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Virtual worlds, real opportunities

Posted on 31/05/07 by Elizabeth Daniel

 

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Money ProgrammeMoney Programme

Get the facts behind the big business and finance stories from around the world – and down your street, in The Money Programme.

I suspect there is now a new way to characterise the population Before now, you were either left-handed or right-handed, you could either roll your tongue or you couldn’t or you loved marmite or you hated it….now it would seem you either love MMOGs and spend half your life playing them, or you can’t see the point in them. And if you need to ask what an MMOG is, then you are most definitely with me in the latter group.

Massive multiplayer online games or MMOGs (also sometimes called massively multiplayer online role playing games, MMORPGs) are a range of games played with many others – often thousands and even millions of others -  via the internet. They seem to come in two flavours – either based upon gnomes, trolls and slaying dragons and other beasties or a virtual form of real life, that seems to be nothing like real life as you get to decide for yourself just how beautiful and sociable you are.

As I say, they don’t work for me. In fact the only comment that seems to come to mind when I think about these games is…why? But this lack of understanding may not be my fault. The traditional users of MMOGs are between 18 and 35, and although they are allegedly popular with women, with approximately 30% of players being female, as an older woman (just slightly older), I am not the target demographic. When it comes to online games, older women, or so I have read, ‘enjoy playing short puzzles and logic games’.

'Calvin Klein has announced plans to launch a virtual fragrance'

Whilst these games may not appeal to my natural tastes, as a business and management academic, there may be more professional reasons to give them further thought. These games appear to be offering organisations a new channel to promote, and perhaps eventually distribute, their products and services. Adidas, Toyota and Dell have all created content in the MMOG Second Life. The clothing store, American Apparel, have opened a store in this virtual world, where players can buy items for their virtual alter ego, and Calvin Klein has announced plans to launch a virtual fragrance. 

These virtual worlds have also been identified as a potential laboratory for social scientists such as economists. Economics is an area where it is notoriously difficult to test theories and compare outcomes of different actions. Whilst simple experiments can be set up in classrooms and labs, unless you have a small country at your disposal, it is very hard to set up situations with stakes that the participants really care about or which involve large numbers of individuals over long periods of time. The virtual worlds created in MMOGs meet these criteria perfectly and could provide powerful test beds for new ideas on fiscal or monetary policy or areas of social policy. Indeed, the academic credibility of these games is already established, with one professor in the US securing funding to construct a virtual game world to try out such experiments and Brunel University appointing the UK’s first professor of digital games, whose area of study include MMOGs.

So, perhaps there is something in these games for all of us after all……or perhaps I should just stick to the short puzzles and logic games!

Further reading

  •  
  • Virtual world, real millions - the Money Programme investiagtes the millions of people opting out of real life and signing up to "live" in computer worlds
  • What makes an entrepreneur? - take a test to discover if you’ve got what it takes
  • Join the discussion - What do you think of Second Life and World of Warcraft?
  • Synthetic Worlds: The Business and Culture of Online Games by Edward Castronova, published by University of Chicago Press
  • Tomb Raiders and Space Invaders by Geoff King and Tanya Krzywinska, published by IB Tauris
  • Understanding Digital Games by Jason Rutter and Jo Bryce, published by Sage Publications
 
Elizabeth Daniel

About the author

Elizabeth Daniel is Professor of Information Management at the Open University Business School where she undertakes research and teaching in the fields of e-business and information systems. Elizabeth also undertakes consultancy work for a number of blue chip and leading public sector organisations.

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The BBC and The Open University are not responsible for the content of external websites.

 

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Categories: Business Strategies, The e-conomy Tags: game, internet, mmog, mmorpg, multiplayer, online, virtual world

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Lifestyle managers - made to measure?

Posted on 29/03/07 by Anne Smith

 

Blogging about

Money ProgrammeMoney Programme

Get the facts behind the big business and finance stories from around the world – and down your street, in The Money Programme.

This week's Money Programme advises Get Your Life In Order. Apparently we are all time-scarce and stressed by the demands of modern life. In the 1970s we followed Tom and Barbara to the ‘Good Life’; left work, commuting and the rat race generally to grow our own onions. Today, an ever increasing number of us are off to inhabit a virtual world through MORPGs (Massively Multiplayer Online Role-Playing Game). A recent survey has found that approximately 1/5 of current players consider the in-game world as their main place of residence.

It’s a toss up as to whether digging up onions is preferable to waiting on the platform for a Virgin train to arrive and it doesn’t seem so long ago that I was pushing notes under colleagues’ doors to check whether they had received my emails. I am by nature suspicious of technology, so virtual worlds are probably not the solution although they do suggest a new way to ignore the cleaning. So, what about a lifestyle manager?

The programme describes how more of us are employing people to organise and carry out our more mundane tasks and there is certainly no shortage of suppliers. In the last month I have had about twenty fliers through the letter box offering services ranging from specialists in wheelie bin cleaning to the more comprehensive approach which offers to manage your lifestyle. The programme predicts growth in this latter area and suggests that the stress reduction and time gain can more than compensate for the cost. The implication therefore is that these will somehow be different from many of the other service organisations that we deal with.

As such services would be intrinsic to our lifestyle and often performed in our own homes they would require a degree of personalisation and customisation which are not present in many of today’s service offerings. The growth in demand for many services, however, has led to centralisation, standardisation and automation. Surveys and anecdotal evidence highlight that customers are generally not happy. Only last week yet another example of poor service hit the headlines as a whistleblower BBC reporter found that a major UK bank had ‘treated customers with contempt’. A study, currently being conducted by OU researchers, which asks customers about their experiences of negative service encounters, suggests that time and time again our objectives are thwarted and our negative emotions aroused by the problems we encounter with a vast range of service organisations.

So what happens when growth in demand leads to the scenario we are all too familiar with? –

Press 2 if you want to know why your cleaner didn’t turn up; 3 if you arrived at the hotel and your room had not been reserved; 4 if your dinner party was slightly spoilt because we forgot to hire the caterers and 5 if ……….Unfortunately our lines are likely to be busy due to an unusually high number of calls and if you could ring back at the weekend, or preferably log on to our website we will continue to offer the level of service which you can expect.

I’m off to dig some onions in a virtual world. The cleaning can wait.

Further reading

  • Outsourcing – what does it mean, and what makes is so compelling?
  • 24 hour working – discover what’s driving our long hours culture, and its impact on our health
  • Get Your Life In Order – One in ten of us now employs domestic help. The Money Programme talks to the people outsourcing their domestic chores, and investiagates the companies making millions out of this growing industry.
  • 'The Dancers at the End of Time: Researching the Future through MMORPGS' by Nick Gadsby, to be presented at the Market Research Society Golden Jubilee Conference in March 2007.
  • Mis-selling is 'rife' at Barclays
 

About the author

Anne Smith is Reader in Marketing at the Open University Business School, Centre for Strategy and Marketing. Her research interests are in the field of services marketing.

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The BBC and The Open University are not responsible for the content of external websites.

 

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Categories: Business Strategies Tags: automation, centralisation, game, lifestyle manager, morpg, standardisation, time scarce, virtual onion, virtual world

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