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Virtual Worlds 2008 NYC comments

These last two entries are pieces I wrote for SL Entrepreneur 

 

Friday April 4th, 2008 - 11:00pm
“Tired and on a train from NYC to Boston”

Are virtual worlds actually useful?

“During the early phases of any new product comes the questions ‘Why
should we adopt this? How can we benefit from it?’ Virtual
worlds are certainly cool and interesting early adopters demonstrate a lot of passion for them, but is their passion justifiable?

The best evidence for the frustrations of the non-passionate early
adopters and development firms emerged from a Fidelity Investment representative when she asked, ‘You have given us reasons why it is a great
tool, but no true value-add definitions and case studies. How do those of us
that believe in the product go back and explain it to our superiors? Can you provide us with this information?’ This question was met with
many nods from the standing room-only conference room.

(NOTE: Fidelity has had a private Second Life location for two years and has been experimenting with the collaborative nature of
virtual worlds.)

The fact is that there are no case studies available
as reference material, no way to show results over time, as there has not
been much time since the technology first became available. This leaves us
with educated speculation. For example, it is a commonly use argument that
the technology can save travel money, hotel expenses and it’s obviously “green” friendly. However, so are other meeting tools already well
established in the 2D world. So we need more pieces to this puzzle–areas
where the technology can enhance functionality and add new value. We need hard developments that assist with collective creativity and organizational innovation potential.

If we all go with the assumption that virtual worlds are valid in that they are visually engaging and can thus increase the attention
spans of participants, then we find the base
line needed to build a valid case for the value a virtual world can
bring to a company. The fact that 80% of people on conference
phone calls or 2D web meetings are, in fact, multi-tasking and not
participating, has significant impact here as well. The loss with these distracted multi-taskers equals lost potential and time. The value of the virtual world begins to be
seen a bit more clearly.

Cisco had a great presence there and offered a couch seating area with coffee for those with cramping legs and caffeine addictions.

(Cisco had a great presence and they offered a couch seating area with coffee for those with cramping legs and caffeine addictions.)

 

Virtual worlds have the ability to engage participants at a much
higher level than other conference tools in existence today (it is all about immersion after all). However, they lack the necessary tools to make them
business friendly. Perhaps a better way to look at this scenario is to recognize that virtual worlds are
not as advanced as their 2D cousins advanced tool kits. This leads
us to the obvious question and next step of integration: leveraging both
tool sets to create a product that enhances end user experience and that
collects necessary information like voice and text logs
of meetings, shared documents, and collective ideas. Once these
features are integrated, we can add the layer of social network elements
that distribute the collective ideas to others within the
organization. It’s in these modes that the true power of the medium comes to fruition.

Panels of virtual world makers and their clients riddled the show with their products and stories.

(Panels of virtual world makers and their clients riddled the show with their products and stories.)

We have yet to quantify all of these things and provide a roadmap for
others to follow, but we are getting closer. The distant image is gaining clarity daily. Significant progress is happening with firms like IBM, Rivers Run Red, and the myriad of virtual world’s providers and developers. These tools will gain strength, case studies
will be made, and value will be added. Perhaps the most profound
evidence of this is in a complex data command center presented by IBM. Located on a private Second Life sim, the display tracked real world data and
displayed it in a manner shockingly simple to understand.
The tool identifies data bottlenecks or faulty servers and solves these troublesome issues using the virtual command center, increasing response time and making distance irrelevant. The best part is that the command center has a
certain Star Wars feel to it, making for a very cool and enjoyable work environment.

Virtual Worlds Conference 2008 streamed live into Second Life

 

 

 

 

 

 

 

 

 

 

 

Tools, immersion, integration, collaboration, enhanced offerings, and
collective innovation all combined can be extremely valuable to
an organization. Yes, this medium has great potential and we have yet to
see where it can really take us.”


Add comment April 11, 2008

Common myths about the video game industry.

Common myths about the video game industry.
By Tuan Pham (Contributing writer)

Whenever we chat with our friends in the game industry, there are a few common gripes that always appear. No matter if a development group is large or small, major issues always crop up. This isn’t just talking about lack of pizza or Chinese during Crunch Time; these are pretty serious.

1) Only young male teenagers or college students are into video gaming.

According to the Entertainment Software Association (ESA), the average gamer is 33 years old and has been playing games for nearly 12 years. In fact, 38 percent of all gamers are female.

In fact, serious gaming, a genre in the whole video game industry, is dedicated to using video games as a solution in the fields of health care, education, training and public policy. This wildly deviates from the myth of all gamers are single males who hang out at the local GameStop or Best Buy.

2) Being in the video game industry is just like printing money. There’s a lot of it out there and everyone involved gets rich.

While video game sales are reaching record highs ($7.4 billion in 2006), not everyone is successful. With the release of every blockbuster, such as World of Warcraft, Halo and Grand Theft Auto, there are at least hundreds of titles that end up collecting dust on the store shelves.

3) Only games that are successful are violent bloodbaths.

In 2005, only 15 percent of all game sales were rated M for Mature by the Entertainment Software Rating Board, or ESRB. While action games do dominate the market to a degree, there are legions of puzzle, childrens’, sports and casual games that are stocked on today’s shelves.

4) Only established franchises or massively multiplayer online role playing games are successful in today’s market.

While franchises such as Madden, Halo and Grand Theft Auto and MMORPGs such as World of Warcraft and Lord of the Rings Online dominate the headlines, there are other titles who have done well in the market. Take a look at http://en.wikipedia.org/wiki/List_of_best-selling_video_games for a list of titles which sold more than 1 million copies. There’s a few that might be very suprising.

Last year, the eighth best selling game in the U.S. was Brain Age, a brain training game for the Nintendo DS. It sold even more copies in Japan. This brain-teasing serious game forces a person to take three educational tests each day to lessen mind fatigue over time. The follow-up, which has already shipped in Japan, will be released shortly in the U.S.

5) Staffing video game companies is cakewalk.

The pool of applicants for video game companies is extremely high right now. Schools are starting to tailor create game design degrees and people in the current generation have grown up with video gaming. However, there is a massive need for established project managers who have worked in high-stress, deadline-based environments as well as raw talent to think of the new games of tomorrow.

While degrees in game design or graphic design are valuable, one of the most important things to have is a solid portfolio of work when applying to game developer. Also, a major plus is experience in the software field in general.

As we chat with our contacts in the field, most of them do not have a game design degree. Some hold a degree in Computer Science, some in Liberal Arts, some that don’t even have college training. But, they are successful in their career.

Breaking into the industry has its challenges. Most, if not all, are surmountable.

Semper


Add comment August 17, 2007


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