0 Comment(s) 07/08/2008 +0100 GMT
by Pete Roythorne
If you needed any more proof as to the rising importance of virtual
worlds as a meetings and events medium, you need look no further than
Clever Zebra’s recently released Essential Seven Point Quick Start
Guide for Meetings Professionals.
The virtual events
organiser’s guide is broken into seven easy-to-digest introductory
chapters, outlining: why virtual events matter, three key issues, what constitutes a virtual world meeting, where virtual events work, their limitations, who’s doing it and how to get started.
Short and
to the point, the guide offers a straightforward insight into why virtual worlds could well be the next big thing for the meetings and
events industries.
“There is a fast-growing interest in the meetings
industry about virtual worlds,” says Clever Zebra founder and chief executive Nick
Wilson. “Fuel costs are at an all-time high, and the pressure to
produce more sustainable events is increasing, so it's understandable
that savvy organisations are looking for alternatives. The guide is
designed to get meetings professionals up to speed with the technology,
and provide clear direction for moving foward.”

Virtual meetings: comparing favourably to face to face
Slow burner
Although
a technology in its infancy, virtual worlds are growing as a business
tool, albeit slowly. The technology still needs to mature before we see
mass adoption. However, as Wilson highlights, some organisations are encountering interesting results.
“Microsoft has just reported that they
saved two-thirds of the cost of a physical meeting when they held a
major product launch in Second Life,” he explains, a statistic that
alone should have meeting planers and buyers reaching for their
avatars.
“On top of this, Forterra Inc, makers of the OLIVE virtual
world, reports that many clients still view virtual worlds as a serious
competitive advantage and are unwilling to go public with their
projects, but that training is the major driver for corporate and
government adoption right now.”
Indeed, Wilson’s own vBusiness
Expo, an enterprise virtual worlds event held entirely virtually, was
attended by several hundred companies earlier this year.
Of course, it’s not without it’s limitations, and the guide points to
three key areas for concern: capacity, stability and usability.
At the
moment the numbers of people that you can get at any one event are
still quite limited – around 40-80 for maximum effect. Furthermore,
Second Life, the most popular virtual world, is notriously unstable, so
may not be the best solution for mission-critical business meetings. Add
to that the problems with orientating yourself in the world, and you can
see why people might be put off.
Despite this, more companies are holding virtual meetings. In a recent survey conducted by Clever Zebra 93% of
active corporate virtual world users said they had held meetings
‘inworld’ without the need to travel in the last month.
“Almost 70%
reported that virtual meetings compared favorably with physical ones,
and 93% said that, given the choice, they preferred meeting virtually
to flying," reveals Wilson. “When you put figures like those together with anecdotal
reports such as Generali Group's recently multinational training event
being held entirely virtually, or Cisco Systems job fairs, Microsoft's
product launches and virtual conferences such as the vBusiness Expo,
the possibilities for transformation become clear."
Growth areas
So
what are the areas that are taking off the most in terms of virtual
worlds for business?
“We see interest in virtual worlds on a global
scale, but it's predominantly business-to-business (B2B) uses, such as training, process
rehearsal, simulations and meetings that are driving corporate
adoption,” says Wilson.
The guide points out three key areas
of virtual growth: conferences and seminars, distance meetings and
mixed reality. Virtual World meetings for small groups can be very
simple once the initial assets are in place. For larger groups,
professional help is often required.
“Having said that,” says Wilson,
“virtual worlds have been used for both short seminars and full blown
expositions with exhibitor stands, networking areas and break out
rooms. What often has the most appeal, though, is using virtual worlds
to bring those that could not physically attend an event right into the
conference itself through a virtual connection, and to stream the
physical event to a virtual audience.
"In fact, in 2007, IBM, Cornell
University and Clever Zebra made virtual worlds history by hosting a
tri-reality event between one physical location and two entirely
separate virtual worlds.”
Obviously, Second Life is probably the
most well known of the virtual worlds, but it’s not the only choice, as
Wilson explains. “Second Life is a business-to-consumer system that’s been co-opted for
B2B use by enthusiastic corporate pioneers. It may be that the
enterprise offerings from Second Life take a leap in the coming year as
projects that Linden Lab, producers of Second Life, are running with
IBM come to fruition.
The alternatives
“Right now,
Second Life leads because it's relatively cheap to set up a pilot
project there and test virtual worlds. Alternatives include: Forterra Inc, the clients of which include military and government agencies, as well as large
corporations; Qwaq forums, which are more geared toward document
collaboration; and Protosphere, which incorporates 2D social tool such as
wikis and blogs into it's learning-focused world.”
Whatever
happens, virtual worlds are here to stay, and as the report says: “If
you're looking to demonstrate leadership in your industry and take
first steps in virtual worlds, move now.”
To register for vBusinessExpo, go to http://vbusinessexpo.com
To buy a copy fo the guide, go to http://cleverzebra.com






































