I have recently joked that the emerging core competence of the US is our entertainment industry, but maybe there is a hidden redeeming virtue. If you think about it entertainment is where some amazing innovation is taking place. Is Spielberg’s virtual reality providing a platform for manufacturing simulation or are the two evolving simultaneously? Is the military borrowing gaming software or are game designers ex-military programmers?
Robert Hof, has written the cover story for the May 1st Business Week: Virtual World, Real Money, a more detailed account of Second Life, an online game by Linden Labs. He first described Second Life in his story The Power of Us where he laid out the context for how the internet and other collaborative technologies have impacted organizations, their structures, leadership and management processes, new product development and even the legal definitions of intellectual property ownership. The ability for many-to-many collaboration in real time has created a transparency that has truly tipped the balance of power from one-to-many, to many-to-many – what I call the “outside-in” world. Both these articles are must reads.
In short, Second Life is a MMOG or massive multi-player online game which enables the players to create fantasy avatars (your representative in cyberspace), acquire property, buy and sell just about everything. Create as you go along and game of course means winning, conquering, joining forces for a goal.
After following up on some of the briefly mentioned names and ideas in the article these are three of my conclusions:
1. Talent and hard work evolve in a social context.
Players work exceedingly hard to create the worlds for free – Hof estimates “$410 million worth of free work over a year.” Without open source software none of this would be possible.
We have known for years from behavioral science studies that people will put forth their best when they are passionate about what they do - money is not the ultimate driver, yet it has been consistently ignored within corporations. I find it amazing that so many are just now waking up to the idea but better late than never!
2. Accidental learning is paramount.
John Seely Brown describes what takes place in virtual games as “learning to be - a natural byproduct of adjusting to a new culture - as opposed to learning about. Where traditional learning is based on the execution of carefully graded challenges, accidental learning relies on failure. Virtual environments are safe platforms for trial and error. The chance of failure is high, but the cost is low and the lessons learned are immediate.”
Experiential learning is another format we have known is highly successful but the new twist is the evidence we now have from cognitive neuroscience.
3. Human behavior is still the same, only the technology is different.
Online games afford us an opportunity to act out behaviors in time and space that we might never have the opportunity to experience otherwise. Reaching high status in an online game is a transferable skill valued by some employers. In a complex world where we need to work in a rapidly changing environment the online game actually affords a dynamic simulation.
Understanding the interface between our selves and technology is the crux of our 21st century world. We have slipped into a new space of digital fluency which younger generations accommodate seamlessly but its larger societal impacts are emerging daily.
Edward Castronova, an economist and social scientist, is making some stunning observations about human behavior in these games which has enormous impact for business and organizational practices.
Catronva’s Arden Institute at the University of Indiana is a center for the study for synthetic worlds or MMOGs. Their first conference on games brought together the academics, game designers and business people, but with a very big and cool twist which we subscribe to 100%. The conferees landed in a game environment. Collaborative iterative emergence is in play with Castronova’s conference, letting go of the old control model of "talking at" which is replaced by high interaction.
Hof mentions that through the Massie Center over 200 corporations are looking into the research being done on online games. The arena of synthetic worlds blending with reality is one with which to stay in touch.
“New environments are fascinating and challenging. We combine elements of the new place with different outcomes. Yet, the piece of biologic tissue that does these wonderful things is the same for all humans and hasn't changed in thousands of years. On Sunday afternoon on Mars, citizens of the New City will still love a cold beer and a good NFL game.” Michael Gazzaniga, PhD
~ Victoria G. Axelrod
To read more try Synthetic Worlds or Malaby's blog on the study of games.
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