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Massively Multiplayer Online Environments

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

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  1. 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

  2. Introduction - What is an MMO?      Social                                        Roleplaying

  3. 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

  4. Introduction Continued  - Training Potential  - Leadership Opportunity  - Online Economy  - Psychological Aspects

  5. 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

  6. 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"

  7. 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

  8. 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

  9. Leadership -  Decentralized, non-hierarchical power -  Transparent information -  Impromptu leadership

  10. 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

  11. 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

  12. 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.

  13. 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 

  14. Psychology Physical Therapy for burn patients

  15. Conclusion Enormous potential Overcome drawbacks Increased use of technology = Increased dependence

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