While the influence of social networking sites such as Facebook and MySpace
on firms’ sales and marketing initiatives continues to grow, some experts
predict that their impact will soon be dwarfed by that of another Web 2.0
technology - virtual worlds.
Online virtual worlds geared towards entertainment are commonplace nowadays,
the
best known being Blizzard’s World of Warcraft, MindArk’s Entropia Universe and
Linden Labs Second Life. Users are immersed in an online three-dimensional
interactive environment where their characters - usually known as avatars -
can get up to just about anything. The fact that life in these virtual worlds
often revolves around money, which in some cases can be converted to and from
real currency in the physical world, is obviously enticing to businesses.
Ways in which enterprises might use virtual worlds for everyday business
range from setting up a virtual meeting place to aid employee collaboration, to
a business-to-consumer model where firms maintain a virtual store selling items
that are delivered in the real world.
Quocirca principal analyst Fran Howarth is a firm believer in the promise
that virtual worlds hold for enterprises. “These worlds have huge potential in
terms of the ability to build brand awareness and do PR in the web site’s
community and, in some cases, to sell or advertise products to potential
customers,” she said.
Topics under discussion at the recent Virtual Worlds 2008 conference in New
York reflected the growing interest enterprises are showing in virtual worlds.
For example, the theme of one of the best-attended sessions was the need for
virtual world developers to focus more on promoting the business benefits of
their technology.
Gartner fellow and vice president Steve Prentice believes the past six months
have seen a surge in interest from enterprises wishing to explore the potential
of
virtual environments.
However, Prentice added that companies are wary of various complications,
such as identity management, and reliability and scalability issues that have
plagued public virtual worlds such as Second Life. There is also the risk of
brand damage if anything should go awry, as well as the ever-present security
issues.
One of the major worries is the risk of security flaws that might expose
business-critical information. These are not restricted to virtual worlds, of
course, but apply to many other publicly accessible social network sites.
“Having employees access a public service such as Second Life, which is out
of their control, is not very attractive to enterprises,” Prentice explained.
Quocirca’s Howarth said that enterprises were also worried about the drain on
productivity that might be caused by employees spending too much time at work
immersed in these sites.
“There is a range of security issues. For example, users placing too much
personal information online that could be compromised, or even giving away
corporate information, such as email addresses, or chatting about sensitive
corporate issues,” Howarth said.
Corporations allowing employees access to these sites “must educate users and
put policies in place as to what constitutes acceptable behaviour, as well as
ensuring that those policies are enforced through technology, such as content
filtering technologies,”she added.
David Lavenda, vice president of marketing for Web 2.0 security specialist
WorkLight, said most enterprises are likely to remain wary of virtual worlds for
some time to come.
“I think companies have a problem about adopting things that they don’t
necessarily buy or deploy or fully control. It’s a cultural change, and it’s
been brought on by things like Google Apps, Salesforce.com and SaaS products,”
Lavenda said.
However, Web 2.0 advances have a habit of riding roughshod over such
pragmatic concerns about issues such as control. To illustrate this point,
Lavenda recalled a recent security forum his firm held in London, where a chief
finance officer from a large bank commented, “We don’t allow employees to use
Facebook at work, but I don’t want to be the guy holding his finger in the dam,
because at some point this is going to overtake us. We have to find a way to
allow people to use these tools, because they are going to find a way to use it
whether we block it or not.”
One of the more prominent announcements at the Virtual Worlds 2008 conference
was the partnership between
IBM
and Linden Labs, creator of Second Life, who demonstrated how some portions of
the virtual environment could be hosted behind a firewall on IBM blade servers.
This arrangement has the potential to allay some control and security concerns.
Anyone looking to incorporate virtual world technology into their business
strategy should tread cautiously, according to Prentice. “I am firmly of the
belief that virtual worlds are a great technology for enterprises, but my
attitude is that initially they ought to consider it as an internal tool, before
they start worrying about opening it up to the external world,” he said.
As an example, IBM plans to pilot its solution internally, allowing its
employees to explore the main Second Life environment and cross the firewall
into IBM’s custom-built world without having to log on and off.
An alternative, according to Prentice, is for businesses to create their own
small-scale virtual worlds, instead of joining a large-scale public one.
“This could be something like Sun’s Project Wonderland, which is a Java-based
set of engines and technology to allow you to build what I would describe as an
avatar-enabled collaboration environment,” he said, adding that all firms really
needed to get started is a few virtual conference rooms and perhaps a
presentation theatre.
Enterprises, however, need to install a system that can be relied on, which
IBM could offer. “There’s no doubt that IBM can deliver a stable, 24x7 platform,
that is scalable and keeps running that’s their bread and butter,” Prentice
said.
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