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Stepping Into the Internet: New Ventures in VIRTUAL WORLDS Presented By: Ghada Abdel Warith Presented To: Dr. Dina Rateb.

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Presentation on theme: "Stepping Into the Internet: New Ventures in VIRTUAL WORLDS Presented By: Ghada Abdel Warith Presented To: Dr. Dina Rateb."— Presentation transcript:

1 Stepping Into the Internet: New Ventures in VIRTUAL WORLDS Presented By: Ghada Abdel Warith Presented To: Dr. Dina Rateb

2  http://www.youtube.com/watch?v=5OTjANCXS6A

3 On Second Life…2006 Toyota IBM

4 If You Build it… They Will Not Necessarily Come

5 Hyped Expectations Vs Real Benefits Revenues in 2011 are expected to reach $7.3 billion globally $2.1 in the United States Revenues in 2011 are expected to reach $7.3 billion globally $2.1 in the United States

6 Virtual world… The Future And expected to increase …

7 Virtual World Design  Key Dimension  Fantasy - Realism  Progression - Emergence: the extent to which the activities are dictated by the world’s creators vs. emerged from interaction with Avatars  Key Decisions  Who owns the intellectual property rights?  Who controls the game?

8 Virtual World Design Copyright Code Creativity Community Contracts (TOS, EULAs)

9 Virtual Worlds as Occasions for Sensemaking  Challenge: Making sense of the virtual world!  Replicated experience from real world into the virtual world Need to better understand how users make sense of the virtual world environments and how they perceive the value associated with virtual world experiences

10 Virtual Worlds as Occasions for Sensemaking  Person – Avatar Relationship  What kind of bond? (object, extension, offspring)  Important… understand engagement  Research findings

11 Engaging in a 3D Environment  Are 3D environments more immersive than their 2Dcounterparts?  Research findings

12 Success of Virtual Worlds  Rests on the creative ideas and energy of the users, rather than the creators of the virtual world  Virtual world must enable the:  Pragmatic experience  Sociability experience  Usability experience  Hedonic experience

13 Virtual World Economies  Users property rights over goods & services created  New form of market economy How companies can attract and retain potential customers within the virtual world?

14  Research Question; how the environmental stimuli of the virtual world impact an individual’s experience? Virtual World Economies Casual users as opposed to regular users Sample: 345 participants

15 New Frontiers in Virtual World  Game based learning  Virtual skills in the real world  SMEs have a chance!  Change in workforce dynamics

16 Virtual Worlds In Reality…  How do you think virtual worlds can help in your work?  Virtual worlds vs facebook and twitter ?

17 References  MIS Quarterly; September Issue 201; Authors Molly Wasko, Robin Teigland, Dorothy Leidner, Sirkka Jarvenpaa

18 Any Questions?


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