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This evaluation explores the use of virtual worlds, particularly in MMO environments, for training, leadership, economy dynamics, and psychological aspects. Real-world applications, advantages, disadvantages, and potential risks are discussed, highlighting the impact of virtual interactions. The study delves into the realm of virtual simulations, showcasing how these environments can be leveraged for practical purposes, such as enhancing military training, improving healthcare practices, and fostering innovative business models. Furthermore, the paper examines the psychological implications of gaming, including addiction and therapeutic uses, shedding light on the evolving landscape of virtual experiences. Ultimately, the evaluation emphasizes the vast potential of virtual worlds and the need to navigate challenges effectively to harness their benefits.
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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