Showing posts with label Virtual worlds. Show all posts
Showing posts with label Virtual worlds. Show all posts

Friday, October 16, 2009

Dress codes for avatars?

Gartner has expressed the view that companies should develop dress codes for their employees' avatars. Computer Weekly and ITPro have both had their say on the subject.

A few years back, when I attended a Second Life workshop, the woman who was facilitating it boasted an avatar with the face of a fox (literally, not metaphorically) and an, er, interesting outfit. My own looked and dressed like me. I felt a little staid. As if I had missed the opportunity for creativity. I was tempted to go for something a bit more outlandish, but decided that a situation might arise in which I wanted a more accurate representation of myself.

I have mixed feelings about the idea of avatar dress codes. I can understand that a company with a virtual world presence will want to project the same sort of professional image online as they do face to face. But I also wonder how far they can push this. Will it just be about dress, or will people be restricted as to body shapes and accuracy of representation? Could a large, bald man be prevented from having an avatar that is a slim man (or even woman) with a full head of hair?

As with blogging policies, there's a lot of grey area here. There's the situation in which you represent your organisation. There's the situation in which you in no way represent an organisation and are free to pursue other interests. But then there's the situation in which you represent yourself, but in a space related to your profession, and therefore populated by clients, potential clients, colleagues, competitors and so on.

I ask the same question here as I did when blogging policies were the hot topic. Where do terms of employment butt up against individual liberties? This is risky turf.

What do you reckon?

Thursday, May 07, 2009

Edward Castronova on virtual worlds

A friend sent me a link to this webcast of a presentation to Open University staff by Castronova who is (of all unexpected things) an economist. He talks about Second Life, World of Warcraft and Tolkien... from all sorts of angles, including economy, research and psychology. Check it out. It's long (90 mins) but worth it. Utterly fascinating.

Thursday, May 22, 2008

Second Life et al

Right at the outset, let me say that I have yet to be in an environment with enough bandwidth to be able to make Second Life a viable option for me. I have also yet to meet a client with the appetite for a solution which might involve delivery via SL.

That doesn't change the fact that I am deeply curious as to where it might go. and what it might have to offer. These thoughts bubbled up again today after I read Mick's post.

As I said in my comment on his post, it is important to grasp that SL is not a “computer game”. It’s a platform. People who go there and expect exciting things to happen are missing the point. After all, you don’t go to town and then sit around there waiting for things to happen. Nor do you go and drift aimlessly wondering what the point is of being there. You go because you have some fixed objectives in mind.

When the same is true of SL, it makes more sense. If you’re attending a meeting, visting an art gallery, attending a seminar, etc. you have a goal and a purpose and SL becomes the platform by which you achieve it.

Having said that, I see no point in using this new wineskin for old wine. Why use SL to deliver a traditional classroom-based, teacher-led, chalk-and-talk session? Instead, you could have a dispersed team from around the world carrying out a project together and learning as they go. You could have simulated scenarios that can’t be recreated in the physical world for whatever reason, and use those for learning. I have been told that there is a teaching hospital in SL, where patients with predetermined conditions await treatment by student doctors and nurses. Obviously, in the physical world, there is the risk of patients dying or suing. This risk is mitigated in a virtual environment.

I suspect that what people tend to do is to say: "This is what we've always done, let's do it via Second Life, because that will be sexy." Instead, I suggest we should be saying "This is what we want to achieve, is there some functionality in Second Life that will help us get there?"

And, yes, Second Life has been around for a while, now, but it is still a fairly fledgling technology. There are teething problems. The direction these technologies develop in can be dictated by their users. If we start making demands of it, start pushing the envelope in this or that direction, it will have to evolve to keep up.

Think about it this way: we can have a say in what virtual worlds become by dint of the magic words "I want..." This is what I suspect is happening with the Wii.