By Ed Heinbockel, President and CEO, Visual Purple, LLC
Nothing will drive an enterprise IT employee to reach for the Pepto-Bismol faster than the mention of virtual worlds! Why is that?
-Security issues and concerns
-Over-worked as it is
-Demands on “ancient” hardware
-Large client downloads (that must run through firewalls)-download limitations
My point with this post is to illustrate that IT Departments need not endure heartburn over new virtual world technologies. While IT departments tend to be cautious, and understandably so, many viable options are coming on-line today that will calm and not upset the IT Gods. Stay tuned for specifics!
Situated Research recently posted a blog entry entitled “Study shows that virtual worlds can influence real-world decisions”. Hummm….really?!
“A group of scientists at Cambridge University has conducted a study that shows that associations in videogames transfer directly to the real world. A group of volunteers played a (rather basic, from the look of it) cycling game, where they would be given a slurp of fruit juice if a cyclist from their team passed them, but a slurp of salty tea if a rival cyclist passed them.
A few days later, the participants were invited back and given the choice of two chairs in the waiting room, one with the logo of their team, and one with the logo of the rival team. Three quarters of participants picked the chair with their team’s logo, despite most people claiming not to notice the design.
The scientists’ conclusion? “Whatever you’ve learned in the computer game does have an effect on how you behave toward the stimulus in the real world” says the leader of the study, Paul Fletcher. For those of you who play computer games on a regular basis, you’ll know that virtual worlds can be just as ‘real’ as the real world, but I suppose it’s nice to have that confirm by science.”