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Speakers
Mauri MartinMauri Martin is a senior majoring in Management Information Systems in the John H. Sykes College of Business at the University of Tampa. She is from Belize. Her interests include crew, cycling.
Jennifer StolzenbachJennifer Stolzenbach is a senior majoring in Math with a Math Programming minor at the University of Tampa. Her interests include programming, virtual worlds and reading.
What are Virtual Worlds?
• Computer-based simulated environment• Its users interact via avatars
• Usually portrayed in the form of two or three-dimensional graphical representations
• Allows for multiple users• Two basic genres:
Gaming Social Networking
Popular Virtual Worlds
Active WorldsAlphaWorld Barbie GirlsBOTS City of Heroes / City of Villains Citypixel ClubPenguin Coke StudiosCybertown Dark Age of CamelotDisney's ToontownDisney's Virtual Magic Kingdom Dofus Dreamville Dubit Entropia Universe Eve Online EverQuest / EverQuest IIFaketown Final Fantasy XI:Online Gaia Online GalaXseeds Guild Wars Habbo Hotel HiPiHi Knight Online Legend of Mir II / Legend of Mir II Lineage / Lineage II Lord of the Rings Online: Shadows MapleStory Mokitown Moove MU Online Muse
Nicktropolis Playdo Runescape Scions of Fate (Yulgang)Second Life Second Life for Teens Sora City Star Wars Galaxies The Manor The Palace The Sims Online There TowerChat Traveler Ultima Online Virtual IbizaVirtual MagicKingdomVirtual MTV Virtual World of Kaneva Voodoo Chat VP Chat vSide VZones Webkinz WorldWestward Journey II / Fantasywhyrobbierocks.comWhyville World of Warcraft Worlds.com Xivio Yohoho! Puzzle Pirates
What is Second Life?
• Second Life is a 3-D virtual world entirely created by its residents
• Members assume an identity (avatar)
• Opened to the public in 2003
• It has grown rapidly
• It is inhabited by millions of residents from around the globe
Who Uses Second Life?
• Hotels (e.g. Starwood)
• Schools (e.g. Harvard law school)
• Government (e.g. NASA)
• Businesses (e.g. H&R block)
• General public
Pros and Cons
• Violence• Addictive• Adultery• Sexual content
• Communication• Free/low cost to user• Fun• Easy to understand
User Requirements
Internet Connection: High speed Cable / DSL Sufficient bandwidth too!
Operating System: XP or Vista, Mac OS X 10.3.9 or better, modern 32-bit Linux environment is required.
Computer Processor: 1.5 GHz (XP), 2-GHz (Vista) 32-bit (x86) or better
Computer Memory: 1 GB+Video/Graphics Card**:
Nvidia Graphics GeForce Go ATI Graphics
Speakers
Dr. Erika MatulichErika Matulich is an associate professor of marketing and director of the Master of Science in Marketing Program at the University of Tampa. She is also a Professional Certified Marketer and is certified in online instructional design. Her industry experience includes online treasury workstation development, network engineering, web-based survey design, and e-commerce. Her teaching and research interests include marketing technologies and technological business strategy implementation.
Dr. Raymond PappRaymond Papp is an associate professor in the Information Technology and Management department in the John H. Sykes College of Business at the University of Tampa. His research interests include Strategic Alignment, IT for Competitive Advantage, Distance Learning, and Pedagogical Issues in IT. He has published in numerous peer reviewed journals and presented at national and international conferences. Dr. Papp has worked as a computer programmer, senior analyst and management consultant and continues to maintain a consulting practice where he specializes in management consulting, strategic use of IS, & personalized training.
Benefits of Second Life
Increased awareness and presence of businesses
Richer learning environment
Increased interest from students
Matches students’ technology interests and need for social networking
Can be used as an innovative marketing tool
Exposure to students to a different medium of learning
Resource Considerations
Users with incorrect hardware are not able to use Second Life
Excessive bandwidth needs Maintaining land bought in
secondlife.com costs money and skilled manpower
Learning curve involved leaves many students and professors frustrated
No responsibility for online harassment, sexual encounters, stalking, and assault
Not all users enjoy learning in virtual worlds
Which Universities AreUsing Second Life?
• State Universities of:• New York• Minnesota• California• Pennsylvania• Ohio• Texas• Illinois• Iowa• Indiana• Idaho
• Harvard• Stanford• Duke• Notre Dame• Columbia• Clemson• Bradley• …and many
more!
Educational Uses of 2nd Life
• Virtual Teaching• Virtual Classes• Campus Tours• Recruiting• From colleges
to companies…
Virtual Teaching
• Simulations– Historical Reenactments– Business Role Playing– Architectural Design /
Engineering– Arts: Museums,
Concerts, Plays
• Lectures, Course Materials
• Group Interaction
Virtual Classes
Classrooms in Second Life give students a hands-on experience in the related field, encourage more participation & exchange of ideas in a more casual, relaxed environment.
Campus Tours
Campus Tours: virtual campuses that replicate the real campus or are an entirely new virtual campus
Boise State
Recruiting
Interviews in Second Life: Recruiters are conducting
internship interviews in Second Life
Recruiting Information Sessions: admissions counselors can hold virtual information sessions for prospective students
Colleges to Companies…
• Communication- global users• Branding- companies use SL to
develop their brand• Advertising- used for events
and business
• R&D- prototyping for business such as hotel
• E-Commerce
Speaker Bios
Jonathan ReichentalDr. Jonathan Reichental has 18 years of experience in the IT industry. He has worked with many Fortune 500 companies and has spent the last 12 years with PricewaterhouseCoopers. Currently, Dr. Reichental is focused on IT strategy and innovation. He lectures often on a range of technology subjects and has addressed audiences such as Harvard Business School, MIT, Information Management Forum, and the Conference Board Council of CIO Executives. He has a Ph.D. in information system as well as several other IT-related degrees.
PwC in the U.S.
• $7 billion net revenues• 2,100 Partners and 28,000 Staff • 72 offices in 34 states• Primary services are within Assurance, Tax,
and Advisory• Clients include 75% of US Fortune 500 • Third largest privately owned organization in
the country
Virtual World Forecasts
By 2012:• Virtual Worlds may well be as
important as Web is today• 80% of Fortune 500 will participate in
virtual worlds• 50% of large enterprises will have a
virtual world presence
Virtual World Statistics
• Virtual worlds vendor revenue approximately $500m last year
• C2C transactions worth ~$550m last year• 13% of European youth engaged in virtual
worlds
Current Focus of Enterprises
• Subject matter acquisition• Experimentation• Marketing• eLearning• Commerce (To expand rapidly
within 2 years)
Organizations in Virtual Worlds
ABN AMRO
Adidas
Amazon
AMD
American Cancer Society
BBC
Best Buy
BMW
Microsoft
Circuit City
Cisco
CNET
CNN
Coca-Cola
Comcast
Dell
H&R Block
Harvard Law School
IBM
ING
Intel
iVillage
Kraft Food
Major League Baseball
Mazda
Mercedes Benz
Microsoft
MTV
NASA
NBA
NBC
Nissan
NPR
Penguin
Philips
Pontiac/GM
Reebok
Reuters
Scion
Sears
Sony
Sprint
Sun Microsystems
Thompson NETg
TMP Worldwide
Toyota
Vauxhall
Visa Europe
Warner Bros Music
Weather Channel
Wells Fargo
Wired Magazine
Xerox
Yahoo
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