O'Driscoll came to us by video link to highlight the main points from the Seriosity/IBM reports that were central to this seminar. I followed up with a short keynote on the managerial relevance of games and especially game design. The most important part of the seminar was formed by the presentations of Utrecht University graduate students who had elaborated on the Seriosity/IBM reports. One of the main points of their research papers was that it is difficult to transfer elements of online games to organizations because the two domains are so different. This was further emphasized by David Williamson Shaffer, who pretty much took apart the Seriosity/IBM research by re-interpreting some of the figures in the report (after Tony O'Driscoll had virtually left the room, for which David apologized). His main point matched that of the students: isolated skills do not transfer well at all between different contexts. So no, you cannot learn to be a corporate leader from playing World of Warcraft because the two contexts (what David calls epistemic frames) don't match.

I tend to agree. My answer to that problem is to take one step back. To look at the game design instead of the game. And to see how you can apply game design to improve the design of organizations.

Thursday, June 19, 2008

The Play Element of Learning Leadership


I will be giving a short presentation on June 24th about Game Design for Managers at a seminar in Amsterdam organized by Utrecht University and IBM called The Play Element of Learning Leadership. The core of the seminar will be presentations of research done by graduate students at Utrecht University, who elaborated on the “Virtual Worlds, Real Leaders” report by Reeves and Malone. It will be streamed live on the internet and inworld in Second Life. Details about the stream (including the SLurl) will be announced here.

Saturday, March 24, 2007

Space and Place


As I mentioned in an earlier post, virtual worlds such as Second Life are not new. As a matter of fact, around the turn of the century there was a blossoming field of research called CVE or Collaborative Virtual Environments (I even put in my two cents' worth [in Dutch] at the time). With its roots in Virtual Reality, CVE research introduced a new and important aspect to ICT: that of shared virtual spaces populated by avatars. That period also saw virtual worlds on the internet, with ActiveWorlds as the Second Life of that time, albeit with nowhere near the current media exposure. For more on that period, check out Bruce Damer's excellent history lesson over at Terra Nova.

And although most of the products, worlds and research projects from that period didn't last, it is important to take some of the lessons we learned with us. I see a tendency in current virtual world research to not be informed by important CVE discussions of the past. One of the most important discussions of the time focused on the concepts of space and place.

The obvious difference between using a virtual world such as Second Life and a normal website is the 3D aspect. A virtual world tries to create a sense of physical space. This space allows us to see ourselves (our avatars) in relation to others (their avatars), which means we can stand close or far away from somebody, face them when they speak or use rudimentary body language. This shared space also allows us to work together on or talk about objects that we can all see. This aspect of using " shared artifacts" was an important drive in CVE research. It is also presented as an important selling point for current virtual world tools such as Qwaq (see previous post and a discussion I had on Raph's website).

The lesson I draw from the CVE period is that too big a focus on space can make us forget the creation of a place. A place is a space invested with meaning. The easiest example is the home (as a place) compared to the house (as a space). How interesting is it for a company to have a space in Second Life when nobody visits it. Wouldn't it be more useful to create a Web 2.0 style website that actually draws visitors and creates a place to promote your brand?

The biggest impact a virtual world can have is when place and space are combined. A sense of community (a place that I like to go back to) combined with a shared space that makes it possible to " bump into" people and strike up opportunistic conversations [1]. That is were the true power of virtual worlds lies.

[1] Remy Evard, Elizabeth F. Churchill and Sara Bly, "Waterfall Glen: Social Virtual Reality at Work" , in: Elizabeth F. Churchill, David N. Snowdon and Alan J. Munro (Eds), Collaborative Virtual Environments: Digital Places and Spaces for Interaction, Springer-Verlag, London, 2001.

Thursday, March 15, 2007

Deja Vu All Over Again


Shortly after Sun showed their MPK20 workspace (see previous post) another company came out of stealth this week with a virtual world collaboration space: Qwaq. With the venerable Alan Kay as one of their advisors, I will not doubt they've given their business model a lot of thought. However, my gut feeling is that they are too soon and have chosen the wrong approach.
I feel Qwaq is making a translation of virtual worlds to a business collaboration context that is too literal. A literal translation of a virtual world to a business collaboration context has been attempted before. Around the turn of the century a virtual world called Alphaworld was a bit of a hype (although nowhere near what we're seeing with Second Life at the moment). This coincided with the popularity of a research field called Collaborative Virtual Environments (virtual reality based collaboration spaces). We then also saw companies trying to capitalize on this popularity with a business-oriented virtual world collaboration space. The one that springs to mind is Blaxxun. The company still exists but we have not seen a large-scale adoption of these kinds of collaboration spaces in the past five years. One of the reasons is off course that there was never a consumer pull for virtual worlds like there is now. It was more or less the hobby of a small number of researchers. The context has changed tremendously, with tens of millions of people using virtual worlds now.
However, I personally don't think that just because there is now a big consumer market for virtual worlds, applications in business like Qwaq will suddenly be succesful. We are just beginning to understand what is behind the current success of virtual worlds like Second Life. It will take a bit more study to understand which aspects of virtual worlds can have a relevance in a business collaboration and knowledge sharing sense. And that is exactly what our research project is trying to uncover.
For now, I would put my money on companies like Raph Koster's Areae which is much more in touch with the gamer community and related aspects of fun, enjoyment and motivation. As described in a previous post, this is the direction that we are currently taking in our project.

Friday, March 9, 2007

Beyond Second Life


The Game Developers Conference that is currently taking place in San Francisco has some interesting announcements that hopefully open the eyes of the world to the fact that there is more to virtual worlds than Second Life.

The most spectacular announcement was Sony's Home: a free virtual world for Playstation 3 users, to be launched this fall. The 3pointD blog posted a video that makes Second Life look like something from the 1990s.

The other announcement was by Sun, which is making its game development platform (Darkstar) open source and showed a virtual workspace based on this platform: MPK20. It is basically a virtual world that Sun employees use to collaborate in teams. It is the first environment I've seen of this kind, other than some experiments in Second Life by the likes of IBM. It is important to keep an eye on virtual world developments at Sun (and others, like Multiverse and Areae) amidst all the Second Life hype.

Thursday, March 1, 2007

A voice you can trust

Linden Lab is reportedly close to including voice in the Second Life interface. Nate Combs makes some interesting comments about the use of voice in virtual worlds over at the Terra Nova blog. Most interesting from the perspective of the knowledge worker is the relationship he discusses between the use of voice and trust. Voice should increase trust, which makes the transfer of knowledge easier. But will the use of voice disturb other aspects of the virtual worlds experience? The issue merits some further investigation.

Sunday, February 25, 2007

Virtual worlds, motivation and knowledge transfer


There is a considerable difference in approach between virtual worlds (such as Second Life) and 'traditional' ICT to support communication and collaboration (the latter is known as computer supported cooperative work or CSCW). Virtual worlds are about entertainment and play while CSCW is connected to work. It is this distinction that provides an interesting tension and a basis for our virtual worlds research project.

The aim of many current CSCW projects is to try to support all aspects of the work patterns of a group in a situation where the group is not in one location. However, it is a well-established fact that ambiguous and informal information is not easily communicated by means of ICT. We often revert to face-to-face contact for these situations. Prominent scholars of CSCW have concluded that this poses a fundamental problem, described by Mark Ackerman as the social-technical gap: ICT cannot support all social aspects of the work patterns of a group. Others have argued that trying to imitate a face-to-face situation with ICT is essentially a dead-end road.

What this means is that CSCW falls short in the area of effective knowledge transfer, because this depends on opportunities for informal communication (as put forward by the likes of Davenport and Prusak). The field of knowledge management has shown that effective knowledge transfer is key in achieving sustained competitive advantage.

When looking at the human-computer interaction taking place, the focus of CSCW as described above can be characterized as a focus on extrinsic motivation. It is not the human-computer interaction itself that is motivating, but it is the outcome of the activity that should supply the motivation. We are motivated by accomplishing a work-related task. The ICT we use seems to be more of an irritating intrusion that is best avoided by meeting in person.

What is missing, then, from a typical CSCW situation is an intrinsic motivation: the human-computer interaction itself supplying the reward. This is what happens in virtual worlds, where the experience of using this technology becomes enjoyable in itself. A review of research on virtual worlds and related subjects gives some indications of the ways in which this intrinsic motivation is created:

  • by giving the user appropriate challenges and rewards
  • by taking the user out of everyday existence
  • by giving the user a first-person perspective with direct feedback (important early work in this field was done by Brenda Laurel)
  • by creating an opportunity for shared activity
  • by allowing the user to see himself within the context of the group.
If organizations do not solely want to rely on face-to-face communication for the effective transfer of knowledge, a new set of ICT tools is needed. In numerous situations, face-to-face contact is expensive in terms of time and money. An effective way to transfer knowledge while avoiding these costs can be very attractive to many organizations.

The current state of the art in CSCW does not supply these ICT tools. The theory presented here suggests that virtual worlds may offer better opportunities for knowledge transfer based on their elements of intrinsic motivation. Following from the discussion above, we aim to answer the following research question:

Does interaction by means of virtual worlds generate higher levels of knowledge transfer than interaction by means of e-mail, chat and online team rooms in groups of knowledge workers with similar features?

We are currently refining this research question in discussions with fellow researchers and clients. We welcome your input. To design a suitable research method, the next step will be to define the elements of the research question and hypotheses in a way such that they can be observed and measured.

Thursday, February 15, 2007

Knowledge workers in Second Life


One of the areas of research that we are focusing on at YNNO is the managerial relevance of virtual worlds. Second Life is of course the most well-known example at the moment. It has become a victim of media hype in the last few months. Because of this media attention it has also become a popular vehicle for product marketing, with companies like Toyota, Nike, Philips and ABN AMRO announcing their presence.

Virtual worlds have been with us since the beginning of the 1980s. They started out with communication in text only and since the end of the 1990s we also have graphical virtual worlds with a 3D, first-person perspective. Increasing computing power and available bandwidth fueled a growth of these virtual worlds from the beginning of this century, primarily in gaming environments. Only very recently have non-gaming worlds like Second Life and There gained a critical mass of users. It is important to note, however, that the gaming virtual worlds like World of Warcraft are still several orders of magnitude bigger than Second Life. In total, there are some 15 to 20 million people worldwide (accurate figures are hard to find, but the best available data is here) that regularly spend a considerable amount of time in a virtual world (Nick Yee has reliable data about the amount of time spent in these worlds).

What makes these virtual worlds interesting from our perspective is that new ways of communicating and collaborating seem to be emerging in these environments. Users of these virtual worlds pay no attention to the physical location of the person they are speaking to and will collaborate just as easily with someone from the same town as with someone from the other side of the world.

Many organisations would love to have this flexibility. Especially in this day and age, when the success of an organisation increasingly depends on knowledge workers being able to find each other quickly to reach the best solution, independent of their location. Something seems to be happening in virtual worlds on the internet that might very well be a fit with new organisational forms in our knowledge-based economy.

One of our research projects is aimed at investigating what makes these virtual collaborations successful and at finding out what managers can learn from this. This project started started in August of last year and some of the first results are taking shape.

Watch this space for updates.