In
the Linden Labs case study on IBM, they utilized the virtual world Second Life
to hold an annual meeting. Their
Academy of Technology proposed holding a conference about the use of virtual
worlds in late 2008, taking place within the virtual world itself. It was estimated that they saved
roughly $320,000 by having the conference in an online setting. Not only did
they save in travel and venue costs, but gained in employee productivity what
they would have lost if workers were unable to return to their work immediately
after the meeting. An additional benefit for attendees was the ability to
network with other’s at the conference and participate in several meetings and
settings of their choice by teleporting from place to place in Secon dLife.
Even after the meeting, IBM employees took advantage of Second Life during
general meetings in physical locations. After meetings, attendees could log on
to the virtual world and discuss the events that had taken place prior and
exchange thoughts and ideas moving forward. President of IBM’s AoT summed it up perfectly: “Second Life
provided an opportunity for us to have a positive social and technical
exchange, addressing most of our collaboration objectives. And, we delivered
the experience at about one fifth the cost and without a single case of jet
lag.” Based not only on revenue, but the outcome of the event and the growth of
networking opportunities, virtual worlds appear to be an extremely efficient
and successful way to help businesses in the technological world.
Edward
Castranova takes a completely different approach to virtual world, and instead
looks at the potential negative outcomes it could leave in the real world. He discusses the possibility of virtual
worlds being intertwined with our real lives and having more dramatic
influences on society as they continue to grow and prosper as a popular medium
in today’s world. While nervous that his attempts to convert to his ideas of
skepticism and virtual worlds may be futile, he still stresses the importance
of getting people to understand and care about his efforts. He describes our eventual understanding
as an “interactive epiphany” of sorts – when we come to the realization that
virtual worlds are not simply for gaming, but have many other, more serious
purposes (not just kid stuff anymore). He urges us to learn of the dangers of
immerging ourselves in virtual worlds, and getting lost in them. Because we can
hide behind the screen, we may use virtual worlds to be something different
than what we are in real life – toxic immersion, or losing consciousness in
technological mediums. This doesn’t only speak to virtual worlds, but
technology as a whole. While the machine may not be the “culprit”, by delving
into all the possibilities it has to offer, we may lose ourselves, and the
dangers could be detrimental.
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