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Theoretical and Practical Aspects of Conducting Meetings and


Events in Virtual Worlds

Article in International Journal of Strategic Information Technology and Applications · October 2012
DOI: 10.4018/jsita.2012100104

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48 International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012

Theoretical and Practical


Aspects of Conducting Meetings
and Events in Virtual Worlds
Arhlene A. Flowers, Department of Strategic Communication, Roy H. Park School of
Communications, Ithaca College, Ithaca, NY, USA
Kimberly Gregson, Change Institute, British Ministry of Defense, London, England, UK

ABSTRACT
Whether businesses will make use of virtual worlds for meetings, training, and events is not just an academic
question. Use of existing and newly developed virtual worlds is expected to grow for the near future. International
companies are entering a variety of virtual worlds to promote collaboration among their geographically
dispersed workforce for training and meetings, as well as for business-to-business and business-to-consumer
applications with internal and external audiences. These worlds provide engaging experiences that can be
enjoyable and memorable. This article addresses opportunities and challenges in conducting meetings in
virtual worlds. It covers the evolution of technology for virtual meetings, a theoretical analysis of technology
acceptance, case studies on organizations utilizing virtual worlds, and practical considerations for conduct-
ing virtual meetings and events.

Keywords: Collaborative Meetings, Second Life, Virtual Business Applications, Virtual Meetings and
Events, Virtual Worlds

INTRODUCTION interact in ways that work with existing work


flows. Virtual worlds have opened up unique
The evolution from videoconferencing to communication platforms for organizations to
Internet technology, particularly in virtual connect “face to face” with the online world’s
worlds, has provided more affordable and ef- growing number of residents through events,
ficient technology for organizations to “meet” demonstrations, exhibitions, market research,
and communicate from multiple locations for online distance learning, and other collaborative
lectures, conferences, staff meetings, training, platforms. In a survey conducted by Unisfair
and other business-to-business and business-to- of 550 U.S. marketers in 2011, 60% indicated
consumer applications. Virtual worlds, such as that they will increase expenditures for virtual
Second Life, are predicted to grow in popularity worlds; 87% predict hybrid virtual/physical
in the near future among all age groups (Gartner, events will include approximately half of all
2007; KZero, 2009), because they let organiza- events held over the next five years, while 42%
tions create environments where people can

DOI: 10.4018/jsita.2012100104

Copyright © 2012, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012 49

will decrease spending on real-world confer- nancial success because of its high cost, bulky
ences (Salomon-Lee, 2011). size, small screen, and unfriendly user controls
Today’s virtual worlds emulate elements (AT&T, 2010a). In a collaborative AT&T proj-
of experiences that were once considered pure ect, NASA used early satellite transmissions
fantasy—from the holodeck, an entertainment for videoconferences and television feeds from
room with holographic simulations in Star Trek, astronauts (AT&T, 2010b). Affordable satellite
to the metaverse, a futuristic virtual world in technology in the 1980s created opportunities
Neal Stephenson’s novel Snow Crash from for conference facilities to use videoconferenc-
1992. Teleporting is a reality in Second Life, ing for global meetings with physically large
where avatars can be beamed instantly to dif- and costly systems.
ferent locations. Collaborations for businesses, The growth of personal computers and
nonprofits, and governments can be realized the commercialization of the Internet opened
with virtual face-to-face transactions in three- the way for a variety of PC-based videocon-
dimensional immersive worlds. ferencing systems. Many new developments
This article reviews technology from provided higher quality images that were
picture phones to virtual worlds, including almost television quality for much less money
Second Life, used to facilitate collaboration in (Carey, 2002). Journalists used videoconfer-
organizations with geographically distributed encing on cell phones to report live from the
members. Four case studies based on interviews front in Afghanistan in 2001 (Roberts, 2004).
with a variety of stakeholders describe elements High-end telepresence systems introduced in
of the process. It concludes with practical con- 2007 claimed to improve quality by reducing
siderations on how organizations can select the jerky images, sound delays, and other annoy-
most appropriate virtual world venue, provide ing irregularities. However, these systems can
training and resources, establish guidelines, cost over $300,000 for a room-based system
address privacy and security issues, document (Stafford, 2008).
and promote in-world activities, and utilize Systems have become smaller and por-
collaborative opportunities. table, and some are even desk-based to work
with the user’s own computer. More users with
Evolution of Videoconferencing broadband connections to the Internet have
to Virtual world meetings spurred innovations in webconferencing to
share presentation slides and other files, write
Videoconferencing is defined as “an electronic notes on a shared whiteboard, watch streaming
form of on-line audio and visual communica- video, conduct polls to solicit feedback, and
tion which overcomes the problems of physical record the meetings. As products improved,
distance while reducing the need for travelling” four categories of products developed: general
(Panteli & Dawson, 2001) and it has enabled business communication, collaboration tools,
people to meet visually without being physically project management focus, and training tools
present. These systems allowed for synchronous (Winfield, 2004). Earlier systems were replaced
communication, similar to actual face-to-face with more affordable and lighter systems, of-
meetings. fering innovative features with higher-quality
The Picturephone was an early attempt imagery and sound. However, some controls
by AT&T to help people meet virtually; it were still difficult to learn and some issues
was introduced in 1956 and later showcased included audio delay and the lack of the sense
as the improved “Mod 1” Picturephone at the of actually being physically present at the
1964 World’s Fair in New York at a futuristic virtual meeting.
Walt Disney company exhibit. In 1970, AT&T Malhotra (1998) observed that the discus-
introduced a commercial application for the sions about the latest technology for videocon-
Picturephone, but the product was not a fi- ferencing were overly optimistic and asked if

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50 International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012

videoconferences and other new technology will not completely replace the need for people
“are offering solutions as panaceas for the to meet face-to-face, “many marquee brands are
business challenges of the knowledge era” (p. experimenting and learning how to operate in
58). Researchers began to question the validity this space” (Biba, 2007). This technology lets
of industry claims about the beneficial effects organizations face the limitations (managing
of media richness on performance. Ferran and distractions and the learning curve in utilizing
Watts (2008) found that videoconferences were the technology), benefits (travel cost-savings
more mentally challenging than face-to-face and time spent traveling), and logistics and
communication, so participants actually had constraints of any type of meeting whether in
decreased capacity for the meeting content. a physical or virtual space (agendas, protocol,
Discussions tended to be more hostile than and engagement).
meetings with similar people held face to
face (Stuhlmacher & Citera, 2005). However, Evolution of Second Life from
videoconference attendees under time pressure Personal to Business Users
had faster responses than face-to-face groups
(Caballer, Gracia, & Peiró, 2005). Second Life®, a virtual world created by
Pearlman and Gates (2010) investigated the Linden Lab in 2003, and other virtual worlds
future viability of virtual worlds for the meetings have changed the way people interact and meet
industry, concluding that virtual worlds offer online, thereby presenting new opportunities for
environmental and cost-savings benefits, with individuals and organizations to communicate
“innovative and viable methods” (p. 261); yet and collaborate in an immersive virtual environ-
“this research identified the many challenges ment. Second Life, an online three-dimensional
and threats regarding the use of virtual worlds virtual world imagined, created, and owned by
before widespread business adoption may its residents, offers a platform to anyone or any
occur” (p. 263), with the lack of familiarity organization that wants to try it.
of new technology and technological skills Since its inception, Second Life has ap-
being barriers. proximately 29.5 million residents as of June
2012 (Shepherd, 2012), represented by cus-
Meetings in Virtual Worlds tomizable animated images known as avatars,
in a virtual area that is the approximately 2,000
Damer (2008) reviewed the history of virtual square kilometers (Linden Lab, 2011), where
worlds for user-created events from the Maze individuals and organizations have a dialogue
War game in 1974, enabling two networked with its inhabitants. Second Life residents are
workstation users to play in 3D and com- empowered to change their gender, appearance,
municate with instant messaging, to Habitat race, age, and even the species of their avatars.
in the 1980s, offering the first color graphical Residents can take classes, make and sell virtual
virtual world with movable avatars text chatting, goods, attend events, drive cars, or fly space
and to the 1990s, with Worlds Chat and later ships. Second Life is designed to give residents
AlphaWorld, providing real-time synchronous control over every aspect of their in-world life;
communication in a richer virtual world on the the world is as vibrant and alive as the residents
Internet. Hosted by Contact Consortium with are creative and involved (Ondrejka, 2004).
4,000 participants in AlphaWorld, “Avatars98” An in-world economy functions with currency
was the first virtual world conference. earned in-world that can be exchanged for dol-
The newer generation of virtual worlds, lars back into the real world.
such as Linden Lab’s Second Life, ProtonMe- In 2006, Second Life began to experience a
dia’s ProtoSphere, and Altadyn’s 3DXplorer, steady increase in personal users (Nino, 2008),
has enabled organizations to meet in mediated but also in businesses, with major brands, such
spaces in which people from anywhere around as IBM, Toyota, Sony, Kraft, and 1-800-FLOW-
the globe can connect. Although virtual worlds ERS. Just as residents are able to customize and

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International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012 51

build, businesses can access the same tools to business-to-business and business-to-consumer
engage in a dialogue and undertake specific ac- communication—as a “place” to connect with
tivities with Second Life residents. The business audiences. IBM, New Media Consortium,
world seemed to take notice of Second Life in Northrop Grumman, MacArthur Foundation,
2006 starting with a BusinessWeek cover story and the American Library Association are a few
(Hof, 2006) that extolled the opportunities for examples. Second Life includes a business sec-
real-world corporations and in-world entre- tion in its online Destination Guide, highlighting
preneurs. A series of positive articles followed examples of organizations engaged in in-world
in magazines, such as Wired (Wallace, 2006) meetings, training, recruitment, and other ap-
and Fortune (Kirkpatrick, 2006). The media plications (Linden Lab, 2012). A “Second Life
coverage focused on opportunity, creativity, and Work” wiki provides answers to frequently
financial gain. Profiles featured a land owner asked questions, an online brochure, and suc-
who made US$1 million in Second Life, other cess stories. Second Life compares its meeting
success stories, and the Linden Lab founders capabilities to that of videoconferencing, stating
(Colligan, 2006). that it “provides a sense of presence that many
The positive press did not continue forever. people find more engaging and compelling than
Beginning in December 2006, a ValleyWag blog many other types of conferencing, as well as
post kicked off a backlash against all the posi- providing a 3D space to share information”
tive coverage (Shirky, 2006), criticizing the user (Linden Lab, 2010, para. 16).
statistics reported by Linden Lab and accusing Other virtual worlds offering environments
the company of overestimating the user base for businesses have emerged. For example,
to attract businesses. The negative publicity ProtonMedia, a provider of virtual world tech-
continued in 2007, starting with a Los Angeles nology, was established in 2006 and developed
Times article (Semuels, 2007), and quickly ProtoSphere as “a secure, private virtual world
spread to other media including BusinessWeek environment for collaboration and learning”
(McConnon & Jana, 2007), Forbes (Rosma- (ProtonMedia, 2010, para. 1) and later launched
rin, 2007), and Wired (Rose, 2007)—the same ProtoSphere 2.0 (see Figure 1) in 2012, offering
magazines that provided the overwhelmingly enhanced integration, security, authentication,
positive coverage in 2006. Most of the negative media boards, moderator control, and immer-
coverage seemed to assume that companies’ sive spaces (ProtonMedia, 2012). ProtonMedia
time in Second Life has been ill-spent; some has created immersive environments for such
articles plainly suggested companies should get organizations as AstraZeneca, Boeing, Chevron,
out. BusinessWeek (McConnon & Jana, 2007) Deloitte, Duke University, Johnson & Johnson,
listed all the companies that left Second Life. Merck Inc., and TIAA-CREF.
Organizations, such as American Apparel and
Wells Fargo, established islands, hosted a few
events, and then left, perhaps because the islands ACCEPTANCE OF
were not successful as an additional revenue TECHNOLOGY AND
stream. A public relations executive explained TELEPRESENCE
the situation when brands began leaving Second
Past studies of consumers’ acceptance of
Life: “recent failures can be compared to the
technology have found a small number of
mistakes that led the dotcom bubble to burst in
variables involved in the acceptance process.
2000—the firms that struggled were the ones
The technology acceptance model (TAM) has
that overspent too quickly without thinking
often been used to examine users’ intentions
the process through” (Devaney, 2008, p. 24).
to apply technology. Davis (1989, 1993) and
However, a variety of for-profit compa-
Davis, Bagozzi, and Warshaw (1989) identified
nies, nonprofits, and educational institutions
two basic variables that have been included in
have been utilizing Second Life, as well as
most studies of TAM: perceived usefulness (i.e.
other virtual worlds, for a different form of

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52 International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012

Figure 1. ProtonMedia ProtoSphere large training room (© 2012, ProtonMedia, Inc. All rights
reserved. Used with permission.)

something that will enhance job performance) that influenced perceived ease of use: computer
and perceived ease of use (i.e. relatively free anxiety, computer playfulness, and computer
from effort) as positive influences on attitudes self-efficacy. The attitude toward technology
towards application of technology. Venkatesh was positively affected by perceived useful-
and Davis (2000) extended the model, adding ness and pleasure, which in turn positively
variables such as voluntariness of technology influenced attitudes towards technology and
use, quality of the output, and how easily results the intention to adopt.
can be demonstrated. Owens, Davis, Murphy, Khazanchi, and
A number of studies have looked at the Zigurs (2009) identified several components for
role of fun in adopting technology. Venkatesh a model of teamwork in virtual environments.
and Davis (1996) added measures of enjoyment They identified presence, defined by Steuer
to see if users having fun with a system were (1992) as a sense of being in an environment
more likely to use it. Teo, Lim, and Lai (1999) and now more broadly considered to include
introduced perceived enjoyment and Moon and copresence, social presence, and telepresence
Kim (2001) included perceived playfulness. as something that affects people on virtual
In a study of individual user decisions to play teams. People experience a stronger sense of
online games, Hsu and Lu (2007) included presence as the technology (i.e., screen reso-
flow and social use measures. Chung and Tan lution and virtual world interface) improves;
(2004) extended TAM with variables related to enhanced technology allows for more realistic
the user such as computer-using skills, personal representations of avatars and a wider array of
innovativeness, and playfulness to the technol- interactions.
ogy, such as whether a Web site was flexible, Sarker, Valacich, and Sarker (2005) pro-
interactive, easy to use, navigate, and search. posed a model for technology adoption by small
Shen and Eder (2009) examined users’ groups (TAG) as a process of discussion and
intentions to adopt virtual worlds for business consideration of existing attitudes towards tech-
and extended the model with three user variables nology to create what they call a “group valence”

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International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012 53

(p. 44) that takes into account factors such as emissions associated with flying or driving to the
pre-existing attitudes towards technology, the meeting site. Virtual world meetings bring with
attitudes after discussion of the majority as well them elements of fun and surprise that increase
as of high-status members, and any conflict engagement with the content. Collaboration is
between members, along with characteristics enhanced by the variety of communication tools
of the technology itself, such as its utility and in virtual worlds.
complexity that are similar to the TAM factors Several limitations have been identified,
of perceived usefulness and ease of use. Lederer, including people being distracted by events in
Maupin, Sena, and Zhuang (2000) discovered their offices or real lives while attending virtual
that TAM variables plus quality of information meetings and the learning curve associated
encouraged staff to revisit Web sites relevant with using virtual world software. Companies
to their jobs. have had to overcome firewall barriers and in-
compatible hardware issues. To be successful,
virtual meetings and events need to overcome
CASE STUDIES ON resistance from staff and some have only suc-
ORGANIZATIONS ceeded after receiving buy-in from upper level
CONDUCTING VIRTUAL management. “Adopting social media in the
MEETINGS corporate environment enabled greater com-
munication and collaboration, but it only works
Companies are hosting virtual meetings and
with the buy-in of the CEO” (Ashling, 2007,
events for business-to-business and business-
p. 29). Several companies have had to deal
to-consumer applications. Sun Microsystems,
with developing protocols for virtual meetings,
Dell, Microsoft, Cisco, and other technology
including dress codes, security, agenda sharing,
companies have held events for customers and
and communication privacy.
employees. Sports-related events have been
sponsored by Major League Baseball and the Sense of Fun: Conference
National Basketball Association. Educational and Event Rental Spaces
organizations have made use of virtual worlds
for events and training. The Idaho Bioterrorism Companies that want to host an event in Second
Awareness and Preparedness Program simulated Life have several options. They can acquire an
real-world, high-risk emergencies to provide no- island for an initial fee and monthly payments,
risk training to participants (Rittenberry, 2008). hire a designer, and build their own custom
A number of benefits have been identified space. This is ideal for companies that plan to
from past events held in virtual worlds. An im- have recurring events, need to have the space
portant advantage is cost savings. Intel saved for many attendees, or want to be able to close
$265,000 by moving its Embedded Channel off the island for a private event. Using these
Conference from a real-world hotel to a virtual sites lets a company take a slow approach to
world (Linden Lab, 2009b). Benefits include virtual world events, so they can minimize costs,
no travel costs, venue rentals, and catering check out risks, and help employees navigate
costs; employees do not lose productive work in virtual spaces. These sites usually provide
time traveling to meeting sites and disrupt their tools to help participants interact with each
private lives. Reuben Steiger, founder of design other and share information, along with spaces
firm Millions of Us, puts the cost benefit into for undertaking group projects, collaborating,
perspective, “The advantage [virtual world and socializing. Many visual elements attract
meeting] has over the real world is cost, and and hold participants’ attention when distrac-
the advantage it has over the Web is it’s like tions are needed (Smith & Jainschigg, personal
the real world” (Biba, 2006, p. 17). Companies communication, 2009). Here people talk within
have come to realize that virtual meetings are the same virtual space, unlike the disembodied
environmentally friendlier, eliminating carbon

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54 International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012

voices of phone conferences or the faces on proprietary tools were made available to meeting
videoconferences. attendees, including support for brainstorming,
Several spaces like this in Second Life categorizing, and voting (see Figure 2). Events
have been developed. One of the first was set could be recorded to share results with others
up by the Crowne Plaza hotel chain on its The in the office or to review after the meeting. The
Place to Meet Island with several buildings center was designed to support the philosophy
resembling its real-world hotels, where inter- that fun is an important element to company
ested parties could rent space for virtual events events, making them more memorable with
or meetings. Another such facility was the skiing, snowboarding, and ice skating, as well
Swiss-based Vision’s Alpine Executive Center, as with hot air balloons and an art gallery with
which operated in Second Life from 2009 to rotating exhibits set up in ice caverns (A. Adams,
2011. The center may return to another cheaper personal communication, 2009).
virtual world platform in the future (A. Adams, Sometimes in-world events are held in lieu
personal communication, 2012). The center was of real-world events. The center hosted a 24-
set up to look like a mountain resort with pine hour technology product kick-off event for
forests and snow-covered mountains, along Unisys. The company gained exposure for less
with comprehensive meeting and recreational than $10,000, a price much smaller than a
facilities, and a train to help visitors get around similar real-world event. Some events are only
the island. The goal was to create a site with possible to host in a virtual world. The center
a sense of place where attendees would feel hosted Hong Kong Net, an educational program
as if they had been some place specific with with universities in Hong Kong, the Nether-
other real people. Having a space resemble an lands, and the United States, which was set up
architectural style, rather than reproducing some to investigate information technologies in a
specific place, gave people a sense of space, global environment. Virtual worlds also can
suggesting a style that they are familiar with. support team-building events. A department
The space led participants through the event from Sun Microsystems rented the island for
and triggered emotional responses. A variety of Employee Day with downhill ski races and

Figure 2. Participants use 3D interactive brainstorm and categorizer tool in a risk-assessment


workshop at the Alpine Executive Center (© 2009, Alpine Executive Center. Used with permission.)

Copyright © 2012, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012 55

other entertaining platforms (Adams, personal provided greeters at the landing site to make
communication, 2009). sure people had appointments and to direct
Second Life posts online a current list of them to the correct interviewer. TMP opened
enterprises (Linden Lab, 2012), offering meet- the island before the event, so potential ap-
ing and event spaces, from business centers plicants could practice using Second Life and
and conference halls to entertaining fantasy dress their avatars in appropriate business attire.
environments and recreation. TMP trained the company representatives and
provided branded clothing for them to wear.
Sense of People: Job Fairs Each company interviewing applicants received
a branded area on the job fair island. Applicants
Businesses trying to recruit employees have could meet one on one with applicants in a space
used virtual worlds. TMP Worldwide organized set up like a traditional meeting room. Many
the first virtual job fair in May 2007, a three- companies organized activities for the job fair
day event labeled Network in World with the participants, such as a roller coaster or parachute
tagline “in world interviews, real world jobs,” ride (Vong, personal communication, 2009).
with companies including eBay, Microsoft, and According to a Second Life job fair organizer,
Verizon (TMP Worldwide, 2007a). More than companies involved in the fair found that the fun
750 people requested interviews and approxi- atmosphere lightened the often tense interview
mately 150 were selected and attended actual situations. Job seekers and interviewers reported
interviews (TMP Worldwide, 2007b). Because that they were less nervous. Other companies
of the strongly positive responses from job seek- wanted to showcase the firm and selected more
ers and firms, TMP held a second fair in August business-like settings, instead of showing off
2007 with different companies, including GE the features of the virtual world (Gold, personal
and Accenture (TMP Worldwide, 2007c). The communication, 2009).
goal was to attract international applicants by The overall response was positive. Em-
demonstrating through the use of the virtual ployers and applicants felt engaged during
world that the company was forward thinking the interviews and using avatars made it seem
and technologically advanced in a cost-effective more human than a phone interview or even an
manner (Gold, personal communication, 2009; interview with text chat and streaming media
Vong, personal communication, 2009). (Gold, personal communication, 2009). Some
The companies participated in the fairs participants specifically mentioned it was more
because they wanted to reach an international engaging than using a videoconferencing system
audience to broaden the pool of applicants for (Vong, personal communication, 2009). At the
positions at the firms. Using Second Life gave time, the companies knew the event would
the firms an opportunity to brand themselves generate positive media coverage, which would
as innovative risk takers. They realized that the make the impact of the job fair beyond just the
event would not attract hundreds of applicants, attendees. TMP Worldwide has not run another
but they thought it would help them reach people job fair because its clients felt that the media
who were using cutting-edge technology. The coverage would not be as extensive as the
firms received positive media attention for exposure generated during the earlier events.
their efforts in the virtual world, which they
realized would help them attract more qualified Role of the Champion
employees in the future.
To make sure things ran smoothly, TMP As with many businesses using virtual worlds,
and the participating firms worked together the Fenimore Art Museum, based in Cooper-
to accomplish many of the same things they stown, NY, has been in Second Life because of
would with real interviews. Applicants were the efforts of one person. In this case, the vice
pre-screened and the companies invited the president and chief curator of the museum was
most qualified for their job openings. TMP encouraged to experiment with the virtual world

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56 International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012

by the museum’s research librarians who heard one of the four sites where images have been
about it at a conference in late 2007. Usually the exhibited. The museum has established a rich
champion comes into Second Life voluntarily social media marketing strategy and its Second
(Smith & Jainschigg, personal communica- Life activities are one part of that strategy (P.
tion, 2009). These champions spend some of D’Ambrosio, personal communication, 2009).
their own money and a lot of their own time to
investigate. Sometimes they set up company- Focus on Security: IBM
related events on their own initiative to bring and Second Life
other people into Second Life. This helps them
bring more people in-world, because they can IBM has held virtual business-to-business
demonstrate both the fun and business-related events to collaborate with developers (Borre-
elements. Executives hear about the events the mans, 2007). IBM uses various tools to bring
individual set up, see the press attention, and its international workforce together, including
come in-world to check it out for themselves, phone and videoconferencing with shared
before getting the company more formally whiteboards and facilities for recognizing who
involved. wants to speak next to facilitate discussion.
Unlike the businesses involved in the However, when IBM wanted more immersive
other case studies, the museum does not have interaction and for staff to work on large builds
its own island in Second Life. The museum together, the company also used many virtual
has held exhibits in several spots to provide worlds including Active Worlds, Unity, and
content and events to reach different audiences. Metaverse, a rudimentary one built inhouse. The
This allowed the museum to be involved with virtual worlds created stronger memories of the
several communities in Second Life, including events, because they evoked a sense of place for
an exhibit by a deaf artist in a site suggested by the attendees. Some of the tools required little
leaders of the deaf community, and exhibits on hardware power, so more people can use them.
historically themed Sims. The museum has to However, not one was as flexible or allowed
be concerned about the institution’s image and users to be as creative as Second Life (Bishop,
with the opinions of the owners of the images personal communication, 2009). IBM has had
in the real-world museum. It has a permanent more than 5,000 employees in Second Life and
space on an island owned by an established a number of training exercises (Greenfield,
community with content guidelines. The images 2008) on approximately 35 IBM islands. The
from the museum are displayed much like at IBM Virtual Business Center in Second Life
the real-world museum, with notecards with (see Figure 3) lets visitors consult with IBM
information about the exhibit. The museum concierges from around the world and contains
has security on the images, so that they cannot nine areas, including meeting spaces, exhibi-
be copied. The images are for sale, however. tions, and a library. An IBM consultant for its
One of the reasons to be in-world is to con- virtual business unit, launched in September
nect the museum with new audiences. Program- 2006, said, “They are all shocked how real
ming attracts viewers and builds support for the [interviewing avatars in-world] feels” (Wetzler,
museum’s continued presence in Second Life, 2007, para. 15). IBM issued dress code guide-
with events such as exhibit opening receptions, lines for its employees when they are avatars.
gallery talks, and lectures. The curator also has The company’s global director of 3D Internet
visited other people’s exhibits and art events to and virtual business said, “…they need to be
build connections and support for his museum’s mindful of presenting professional images. That
activities. The exhibits supplement real-world means that they wouldn’t want to show up at a
activities of the museum, as a low-cost way of business meeting ‘dressed as a fuzzy character’”
gaining attention for the works the museum has (Kitchen, 2007, p. F04).
gathered. The museum has only paid rent for IBM also was the largest test user in Sec-
ond Life Enterprise Beta, which was introduced

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International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012 57

Figure 3. IBM Virtual Business Center in Second Life (@2007, IBM. Used with permission.)

in November 2009 (Boulton, 2009), giving IBM Second Life grid, where organizations still
more privacy, security, and the ability to au- maintain business operations (Korolov, 2010),
thenticate users. Second Life Enterprise allowed including IBM. IBM Research also launched
companies to run Second Life on their own Virtual Collaboration for Lotus Sametime in
servers, behind their firewalls for maximum 2009 that allows Lotus Sametime users to set
security, enabling companies to host a number up virtual meeting spaces (IBM, 2009).
of islands simultaneously, enough to bring to-
gether 800 people simultaneously for events
without having to work around Linden Lab’s PRACTICAL CONSIDERATIONS
downtime schedules. IBM employees had team FOR VIRTUAL MEETINGS
meetings on a Second Life Enterprise island.
As in planning a real-world meeting, the major
An IBM case study on the Academy of Technol-
starting point is asking a few basic questions:
ogy ‘s Virtual World Conference and Annual
Meeting in Second Life estimated that the return
on investment was $320,000, comparable to • What is the objective of the meeting? Is it
“one-fifth the cost of a real world event” (Lin- informational or motivational?
den Lab, 2009a, p. 1). Since many of the sessions • Who needs to attend the meeting? Are they
were about virtual worlds, IBM decided to have external or internal audiences? Where are
events in such a world that offered social events they located? Who will be running the
and fun activities along with business sessions. meeting and serving as presenters? What
The company saved money on travel and lost is the total number of attendees?
productivity. Its only cost was for building items • What are your set-up needs—displays,
on its enterprise server (Bishop, personal com- audio-visual equipment, staging, seating,
munication, 2009). In August 2010, Linden Lab and entertainment? How much interactivity
announced the discontinuation of Second Life will be needed?
Enterprise, while continuing to honor existing • When does the meeting need to be held?
contracts, to focus on strengthening its main • How long will the meeting be held?

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58 International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012

• How does the meeting need to be captured and documenting and evaluating the events to
or recorded? best suit the organization’s needs.
• What is the budget? ThinkBalm published a list of immersive
software vendors in 2010 (Driver, & Driver,
Having the answers to these core ques- 2010), which included Altadyn’s 3DXplorer,
tions will help those responsible for planning Immersive Workspaces, Linden Lab, Proton-
meetings and events to address important Media, INXPO, and ON24, among others. A
considerations to hold a collaborative meeting few changes to note: Forterra Systems Inc.’s
or event in a virtual world: On-Line Interactive Virtual Environment
(OLIVE) product line was purchased by the
• What are the technological skill sets of the Science Applications International Corporation;
people conducting or attending the event? Teleplace software was open sourced as Open
Have they been in virtual worlds before, QWAQ and assets were later liquidated in 2011
even for pleasure? Have they participated (Korolov, 2011); and Unisfair was acquired by
in videoconferences or webconferences? InterCall in 2011.
• Does the organization have a presence in
Providing Training and
any virtual world, such as existing islands
Resources for Participants
in Second Life? Has the organization ever
conducted any activities in a virtual world? In-world training is essential—and the extent
• How long will the set-up need to exist or of time to train would be dependant on the
will it be used on an ongoing basis? technological abilities of the participants. Many
• Is it a hybrid event, bringing elements of of our interviewees mentioned that they set up
a real-world event into the virtual world? training sessions for meeting attendees and they
conducted one-on-one training with interested
Selecting the Best executives, particularly those presenting at
Virtual World Venue the meeting. Attendees need to be comfort-
able navigating their avatars in virtual worlds,
Selecting the best metaverse is a major decision, mastering such basics as walking, sitting,
considering the evolving and growing number of teleporting, and manipulating body gestures,
virtual worlds and immersive software vendors as well as understanding how to communicate
entering the marketplace. Organizations can by voice or text, participate in activities, and
host events or meetings in an existing virtual share documents. Generational groups may
world, adapt an existing 3D environment, or have varying learning curves: “Gen X [1961
create their own. The increasing sophistication to 1976], the only generation to start out with
of the virtual platforms enables participants to analog technology and see everything go digital;
communicate real-time by voice or text, emulate and Gen Y [1977 to 1994], the first generation
body language, exchange business cards and to only know digital technology” (Goldenberg,
documents, track brainstorming with interactive 2007, p. 12).
whiteboards, stream in video, conduct surveys
or even visual polling, and record sessions. Establishing Guidelines
Many virtual platforms have simulated a broad
range of conference facilities, while others can A panel of virtual world innovators conducted
replicate real-world locations. Service provid- by Human Resources magazine in the UK all
ers can plan and organize a virtual event from agreed that “virtual worlds need just as much
start to finish, including training participants, control as real ones” (Crush, 2008, para. 16),
simplifying avatar selections, designing the addressing the value of setting up a structure for
agenda, providing in-world support in real time, people to work within virtual worlds, a venue

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International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012 59

that may offer more freedom to people than Virtual MTV with Makena Technologies as an
they are willing to accept or function in success- online 3D experience for consumers to connect
fully without guidelines. Smith and Jainschigg with the brand and its shows through events,
(personal communication, 2009) described a games, and activities.
process they go through with companies to set
up access and controls for building, names, Documenting and Promoting
and avatars before moving to discussing virtual Meetings and Events
presence and events.
The physical appearance of the participants’ Documenting meetings and events held in
avatars needs to be considered. An avatar is a virtual worlds can be beneficial for gaining
virtual extension of an individual’s physical exposure in media outlets, building relationships
self. Would staff take a conversation with a with employees and stakeholders, positioning
baby penguin or bouncing eyeball seriously or an organization as innovative, and adding origi-
be overwhelmed by Beowulf or the grim reaper? nal content to corporate Web sites and social
Dress code guidelines need to be established media. From a public relations standpoint,
about how much avatars need to look like the organizations can promote virtual world activi-
real people in terms of sex, ethnicity, and other ties by disseminating news releases to generate
physical characteristics. Some service providers publicity in traditional media outlets, e-zines,
offer quick solutions to creating avatars, with a and blogs, particularly outlets that contain
menu to select from, or can customize avatars editorial sections on technology. Second Life
with uploaded photos to resemble real-world has its own in-world blogs, publications, and
people. television and radio programs that cover this
As in the real world, the best meetings specific virtual world.
and events follow a clear agenda with set tim- The documented results of a meeting or
ings, logical flows and breaks, orientation and event can be shared with employees and other
registration, pre-arranged presenters, easy-to- stakeholders via an electronic or print newsletter
follow visual materials, engaging activities with or with another type of electronic communiqué.
interactive discussions, entertainment, food and News releases can be posted on a company’s
beverage (most virtual meetings offer virtual Web site, along with screenshots and edited
refreshments), giveaways, and feedback and videos of virtual events and meetings. A case
assessment mechanisms. study or white paper also can be uploaded on
the Web sites of the company and the service
Addressing Privacy and Security provider of the virtual world.

For public events, Second Life is currently Utilizing Unique Collaborative


the largest in scale of residents to attract to a Opportunities
company-sponsored event. Second Life is a
“freewheeling virtual world, open to the public” A 3D virtual world can replicate the real world,
(Lohr, 2007, p. C6) and losing some control is simulate dangerous crises, or create worlds of
a reality, however. Griefers (troublemakers) fantasy and imagination that would be too chal-
can be a nuisance, but can be squelched easily. lenging or expensive to conduct or stage in the
Second Life is “self-policing but the technology real world. Companies can have their real-world
remains vulnerable” (Cane, 2007, p. 3). Other offices, showrooms, training centers, or other
virtual worlds providing business meetings and facilities re-created into a virtual world that can
events also provide security measures. Some be utilized by their employees, clients, custom-
companies have opted to create their own virtual ers, and other invited audiences. In today’s
environments. For example, MTV Networks, global economy, businesses benefit by having
originally used Second Life, and later created backup locations, such as virtual replications,

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60 International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012

to maintain operations and continue meetings CONCLUSION


when a blizzard or a volcano erupts and disrupts
travel plans or a man-made crisis occurs that With corporate budgets being slashed and travel
affects the transportation of people and cargo. costs rising in an increasingly global workforce,
The elements of surprise and fun can be virtual meetings and events offer cost-effective
fully realized in virtual worlds for creativity and solutions with significant savings in airfare,
unique interactions. Organizations can conduct rental cars or mileage reimbursements, hotel
virtual meetings where participants could enjoy accommodations, and food and beverage
social activities to scuba dive in vibrant coral expenses. Another benefit includes less stress
reefs, bungee jump off a majestic waterfall, from the wear and tear of travel on the staff’s
ski a challenging slalom course, and then talk professional and personal lives. Reducing car-
about their experiences at an exotic beachside bon dioxide emissions has a positive impact on
resort—all during the same day without leaving the environment. Recording a virtual event is
their offices or homes. also much cheaper.
Using virtual worlds let people participate Virtual worlds offer unique employee and
who would be unable to travel to a regular real- customer interaction with the organization, its
world meeting. IBM has a worldwide workforce brand and products or services in a world that
with dispersed teams who meet virtually and replicates the real-world company or other
have used Second Life for many collaborative locations, simulations of dangerous environ-
events, including a virtual cultural festival for ments or fantasy experiences. Having backup
IBM employees with sessions to accommodate operations in a virtual world also makes good
participation from employees in different time business sense, because when a natural or
zones (Bishop, personal communication, 2009). man-made disruption occurs anywhere in the
Virtual worlds also can be used for mixed- world, replicated environments can help keep
reality events where people can be involved in a company functioning.
the real world and in virtual worlds. Attendees The benefits outweigh the potential chal-
in the virtual world can see and hear the real- lenges, such as acceptance of technology,
life speakers and see the crowds. They can learning curve of staff, adequate training of
participate in conversations by having someone staff and time allocations, bandwidth of com-
at the conference monitor the chat channel puter equipment, security and privacy, buy-in
or by having screens at the real-world venue from management, and cost of outsourcing
showing the virtual world. The U.S. Air Force expertise. Innovations will continue that will
set up MyBase in Second Life, a virtual air most likely create more lifelike virtual envi-
force base where visitors can learn about its ronments with simpler navigational tools and
history and fly an airplane. The idea is to reach seamless, high-quality audio and visual capa-
people who would have few opportunities to bilities for avatars to communicate. In addition,
collaborate with members of the military and mixed-reality events can increase participation
where service personnel can meet and undertake and enable people in both worlds to interact.
training (Knuteson, 2008). The Air Force made Virtual worlds can be more cost effective than
the decision in 2010 to give every Air Force most videoconferencing and webconferencing
member an account in Second Life. Using the products, offering a greater sense of presence.
virtual world is a way to encourage training Virtual worlds provide “an innovative tool for
and professional networking, thereby letting richer and more nuanced communication and
tech-savvy young people experience the military collaboration among workers, industry partners
and, concurrently, serve as a recruitment tool and customers” (Lohr, 2008, p. 6).
(Thompson, 2010).

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International Journal of Strategic Information Technology and Applications, 3(4), 48-64, October-December 2012 61

ACKNOWLEDGMENT Chung, J., & Tan, F. (2004). Antecedents of perceived


playfulness: An exploratory study on user acceptance
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Arhlene A. Flowers is an Associate Professor of Integrated Marketing Communications in the


Department of Strategic Communication at the Roy H. Park School of Communications, Ithaca
College, NY. Her research encompasses virtual worlds, interactive marketing, visual literacy,
social media application in crisis communications, and marketing to children. Prior to join-
ing Ithaca College in 2006, she held senior management positions at public relations agencies
headquartered in New York City and also headed public relations worldwide for a publicly held
company in Toronto. She had represented a wide range of public and private companies, govern-
ment organizations, and nonprofits on all continents except for Antarctica. Born in Hawaii and
raised in New York, Arhlene holds a Bachelor of Arts from New York University and a Master
of Professional Studies from the New School.

Kimberly Gregson served as an Assistant Professor in the Department of Television-Radio at the


Roy H. Park School of Communications, Ithaca College, NY, specializing in game design and
research methods from 2002 to 2010. Her publications on virtual worlds, Web sites, and online
communication have appeared in book collections and academic journals. She also has conducted
classes, events, and research in Second Life. She is currently conducting research on training,
political stabilization, and social media for the British Ministry of Defense with colleagues at the
Change Institute in London, UK. She received her PhD in Mass Communication from Indiana
University and an MS in Information Science from Indiana University-Bloomington, and a BA
from the University of Missouri-Columbia.

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