Steve Mahaley, Chuck Hamilton, Tony O’Driscoll, Robin Teigland
What’s the Business Case for HR in the Virtual World?
A discussion among:
Steve Mahaley, Duke Corporate Education
Chuck Hamilton, IBM
Tony O’Driscoll, Duke University
Robin Teigland, Stockholm School of Economics

Second Life is the online 3-D virtual world. Not only has Second Life, the most popular of the virtual worlds at present, garnered more than twelve million residents (participants), IBM is leading the way, having allocated over $10 million to the virtual world’s development.
 

According to experts who study virtual technology, Second Life offers an interactive and absorbing sense of virtual communication. Since companies can build a specific setting within the virtual landscape, employees can use their avatars (a computer representation of themselves) to collaborate from different locations and interact as if they were face-to-face. Second Life residents have an expansive set of choices to make about their avatar, initially based on a male or female human form. From that initial choice, they may make countless adjustments to skin color, body style, clothing, hair length, etc. And once in-world, they may choose to spend their ‘Lindens’ on additional clothing, accessories, tattoos, eyeglasses, etc. One may even abandon the human form altogether, and assume the appearance of an animal. The choices for the avatar-resident extend beyond body style and clothing. Once in Second Life, residents can choose (or be invited) to join clubs or groups.

Second Life flattens the playing field, brings in a sense of play, and helps people to open up. Employees take more risks and are more open with their ideas in Second Life. They are extending their personal selves into a three-dimensional online environment that provides affiliations, interactions, experiences, and relationships.