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www.expresscomputeronline.com WEEKLY INSIGHT FOR TECHNOLOGY PROFESSIONALS
12 May 2008  
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Virtual Worlds

Apart from being popular social networking platforms, virtual worlds are turning out to be an immense business opportunity for those who like to invest in upcoming technologies, writes Varun Aggarwal.

Whenever I would hear the song ‘Video killed the radio star’, the 1979 chartbuster by the Buggles, I would always wonder how could Video ever lead to the demise of some of the most popular radio stars. While, it may not have been demise in literal terms for radio stars, but television surely affected the number of people who tuned into radio channels. With the advent of television, the sound now had a face and a body attached to it, which provided a whole new dimension to the experience for the audience. The comparison between virtual worlds and today’s Internet is also quite analogous to the radio and video war as the virtual worlds give a third dimension to the existing Internet.

Now, before you start to wonder, how a virtual world can be compared to the Internet let me make it clear that a virtual world (e,g. Second, Life, ActiveWorlds, Moose etc) is not a game. Social virtual worlds are a particular subset of massively multiplayer online spaces that focus on social interaction rather than traditional gaming activities. Most of them allow users to customize their experience by decorating a personalized space or running their own events. The settings tend to be realistic, modern environments. Gartner estimates 80% of active Internet users will have a “Second Life” in the Virtual World by the end of 2011.

Started as a means to collaborate, socialize and build upon ideas, virtual worlds are shaping into a new age of Internet. They offer (almost) everything that the Internet offers, be it information about various topics, chatting (audio as well as video apart from text), an opportunity to showcase your products, a selling platform or even an online education center. Apart from the usual Internet like features, what makes virtual worlds unique is the three dimensional effect. You do not have to scroll over pages inside the virtual world; you instead fly or walk around it. Imagine having a business meeting or a classroom session in a game-like environment.

Leveraging the opportunity

"Currently, though the collaboration capabilities of virtual worlds are more widely in use, the 3D modeling and conceptual research capabilities of virtual worlds are highly underutilized. This will definitely see a great increase
in use in the coming days for educational purposes"

- Sundararaj S
Partner at Anantara Solutions

"From our perspective, virtual worlds like SL represent the next
generation of peer-to-peer platforms. They create a rapidly growing new public that we need to address as a public relations consultancy"

- Rishi Seth
Managing Director,
Text 100 India Pvt. Ltd

"India Research Laboratory
We have been working at the
frontiers of the many technologies that have coalesced around virtual worlds as we believe that these 3D, immersive and social environments will have a huge impact on the Web as we know it, and on business"

- Dr. Guruduth Banavar
Associate Director, IBM

Everyone’s trying to leverage the vast business potential that these virtual worlds hold, be it IT giants like Sun Microsystems, Intel, IBM, Public Relations companies like Text100 or even consultancies such as Anantara Solutions. While, companies have invested in various virtual worlds, the most sought after virtual world for investment purposes came out to be Second Life.

When Second Life opened in June 2003, there was nothing there, nowhere to go, and nobody to see. CEO Philip Rosedale had made the surprising decision to leave Second Life empty. Colleagues argued for inventing a game to show what was possible, but Rosedale, thought the service would work best if it let users create their own world.

Sun Microsystems launched its presence in Second Life in October 2006, becoming the first Fortune 500 firm to hold an ‘in-world’ press conference at the opening of the company’s new virtual Sun Pavilion. Since then Sun has been publicly active in Second Life by providing tools and enabling open-source knowledge sharing.

Sun currently owns six islands in Second Life. The first island showcases Sun’s technology and solutions with virtual products, product information, and a link back to www.sun.com for more information. Sun’s second island has an area dedicated to ecological responsibility. There is a library that houses information about Sun and this area will soon include a technical resource library.

Sun’s third and fourth islands are solely for its employees. Employees registering for Second life go through orientation here. Rather than holding conference calls, employees can attend in world meetings with the benefit of voice, instant messaging and the ability to view active participation. “Our islands boast of more traffic than those hosted by our competitors. The primary aspect that connects Sun and Second Life is open platforms. Linden Labs, the founder of Second Life just provided the infrastructure that would enable users to build their own world. Linden Labs’ role was not trying to create the future—they were using next-generation hardware and software to develop an open platform that would make an immersive, participatory world possible,” said Jagannath AL, GM- Marketing, Sun Microsystems India.

Text 100 opened its Second Life office in August, 2006. According to Rishi Seth, Managing Director, Text 100 India Pvt. Ltd., “We did this as we have always closely followed the world of peer-to-peer media such as blogs or social networks. From our perspective, virtual worlds like SL present the next generation of peer-to-peer platforms. They create a rapidly growing new public that we need to address as a public relations consultancy.” To introduce SL to employees in the company’s 30 global offices, Text100 held a worldwide meeting to celebrate the company’s 25th anniversary. The meeting included a presentation by our CEO, accompanied by a slideshow, a video featuring an interview with the company founders and a Q&A for employees with the CEO.

IBM is serious about virtual worlds and the 3D Internet. Dr. Guruduth Banavar, Associate Director, IBM India Research Laboratory revealed, “We have been working at the frontiers of the many technologies that have coalesced around virtual worlds as we believe that these 3D, immersive and social environments will have a huge impact on the Web as we know it, and on business.”

“While Second Life may only be a harbinger of a virtual world’s future, its model does include a few elements that reflect the open nature of the Internet and suggest how a 3D Net and v-Business might take shape: relatively easy-to-use tools that participants can harness to build the environment and create assets that they can own and sell. We are also working with many other virtual world platforms, in fact, in nearly 85% of our client engagements, we are working with platforms other than Second Life,” he opined.

A recent effort includes IBM’s joint development project with Linden Lab announced on April 3rd. Currently in beta, the joint development project will allow IBM to host regions of the Second Life Grid behind IBM’s firewall. With this, for the first time a portion of the Second Life Grid will be deployed behind a corporate firewall, with the goal of creating a solution that businesses can quickly deploy to get work done in a new way. Dr. Banavar said, “Our development agreement will allow us to experiment with the technical issues and help lay out a roadmap for addressing the best route to take in developing the key technologies necessary for enabling interoperability of virtual worlds. Our research and analysis shows that to make Virtual Worlds real for business use requires that the varying technologies interoperate. The general idea is to be able to take your avatar to various locations on the 3D Web, without having to worry about multiple clients, inventories, and incompatibilities. In the future, moving about the 3D web should follow a very similar model to how we move about the existing 2D web today.”

Business models in virtual worlds
Building a business model around virtual worlds is no simpler or easier than in the real world, i.e. there are no short cuts. You still have to do all the things you do in the real world. Taking an iterative approach will provide a lot of insight and will also provide the visibility of results required for all new initiatives. While there is no one best approach that suits all businesses, a good approach is given below in steps.
  • Plan: Identify the end goal of your business model in the Virtual World. Do your homework on how to go about achieving it.
  • Prepare: Prepare to implement your plan in the virtual world. Do some research and identify the best way of implementation of your plan in the virtual world. Communication with the residents in the virtual worlds helps here.
  • Execute: Once you have all the details worked out, implement your plan in the virtual world. Take the help of available resources and re-use wherever possible.
  • Evaluate: Evaluate the success of your investment against your plan. Identify areas of improvement based on inputs from residents and trends of target audience.
  • Feedback: Feedback the findings of the evaluation to your plan and to continually improve the virtual world experience.

It is a good idea for every business to do some research and analysis for their own business before investing.

Source: Anantara Solutions

Education in Virtual Worlds

Educational institutions and universities are among the most active users of virtual worlds. Virtual worlds offer possibilities of collaboration and modeling in a way never before possible. Students, teachers and those pursuing research from across the globe can now utilize this platform to collaborate and effectively take education to a new level by means of illustrations, simulations and testing.

Sundararaj S, Partner at Anantara Solutions said, “Universities such as Stanford, Harvard, etc. are currently using virtual worlds for everything from research to regular virtual classroom education. NASA is currently running a project for collaboration between scientists and engineers to help moon and Mars exploration. Currently, though the collaboration capabilities of virtual worlds are more widely in use, the 3D modeling and conceptual research capabilities of virtual worlds are highly underutilized. This will definitely see a great increase in use in the coming days for educational purposes.”

At IBM, new employees separated by thousands of miles are able to mingle, interact and share ideas in the virtual world before their first day on the job. They can learn real-life working skills such as signing up for benefits, developing code as part of a global team, and ramping up sales skills before they meet with IBM’s clients. “We believe that the 3D virtual world is proving to be effective distance-learning environments, where you can use your avatar to attend classes and connect with experts and teachers from around the world,” said Dr. Banavar.

“We have more than 5,000 employees worldwide who are members of IBM’s Virtual Universe Community. We are using virtual environments for things such as virtual meetings, education and training, events, customer interactions, and product development,” he added.

Last January here in the Asia Pacific, IBM announced an expansion of IBM Business Centers in Second Life with additional staff in India, China, Hong Kong, Taiwan and Korea, as well as dedicated pavilions for China and Japan. The expansion was made possible through the addition of another island. This growth of the Virtual Business Center offers multi-language support across the world, allowing customers to visit IBM virtually and see products and solutions in 3D. It offers a place for IBM sales people, clients, and partners to meet, learn, collaborate, and conduct business together, virtually, without the time and cost of travel.

Intel has also opened Intel Software College in Second Life. You can get trained on building applications for Intel’s multi-core platforms, get lessons on game threading and architecture and even learn about managing emerging technology. Intel has also tied up with Orange County Choppers (OCC) to open its first factory at SL. The custom motorcycle manufacturer, featured on the hit reality TV show “American Chopper”, is ready for you to create an elite chopper of your own. You can build an Intel-powered chopper from the ground up, hang out with the OCC cast or just grip your ape hangers and ride into the pixilated sunset.

Virtual World laws
  • First Law: Virtual worlds are not games, but neither are they a parallel universe (yet). The initial reaction of many business leaders when faced with virtual worlds is to dismiss them as a mere “game” of no benefit to the enterprise and something to be banned for wasting compute resources and time. Growth in virtual worlds is significant but lower than it appears; the overall population of non-game virtual worlds is still small compared to massively multi-user online games (MMOGs) and the totality of community-oriented and niche-targeted environments.
  • Second Law: Behind every avatar is a real person. Gartner said that people can not be fooled by the fantasy elements in the virtual world. There are unwritten rules and expectations for behavior and culture are developing. Enterprise users must consider their corporate reputations.
  • Third Law: Be relevant and add value. Many commercial companies have established a virtual world presence, but none have converted it into an effective, profitable sales channel. There has been criticism of early corporate entries into the virtual world, Second Life, related to the showrooms usually being empty and lacking atmosphere. While there have been a limited number of individuals who have earned more than $5,000 per year from their virtual world businesses, most corporations will see minimal revenue gains in the market at this time.
  • Fourth Law: Understand and contain the downside. Enterprises face serious questions, such as “Could activities in the virtual world undermine or influence my organization/brand in the real world?” With significant portions of the virtual economy based on adult-oriented activities, questions of appropriate behavior and ethics also arrive. In-world behavior can be a problem in public areas; annoying interruptions can range from unintentional arrivals and erratic behavior from new residents whose avatar control is still suspect to misdemeanors such as graffiti, to concerted protest activities designed to disrupt.
  • Fifth Law: This is for the long haul. There is significant probability that, over time, market pressures will lead to a merging of current virtual worlds into a smaller number of open-sourced environments that support the free transfer of assets and avatars from one to another with the use of a single, universal client.
    Gartner recommends that enterprises should experiment with virtual worlds, but not plan massive projects, and look for community benefits rather than commerce. Find enthusiasts within your enterprise and support them. Understand the implications for access to open virtual platforms from within the enterprise and the risks involved.

Source: Gartner

Considerations

Investing in Virtual Worlds is similar to making an investment in the real world. Almost all the considerations apply. While every investment warrants an analysis on a case-by-case basis, there are some considerations that might be crucial to the success of the investment.

  • Target Audience: Have a carefully put together plan to attract your target audience to your investment in the virtual world.
  • Infrastructure: Although this issue might be solved over the coming years, it is definitely worth considering right now. Confirm if your target audience has access to the infrastructure required to get access to your virtual world presence. A high-configuration computer (2 GB RAM, Accelerated Graphics card) and a broadband Internet connection (512 Kbps or greater) are required for a proper virtual world experience.
  • Time: Like any real world investment, it takes time for a Virtual world investment to be implemented and returns to be visible. While having a long-term plan is definitely helpful, take an iterative approach and look to make short term quick benefits. What you see happening while going for these short term targets might actually impact the long term plan considerably.

Though the virtual worlds try to draw a parallel universe, they are not really a threat to the present day Internet (not for a few years at least). However, if you tend to ignore the potential of this new world, you may lose out vast business opportunities to your competition. So be there, and give a ‘second life’ to your business.

varun.aggarwal@expressindia.com

 


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