aiip webinar: virtual worlds
DESCRIPTION
This webinar will introduce AIIP members to virtual worlds in general, and Second Life specifically. With hundreds of millions of dollars being invested in virtual worlds each year, virtual worlds are becoming second homes for corporations, government agencies, universities, not-for-profit agencies, and everyday people. Virtual worlds (VW) are being used by every age group and culture. As they evolve, there is the possibility that a VW will be our next browser interface. With all of this activity and potential, this presentation and discussion will focus on the activities that are occurring, the potential future promises and why information professionals need to be involved.TRANSCRIPT
AIIP Webinar:Virtual Worlds
Jill Hurst-WahlHurst Associates, Ltd.
Dec. 10, 2008
Copyright © 2008, Hurst Associates, Ltd. All rights reserved.
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…all kinds of virtual interfaces, including… virtual reality, "will forever change business models and entertainment...We may disagree on the time frame. It's not a question of if, but when."
John ChambersCEO, Cisco Systems
June 24, 2008
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What defines a virtual world?
Online Immersive environment Social media Game / not-a-game Interact with others 2-D / 3-D Avatar & text based
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How do people learn?
Text Audio-Visual Demonstration Learn by doing Interactive
Free-form virtual worlds are appropriate for some learners (and for some businesses, etc.)
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Virtual Worlds Management reports >$1 billion invested in VWs in 2007 9 out of 10 business experiments in virtual
worlds fail within 18 months (Gartner) Experimenting (with costs of $5,000 - $50,000)
By 2012, Gartner estimates that 70% of organizations will have established their own private virtual worlds. Better expectations Clearer objectives
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How many?
More than we can count 100+ virtual worlds now operating live or
are currently in development that have at least a general focus on the under-18 market
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Examples
Second Life Active Worlds Kaneva Whyville World of Warcraft BuildaBearVille
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Portable avatars
To move between games and avatar-based worlds and applications
IBM, Google, Cisco, Intel, Sony, Microsoft, and Motorola
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VWs are used for…(example)
Education & instruction College courses, private workshops
Trade shows & conferences Marketing Exhibits Social events
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What is Second Life?
2003 opened to public by Linden Labs MUVE but not a game
Separate teen and adult grids Has its own currency & economy
First millionaire – Fall 2006
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16+ million registered users 40K – 60K online at anytime 1.4 million online in last 60 days 84K premium residents (08/2008)
13,976 + islands 223,616+ acres (04/2008)
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Think of NYC: Burroughs & neighborhoods (islands) Lots to do
What do you do in NYC? International / multicultural Never sleeps
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And who are these avatars (really)?
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Final Thoughts Consider this v.1 Information professionals need to position
themselves formally/informally to take part Projects are learning experiences
What can the organization do? Goals? Who is the project for? What works in a virtual world?
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Videos Introduction to Second Life (SusiSpicoli) What is Second Life? (StudioDell) How to Live in Second Life (StudioDell) Companies in Second Life (StudioDell) NOAA’s Virtual Island Ohio University SL Campus Exploring Virtual Worlds (j0esanchez) Second Life spoof (bourgery)
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Resources
Computing requirements Membership plans
Virtual Worlds News Second Life Workgroup. “SLA's Second Life.”
Information Outlook, June 2008. Hurst-Wahl, Jill. “Librarians and Second
Life.” Information Outlook, June 2007.
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Resources Bailey, Dave. “The virtual world is your
oyster.” IT Week, April 23, 2008. Lohr, Steve. “Second Life: Tamed for
Corporate Consumption.” New York Times, April 2, 2008.
Noyes, Katherine. “Getting Real in Virtual Meetings.” E-Commerce Times, Jan. 1, 2008.
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Jill Hurst-Wahl
Meebo & Skype: jill.hurst.wahl
www.HurstAssociates.com
www.Digitization101.com
www.eNetworking101.com