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If
relationships can happen in Second Life, as if in-person, why not experiment with Second Life to overcome the challenges
Imagine socializing with colleagues from your Bangalore,
Shanghai, San Francisco and London offices on a snow capped mountain top
overlooking a white sand beach, without stepping away from your desk and
computer. Consider how one could improve the productivity of globally
distributed workers if each U.S. employee could travel in-person to India to
meet with his or her Indian colleagues, enjoy a game of chess with them,
discuss family, friends, and favorite pastimes. The premise of my work, and this essay, is that businesses can
achieve these benefits while simultaneously dramatically increasing
productivity and reducing travel costs and time wasted in international
airports.
By now, many of you have heard of Second Life, the
virtual reality owned by the U.S. corporation, Linden Research, Inc., a 3-D
web-based interface where "avatars", proxies for real users at their keyboards,
roam about role playing, purchasing and creating trinkets of all sorts, and
otherwise participating in a virtual "world" that, although the subject of much
press coverage (some might pejoratively say hype), has been widely viewed by
those who follow such things as something of a puzzle: interesting to
look at, but not of much use. Indeed, Second Life has been panned by some
as a marketing tool of little purpose as companies who previously built
exquisitely designed simulations or "sims" have deserted them after little, if
any, return on their investments.
But Second Life has been used for less than optimal
purposes. If you spend some time in Second Life, chatting with other
residents, and commit to immersing yourself in the culture, you will notice
that the relationships that develop mimic those in real life. This has
been well-documented in the press and in scholarly writings. So, once you
have spent some time interfacing with other avatars, it comes as little
surprise that dating relationships occur and that avatars actually marry each
other, sometimes leaving real life spouses out in the cold. I, for one,
have met several people in Second Life who have been "married" multiple times
within the virtual world and have experienced the pain of "virtual divorce"
before even seeing real life photographs of their so-called spouses.
Some will giggle at the notion of taking a virtual life
so seriously, or perhaps that one would spend time in a fantasy life being, of
all things, married, but there lies the specialness of virtual reality.
The intimacy that arises in Second Life is real, intense, and I say must be
exploited for companies' benefit in real life. If relationships can
happen in Second Life, as if in-person, why not experiment with Second Life to
overcome the challenges that we face as we increasingly work with colleagues
10,000 miles away in other countries. It is not feasible for entire
workforces to visit each other in-person, although we might consider it the
best way of enhancing workplace relations. But we can meet each other in
Second Life.
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It is not feasible for entire workforces to
visit each other in-person, although we might consider it the best way of
enhancing workplace relations.
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Those familiar with the challenges of managing a globally
distributed workforce may see where I am going with this. These
workforces can tend to be disconnected, overly isolated, and even demoralized
by lack of interaction and the esprit de corps that companies like to engender
among their workforces. Indeed, in the case of many Indian outsourcing
relationships, economic disparities among global counterparts, different family
backgrounds and traditions, and the divergence in what some call "cultural
scripts" (i.e. the socialized assumptions we all operate from based on who we
are and where we come from), play such a significant role in interactions that
they leave a negative, if not unproductive, impact on the workplace. How
many of us have experienced misunderstandings, hurt feelings, even downright
anger, following an early morning or late night conference call with our
supposed colleagues. At minimum, we can all relate to the sense of
disharmony that pervades many globally distributed workforces.
So where does Second Life fit in? To facilitate
such interactions, consider a virtual workplace in Second Life where colleagues
from around the world can meet, socialize, and collaborate. The purpose
is several fold. First, to introduce relative strangers to each other in
an effort to create real life bonds resembling those that would arise if companies'
travel budgets were limitless. Second, to bring together workforces with
different cultural scripts in a completely alien forum where they can develop a
new workplace culture at the same time. Third, to provide a construct
intentionally designed to impart human resources best practices so that they
may be adopted in the real world. A "middle" where colleagues of entirely
different outlooks can build a mutually acceptable and new alternative
consisting of a joint sense of mission, camaraderie, and a shared dedication to
each other based on mutual respect.
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This all may seem far-fetched but as companies continue
to find the next best place to hire workers, it will become a reality. Already
many companies, whose names we all recognize, are in Second Life. Some
hold conferences there from time to time. Others have engaged in recruiting
there. But there is more to this than being able to market oneself as hip to
the latest in gaming technology. Second Life and other virtual worlds like it
are the next best thing to spending time with your global counterparts. This is
only technology that is versatile enough to nearly eliminate distances among
teams of employees so that they can rise above their differences and celebrate
their commonalities.
Dave
Elchoness is a virtual worlds entrepreneur and consultant who also practices
U.S. employment law and advises on human resources matters. Mr.
Elchoness' Second Life avatar, Da Etchegaray, leads the Second Life group
"Second Life Workplace" which is "dedicated to the enhancement of the
workplace, human resources, and employment issues through the use of virtual
worlds such as Second Life." Mr. Elchoness previously served as a
Director of Information Technologies with Qwest Communications in Denver. He
can be reached at
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Issue BG79 Oct07
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