For those who don't know, I'm "old" compared to most technophiles (49), and frankly, working with my peers is very boring at times. They tell me that technology that I envision using in the future (that's even available now) isn't worth it, too much trouble, is just for playing, and that I should focus on serious work in the present. I remember hearing that same kind of thing in 1983 when I got my first computer, then again in the late 80's/early 90's when I spent "too much time" on bulletin board systems. In both cases, PCs and the Internet have become ubiquitous, and the same people who tell me about the silliness of things such as virtual worlds, software applications on hand-held devices (aka phones and such), networking you computers and TVs, or that such technology is for "kids" or the truly geeky have to interrupt our conversation to take a call on their cell phone.
I've come to the realization that I probably won't ever be an executive, because I just can't act that stiff and pompous---not that all executives are that way. I'd rather be digging around, figuring out the answers to problems than sitting in an office shuffling papers and trying to figure out new ways to make a buck by shuffling papers. Nothing against making a buck, but watching how so many of my fellow Americans play games with numbers to make a buck....well, count me out. I'd rather actually work to produce something or lead a group of people to produce something---something I've been successful in doing in the past.
Training and Collaboration with Virtual Worlds: How to Create Cost-Saving, Efficient and Engaging Programs (published by McGraw-Hill) is now available in the bookstores and online.
If you have read on virtual worlds, you will find this book to be quite different. There is no hyper-excitement about the new and "cool" media, discussions on how to change your clothing, appearance, or how to build corporate campus. There are no suggestions to rush in and "establish presence" until it is too late -- something that still dominates "positive" articles and presentations on virtual worlds. At the same time, you will not find angry outbursts about complete worthlessness of virtual worlds for corporate use -- something that dominates the "negative" end of the spectrum -- either.
Instead, you will find objective material and hard data that will help you understand the new media. You will learn in what areas virtual worlds can add significant value and where the use of virtual worlds can be counterproductive, how to start your corporate program, what do you need to make your project a success.
The book sums up best practices and recommendations from real life corporate experiences in virtual worlds. Experts from Cisco, EMC, IBM, Intel, Michelin, Microsoft, TMP Worldwide, University of Kansas Medical Center, World Bank, and CEO of Linden Labs hold nothing back frankly discussing their corporate Second Life projects, methodology, financials, timelines, and results. The authors pay special attention to security issues and concerns, as well as real-life implementations and use of simulations to achieve competitive advantage and high ROI.
Finally, you will find a lot of practical information: which virtual world to use, available entry options, recommendations on contents creation, existing tools, and programs.
Virtual worlds develop fast. They change corporate training and HR even faster. The book site and wiki at http://www.TheVirtualWorldsBook.com/wiki will help business and training professionals stay abreast of new virtual worlds developments.
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