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Massively Multiplayer Online Environments. An evaluation on the use of virtual worlds to provide information and drive decision-making. Donald Young Joshua Kudla Jerel Tolentino Alyssa Baca Nik Ewing. Introduction - What is an MMO?.
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Massively Multiplayer Online Environments An evaluation on the use of virtual worlds to provide information and drive decision-making. Donald Young Joshua Kudla Jerel Tolentino Alyssa Baca Nik Ewing
Introduction - What is an MMO? Social Roleplaying
Introduction - Why is this important? The creation of the Internet greatly increased communication (Web 1.0). Web 2.0 harnessed the power of user-generated content and social networking. Web 3.0? Databases Virtual Interaction - Web 3D
Introduction Continued - Training Potential - Leadership Opportunity - Online Economy - Psychological Aspects
Training - Virtual Simulations Introduction • "When most people think of computer games, they think of escapist titles like World of Warcraft, Call of Duty, or Super Mario." • Virtual worlds are being put to serious real-world uses and are starting to encounter some real-world problems
Training Examples • Military - • America's Army • AirForce Delta Storm • Fleet Command (Navy) • Close Combat: Marines • Health Care Providers - • operating room improvements • reduction of errors • prepared for emergencies • Businesses - • "Second Life"
Training Advantages & Disadvantages • VS. Classroom Meetings • Real world problems • Surgical training • Military training Disadvantages • Subject to debate • All this could prove risky... • Security Risks • Over confidence of taking extreme cases
Leadership - Recruiting, assessing, motivating, rewarding and retaining talented and culturally diverse team members - Identifying and capitalizing organization’s competitive advantage; analyzing changing information - Guild Leaders/ Seamless - Instant Decision Making
Leadership - Decentralized, non-hierarchical power - Transparent information - Impromptu leadership
Economies - Advertising • In-game advertising • Male, 15-35 • $2 billion, 2010 • Coke, Ford, etc.. • Temporary Ads • Doesn't stop action • Obama Ads • 18 games • Battle ground states • Get young voters to vote
Economies- Small Business • Small Business • User created content • Custom clothes or items • $1.4 Million per day in SL • Sell items, avatars and money • Some earn $250,000/ yr • Illegal Businesses • Illegal Third party duplicates • WOW gold farming
Psychology • Video Game Addiction • 8.5% of adolecents showed signs of a video game addiction (Forbes.com ) • According to a study of 199 gamers, 41% of people between the ages of 18 and 69 played online games to escape reality. Along with that study 7% of those people were dependent on gaming. • Widows of Warcraft an online website where potential ex-girls friends and ex-wifes share thoughts about game addiction.
Psychology • Companies: that use games to help promote game usage • Doctors offices and using Virtual Reality to help burn patients take thier mind off the pains of rehab • Pain Levels from users: • Scale of 1-10 • Without using the virtual world: 10 • Using the Virtual world game: 1
Psychology Physical Therapy for burn patients
Conclusion Enormous potential Overcome drawbacks Increased use of technology = Increased dependence