SRI Consulting Business Intelligence


Advanced Search                           
Bringing Futures into Focus
Research Programs Consulting Services What's New? About SRIC-BI Contact Us Search (Advanced)
Learning on Demand
Implementation and Operating Perspectives on Virtual Worlds for Learning
March 2007

Author:  Eilif Trondsen

Contributors:   Chris Badger
Ron Burns
Graeme Duncan
Rob Edmonds
Marcelo Hoffmann
Learning on Demand program logo

About This Report
Table of Contents
  Download the full report  (PDF)


About This Report

In December 2006, the Learning-on-Demand (LoD) Program published Virtual Worlds for Learning and Training as a high-level introduction to the topic of three-dimensional (3-D), immersive, avatar-mediated environments. The report responded to the explosion of media interest in the topic of virtual worlds, in particular Second Life, in 2006. The current report continues our assessment of the topic but adopts a more ground-level and operational perspective.

This report looks at the potential to use four existing platforms to create virtual worlds for sales training. All these platforms—from Linden Lab (the developer of Second Life), Forterra Systems, ProtonMedia, and Caspian Learning—are already finding use in learning and training applications. Their approaches differ widely, however: Second Life is an open, primarily consumer-focused virtual environment, whereas the other platforms are closed, enterprise-focused solutions. This report also describes current work at SRI International to use the Second Life environment to explore innovative behaviors, specifically by designing and evaluating team exercises in this virtual environment.

New developers of virtual-worlds platforms and technologies are emerging, and their activities are accelerating innovation in technology, applications, and business models. Linden Lab’s decision to share the code for its client software with the open-source community—and to consider doing the same with its server software at some point—is just one example of the growing role of open source in the area of virtual worlds. The report describes some major open-source projects that could have significant implications for users and other vendors.

The report also examines the likely impacts of virtual-worlds projects in an organization, including in information technology (IT), research and development, sales and marketing, and work processes. As with any new technology, deploying virtual worlds is likely to generate considerable excitement about new and interesting opportunities but is also bound to raise some operational concerns.

The final two sections of the report discuss some of the challenges and uncertainties of using virtual worlds and offer recommendations and action steps for organizations preparing strategic and operational plans for virtual worlds. Risks and uncertainties will always exist. The difference between success and failure could be how well an organization plans for and executes virtual worlds using available information and intelligence.

We welcome feedback about this report and the program, and we encourage you to contact us with any questions or suggestions. For more information, contact Eilif Trondsen, director, Learning-on-Demand (LoD) Program; telephone: +1 650 859 2665; fax: +1 650 859 4544; e-mail: etrondsen@sric-bi.com. We appreciate your support of our program and look forward to working closely with you as a Learning-on-Demand sponsor.



Table of Contents

About this Report 1
Executive Summary 2
  Connection, Collaboration, and Learning in Virtual Worlds 2
  Design and Implementation: Examples 2
  Operational Issues 4
  Challenges and Uncertainties 4
  Recommendations and Action Steps 5
Connection, Collaboration, and Learning in Virtual Worlds 7
Design and Implementation of Virtual Worlds for Sales-Force Training 10
  Linden Lab: Creating New Vision for Learning in Second Life 12
  Training Scenario 12
  Benefits and Use 13
  Forterra: Leveraging a Robust Technology Platform into New Corporate Markets 15
  After-Action Review for Assessment and Learning 15
  Realism to Enhance Virtual-World Learning 16
  ProtonMedia: Providing Learning through a Rich Communications Platform 17
  Sales Training through ProtoSphere 17
  Informal Learning and Social Networking 19
  Caspian Learning: Building 3-D Game Worlds for Learning 19
  Essential Knowledge Acquisition 20
  Learning Processes and Procedures 21
  Customer Conversations 21
  Considerations in Planning for Virtual-Worlds Platform 25
Operational Issues 30
  A Mix of Excitement and Concerns 30
  The Experience of the New Media Consortium in Second Life 34
Challenges and Uncertainties 36
  Mind-Set and Corporate Culture 38
  User Attitudes, Preferences, and Needs 38
  Industry Competition and Direction 39
  Gaming and Virtual Worlds 40
Recommendations and Action Steps 40
  Enterprise Adopters 41
  Learning-Product and -Service Providers 43
 
Tables
Developers of Virtual Worlds for Learning and Training 11
Open-Source Projects That Use Virtual-Worlds Platforms 26
Operational Perspectives on Virtual Worlds 31
Minimal System Requirements for Virtual Worlds 34
 
Figures
Virtual Worlds As Holistic Learning and Training Environments 7
Success Factors for Corporate Virtual-Worlds Adoptions 37
Phases of Corporate Virtual-Worlds Adoption 41
 
Boxes
Cost Elements of Second Life 14
Cost Variables for OLIVE 17
ProtonMedia Pricing 19
Learning Innovation Behaviors through Team Exercises in Virtual Worlds: An SRI International Perspective 22
Multiverse Network: Enabling Virtual Worlds with a Unique Business Model 29



SRI Consulting Business Intelligence -- An SRI International Business Partner
Contact Us / Become a Client Korean   (Korean Inquiries) Japanese web site   (Japanese site)
Privacy Policy Sign up for SRIC-BI News, a free newsletter!
© 2001–08 by SRI Consulting Business Intelligence. All rights reserved. Unauthorized use or reproduction of all or any part of this document is prohibited. webmaster@sric-bi.com.