Transcript Group4

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 o America's Army
o AirForce Delta Storm
o Fleet Command (Navy)
o Close Combat: Marines
• Health Care Providers o
o
o
operating room improvements
reduction of errors
prepared for emergencies
• Businesses o "Second Life"
Training Advantages & Disadvantages
• VS. Classroom Meetings
• Real world problems
o Surgical training
o Military training
Disadvantages
• Subject to debate
o 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
o Male, 15-35
o $2 billion, 2010
o Coke, Ford, etc..
o Temporary Ads
o Doesn't stop action
• Obama Ads
o 18 games
o Battle ground states
o Get young voters to
vote
Economies- Small Business
• Small Business
o User created content
o Custom clothes or items
o $1.4 Million per day in SL
o Sell items, avatars and money
o Some earn $250,000/ yr
• Illegal Businesses
o Illegal Third party duplicates
o WOW gold farming
Psychology
• Video Game Addiction
o
8.5% of adolecents showed signs of a video game
addiction (Forbes.com )
o
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.
o
Widows of Warcraft an online website where potential exgirls 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:
o Scale of 1-10
o Without using the virtual world: 10
o Using the Virtual world game: 1
Psychology
Physical Therapy for burn patients
Conclusion
Enormous potential
Overcome drawbacks
Increased use of technology = Increased dependence