AIIP Webinar: Virtual Worlds
Post on 18-May-2015
Embed Size (px)
DESCRIPTIONThis 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.
- 1. AIIP Webinar: Virtual WorldsJill Hurst-Wahl Hurst Associates, Ltd. Dec. 10, 2008 Copyright2008, Hurst Associates, Ltd. All rights reserved .
- 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 Chambers
- CEO, Cisco Systems
- June 24, 2008
4. What defines a virtual world?
- Immersive environment
- Social media
- Game / not-a-game
- Interact with others
- 2-D / 3-D
- Avatar & text based
5. How do people learn?
- Learn by doing
- Free-form virtual worlds are appropriate for some learners (and for some businesses, etc.)
6. 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
7. 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
- Second Life
- Active Worlds
- World of Warcraft
9. Portable avatars
- To move between games and avatar-based worlds and applications
- IBM, Google, Cisco, Intel, Sony, Microsoft, and Motorola
10. VWs are used for(example)
- Education & instruction
- College courses, private workshops
- Trade shows & conferences
- Social events
11. 12. 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
- 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)
- Think of NYC:
- Burroughs & neighborhoods (islands)
- Lots to do
- What do you do in NYC?
- International / multicultural
- Never sleeps
15. 16. 17. 18. And who are these avatars (really)? 19. 20. 21. 22. 23. 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?
- Introduction to Second Life( SusiSpicoli )
- What is Second Life?(StudioDell)
- How to Live in Second Life(StudioDell)
- Companies in Second Life(StudioDell)
- NOAAs Virtual Island
- Ohio University SL Campus
- Exploring Virtual Worlds(j0esanchez)
- Second Life spoof(bourgery)
- 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.
- 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.
- Jill Hurst-Wahl
- Meebo & Skype: jill.hurst.wahl