Can you really look to a virtual world to generate
serious profits in real life? Many organisations are aiming not to
miss out by building a virtual presence now.
One of the turning points in the history of software development
occurred in November 2006, when Sun Microsystems announced that it
would take its Java programming language open source.
However, for many the importance of the announcement was
obscured by the fact that Sun held the developer Q&A session
exclusively at its pavilion base in the virtual world, Second
Life.
While many complained of technical difficulties, others
criticised the event as virtual "gimmickry".
There is no doubt that many of the initial business-related
moves into Second Life have consciously attempted to grab
"first-mover" media attention.
However, many observers believe that Second Life - or any other
3D virtual world - could become a serious enterprise tool for
performing a range of business functions, from communication and
collaboration, to 3D modelling and IT architecture prototyping. As
a result, more organisations are creating a Second Life
presence.
Second Life was launched by Linden Labs in 2003, and has since
grown to include more than three million "residents". Second Life
has its own economy that generates an estimated £32m per year, and
a currency - Linden dollars - that can be used to buy virtual
tools, clothes, land and property, and can be exchanged between
real-world currencies.
However, it differs from other popular online worlds in that it
is not a goals-based game, but rather a 3D virtual space where
users can interact using instant messaging, network, or create
content, objects, tools and applications.
"Second Life is a new phenomenon that represents a completely
different approach to business, just as the internet did at the
beginning. We are now seeing all sorts of commercial businesses
taking a serious look at Second Life," says Steve Prentice, senior
analyst at Gartner.
Prentice believes that as a communications and collaboration
tool, Second Life could be "as important as the internet and
e-business", and advises that all organisations should be at least
experimenting with the new phenomenon.
"Second Life is unique in that it has created a blank canvas for
individuals and organisations to create content and services, and
to experiment with them in a virtual world. Whether it will be
Second Life or another virtual world, the concept is here to stay,
and in the longer term 3D virtual worlds will become important
business tools for testing new ideas and models," he says.
Taking part is easy. Any user or organisation can join Second
Life by going to the website and downloading a 25Mbyte software
client free of charge for a basic account. Users will then be asked
to create their own avatar from a comprehensive list of
customisable characteristics.
"Businesses should be experimenting. People in your organisation
may already be using Second Life, so there is an opportunity to
develop home-grown expertise, and to understand what it is all
about before your competitors," says Prentice.
Large IT companies have already seen its potential as a
communication tool, and are using Second Life to reach the global
community of IT directors, programmers and developers. Cisco, Sun,
Dell and IBM have all made significant investments in Second Life,
purchasing "virtual land", which equates to space on Linden Labs'
Linux-based servers.
PC manufacturer Dell has also created "Dell Island", which
features a "virtual factory" where visitors can customise computers
that will be delivered to their real-life doorstep.
IBM, meanwhile, views Second Life as part of its wider strategy
to develop an open source, collaborative "3D internet". The company
has 12 islands, some of which are open to the public, while others
are private and require authentication to enter.
IBM has a community of 1,500 internal engineers, consultants and
designers using these spaces to brainstorm, collaborate on projects
and discuss new concepts regardless of their physical
geography.
Ian Hughes, metaverse evangelist at IBM, says the inherent
"presence" aspect of Second Life makes it ideal for collaboration,
meetings, conferences and other networking events.
"Meetings in Second Life have a more human, memorable and
productive element to them. Think of a teleconference, where 30
people dial in, remain silent on the line until the event starts,
take part and then dial off.
In the virtual world you would enter the conference room to see
social groups huddled together chatting just as they would at a
real-world conference. Once the event is over, some people hang
back to chat, network and maintain old business relationships or to
create new ones," says Hughes.
In addition, the in-built 3D modelling tools provided by Second
Life offer the opportunity to create prototypes and collaborate on
them in a 3D environment, without the need to construct costly
"real-world" prototypes.
For example, IBM is developing a project that will allow
organisations to model and experiment with their IT architecture.
The system recreates IT architectures as a "molecule", with rods
and atoms representing the 3D layout of the system, which can then
be manipulated in real-time to test different structures.
IBM believes that such modelling will help to reduce the
complexity of understanding "brownfield" IT sites.
"Using 2D modelling it is very difficult to evaluate just where
the bottlenecks are, how the system will operate, and so on. This
will help companies visualise their systems, and could even be used
to better understand business processes and work flow," says
Hughes.
But a wide range of non-IT organisations are also keen to
experiment, from hotel chains and automotive companies, to market
research houses and architects.
US department store Sears opened a prototype showroom in Second
Life, where customers can change cabinet and countertop colours in
a kitchen or redesign areas of their own homes from its online
showroom. The company hopes that it will help it fight fierce
competition in the electronic appliances sector.
Meanwhile, hotel chain Starwood Hotels recently launched
"Aloft", a virtual concept hotel that will allow the company to
observe consumers' response to an "experimental" style of
hotel.
The company saves money by not having to build a physical
mock-up of a new hotel. The virtual hotel serves as a "laboratory"
that can be reconfigured easily to change or add elements according
to consumer feedback, says Brian McGuinness, Starwood
vice-president
The virtual hotel was itself designed by architect firm
Crescendo Designs, which has its own Second Life offices and a
virtual development of "show houses".
The company also designs bespoke luxury homes for customers in
the virtual world before they are physically constructed, allowing
customers to see how their specially designed house might look in
the real world.
The concept is also gaining interest in the automotive industry,
which has already built sophisticated websites to allow customers
to model and customise car models on the internet before
buying.
Linda Zimmer, CEO of Marcom Interactive, which advises companies
on how new media technologies can be applied to their business,
describes how Toyota has recently created and released virtual
models of its Scion cars into Second Life. Toyota will observe how
consumers customise the cars and use any insights gained to feed
back into real-world strategy.
"This is a testing environment that everyone is watching
closely. It might not help sales of Scion cars, but it will help
Toyota get into the minds of consumers in the real world," says
Zimmer, who adds that BMW is also keen on the concept.
She acknowledges, however, that not all organisations should be
investing the amounts of money required for such large-scale
projects.
Zimmer estimates that buying an island in Second Life costs in
the region of £850, while the costs for creating 3D buildings in
the virtual world could rise to £5,000-plus, depending on the scope
of the project.
But Second Life has a number of low-cost business applications
too. The use of virtual focus groups, for example, is providing
insight for organisations looking to target the young, "tech-savvy"
consumers using Second Life.
As a result, there is a small, but growing number of market
research houses offering consumer research services. Market Truths
and Repres are two such research houses using Second Life.
"The biggest advantage for market research is that companies can
observe consumers using and interacting with their product," she
says.
Zimmer believes that Second Life and similar 3D environments
will become integrated into the way businesses operate, perform
research and development, and serve and interact with customers.
She encourages organisations to get in and experiment with Second
Life, just as they did with websites and the internet.
Just visiting Second Life may spark some ideas, says Zimmer.
However, there are some important issues that all organisations
should take into account before stepping into the virtual
world.
"Organisations should provide guidelines for employees' avatar
profiles, and a policy about revealing 'first life' information.
Consider what information may be sensitive and advise your
employees about what a positive profile should include when
operating in Second Life under your brand name," she says.
Using avatars can give employees the perception that they are
less accountable, although they are still representatives of the
brand reputation. Online management consultancy Depo Consulting
offers organisations a "Beginners' Guide for Businesses", which can
be downloaded in PDF format and provides a number of
business-focused tips for organisations trialling Second Life.
The cultural aspect should also be taken seriously, if
organisations are not to risk annoying or alienating potential
customers. As such, Second Life should be considered as a sensitive
and unfamiliar environment and treated in the same way as a
business entering a new real-world market, such as the Far
East.
Rob Enderle, head of research firm Enderle Group, urges
businesses to focus on the importance of privacy and security
awareness in Second Life.
Unless organisations have invested in creating secure areas - as
IBM has - for internal communications or collaboration with invited
guests, instant messaging conversations are open to anyone in the
virtual vicinity.
"There is a risk with any new channel, and there has been
[intellectual] theft in Second Life. The security aspects of
virtual reality are not fully understood yet, let alone mitigated,"
he says.
The overall consensus, however, is to try it. No initial
investment is required and it could just turn out to be as
ubiquitous as the internet.
www.secondlife.com
Depo Consulting's beginner's guide
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