百宝箱 2007-1-17 10:12 AM
Employee Selection in the Second Life
Remember back in the early days of the Internet era, when the term "virtual reality" was applied to just about anything that had to do with a computerized representation of some aspect of reality? Everyone was abuzz about the idea of creating virtual representations of almost any situation.3\yI
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While most of the ideas related to virtual reality seemed to be mostly within the realm of recreation, there were certainly those (myself included) who began to think about how this use of technology could be leveraged for use within organizations. 4ne @v$K/]+] U
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In fact, those who know me or follow my writings know that I feel strongly that the virtual representation of job tasks and the environment in which they occur are the future of employee selection.0QqE4lE1IxULs:c R
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Recently, I have seen a variety of things that provide me with the feeling that we are on the verge of a quantum leap when it comes to how individuals locate job opportunities and are evaluated by potential employers. 3G7ub:?Mapm
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One of these recent "aha!" moments occurred when I had a chance to begin goofing around with the fast-growing "Second Life."
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For those readers unfamiliar with Second Life, Wikipedia offers the following definition:!`J9w4J)`;\
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Second Life (SL) is a privately owned, partly subscription-based 3-D virtual world, made publicly available in 2003 by San Francisco-based Linden Lab, and founded by former RealNetworks CTO Philip Rosedale. Users can visit this virtual world almost as if it were a real place. They explore, meet new people, participate in individual and group activities, and, if they decide to visit often, they learn new skills and mature socially (in the sense of learning the culture of the virtual world). /I-|/X} \+t
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Though sometimes referred to as a game, Second Life does not have points, scores, winners and losers, levels, and end-strategy, or most of the other characteristics of a game.
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Second Life client program provides its users (often referred to as Residents) with tools to view and modify the SL world and participate in its virtual economy. The economy operates as a real free market. Residents buy and sell to one another, and the virtual currency is exchangeable for US$.
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As of December 2006, ten to twenty thousand users are in SL at any one time. As of October 18, 2006, the number of registered accounts in Second Life reached one million. Eight weeks later, on December 14, this number doubled to two million, and that rapid growth continues.
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In my mind, Second Life marks a real step forward in terms of the concept of virtual reality. The reason for this is there are a few key differences between virtual worlds such as Second Life and more traditional, narrowly focused task-based simulations (such as a flight simulator).
百宝箱 2007-1-17 10:14 AM
These include the fact that Second Life:*jY:a
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[b]Makes use of the most powerful aspect of the Internet: the ability to build communities.
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Offers individuals the opportunity to learn and grow from their interactions with others. Fyab"f1CSbw
Allows participants to express their individuality, effectively allowing them to "be themselves" within the virtual environment. {rU?Lz1ATj(m)~
Has its own economy that serves as a significant component of what participants are able to do.
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Is open source in that participants are able to invent their own uses for the environment, its economy, and the interactions that result.F9L F&{D&Q6f
The fact that major corporations such as GM and IBM are starting to create virtual businesses within Second Life tells me that the corporate world is starting to see some of the possibilities available to them via virtual worlds. [/b]
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In fact, GM has established virtual Pontiac dealers within Second Life and has thus begun to use Second Life as a tool to help them build brands.