Sunday, May 11, 2008

Task 7: Societal Implications


Web 2.0 technological innovations are giving advantage to those implementing virtual worlds into their organizational functions. The beginning advancements and widespread growth of virtual worlds are proving to bring about the question of, what will a virtual world bring to “real” society?

Societal implications are not limited to factors such as knowledge and education, technological, economic, medical, environmental, cultural, ethical, legal, cultural, and risks. Although home computers and high speed Internet seem like an essential in society today, not every person has access to that technology. Virtual worlds limit the diversity of communication.

People that do not have the means to obtain the requirements to participate in a virtual world are left out of the environment which does not allow users to fully embrace meeting people of all walks of life. “The key reasons given by those households that have never connected to the Internet at home suggest problems of cost/value and availability, including: "Don't Need/Not Interested" (41.6 percent), "Too Expensive" (22.9 percent), and "No or Inadequate Computer Available" (22.5 percent). Affordability and computer availability are even more important for those who had Internet service but discontinued it. The major reasons for people discontinuing home Internet use include "No or Inadequate Computer Available" (27.5 percent), "Too Expensive" (27.2 percent), and "Don't Need/Not Interested" (18.4 percent)" (Cooper, 2004).

On another note, the social experience that the people who using the web 2.0 world to their advantage are very new and beneficial. Being able to have a meeting at a completely neutral site which makes the boss down to the janitor of a company relatively equal is a great thing. It also brings people together from all over the world to be able to again meet at a neutral site from the comfort of there own home or country. This bridges the gap from economic and professional classes. It can allow communication to run horizontally.

As the usability of these web 2.0 environments become easier and are more accessible to the masses, the societal implications will also become greater. “We need to consider an enormous array of possibilities including the effects of the use of colour, illusory effects, positioning of information, size and distance, light, contrast and image size - to name but a few! In order to instantiate a solid ground for developing a highly effective and 'pleasant' interface, these considerations must be paramount.” (Rajani Rosenburg, 1999) The graphical user interface of virtual worlds is continually improving and as hardware become faster and cheaper, the virtual world platforms will be so much more rich and capable of delivering new and innovative means of communication.

Virtual worlds are meant to represent reality, and the users of these CMC platforms are using them for the same types of things one could do in real life, however allowing them to accomplish these tasks networked with other individuals all over the world. Communities are an essential part of interactions and communication, whether it is businesses or personal circles. Virtual worlds and web 2.0 technologies have great potential to form communities of people with various shared interests. People belonging to specific communities will have the ability to meet with other users in any desired location created by users. It is these functions and practices of user created experiences, content, and communication that are bringing forth the most societal implications.

This type of experience has never been able to be done before and it has potential for great things. It can bring people together and test all sorts of ideas instantly all over the world. The capabilities that the Internet gives us are almost endless and it is really up to us the next generations to find the best uses for it.

Task 6: Second Life Implementation - What is it All About?


Virtual worlds – such as Second Life, allow for a wide array and multitudinous people to experience a technology that involves a variety of ages, sex and race. In this space, thoughts, ideas and opinions can be shared as a type of communication shared across a spectrum of people.

Today, many organizations are beginning to implement virtual worlds into their company. In doing this, helps create new and innovative ways, allowing companies to foster growth. Virtual worlds allow users the ability to connect with others who are involved in the same organization and share their personal beliefs, feelings, information, and more importantly, can effectively broaden each individual’s idea of the organization. The program may help an individual look at views from different perspectives, but can also help strengthen an organization’s communication. Virtual Worlds allow individuals of all status levels to communicate with each other, helping develop more angles a task can be viewed as.

However, in order for individuals and an organization to receive a meaningful and positive outcome, there needs to be a determined process. One example – an organization could inform individuals on the correct way to use the virtual world based on the determined process so that the virtual world is used properly. The organization should go through a step-by-step process that will increase the individual’s knowledge of correctly communicating, following the norms, and end with information that gives the user a full view and understanding of how the program works.

According to Geber (1995), “Companies that use virtual teams are finding that tending to the human factors of the arrangement is one of the savviest things they can do to ensure the success of the teams’ projects” (p.36). In order to achieve the utmost level of effective usage in a virtual world, certain characteristics need to be available so everyone is able to follow a standard.

The first step in implementing a virtual world into an organization relates to the media characteristic of the norms involved. Geber(1995) states, “…team members need to come up with a list of norms and agreements about how the team will operate and how it will handle the technological aspects of its interactions” (p.39). These norms should include the goals associated with the use of the virtual world, the responsibilities of the individuals, and when applicable, timelines of specific due dates.

Organizations implement the use of virtual worlds because often times the communication between individuals is faster, however, they should make sure the task matches the richness of the virtual world. Virtual worlds will work best in an organization if the task is low in ambiguity. “Ambiguity refers to the existence of conflicting and multiple interpretations of an issue” (Miller, et. al, 2006, 290). According to Miller, et. al (2006), “…managers will be more effective if they choose a communication medium that is a proper match for the ambiguity of the task at hand” (p.291). Additionally, a great reason for an organization and its member’s select virtual worlds is if the individuals are dispersed around the country. Virtual worlds allow individuals the ability to work without having to leave their current living area to work for the organization resulting in flexibility.

Implementing a virtual world into an organization should incorporate structural and individual considerations. Structural: “Select people who are comfortable sharing information and working with computers…but also make sure they’re people with strong personalities who can assert themselves in an electronic medium” (Geber, 1995, 39). It may be a challenge for those who find it difficult to communicate without nonverbal cues. In saying this, Newell recommends that virtual teams have both a team leader (formally called a manager) and a team facilitator” (Geber, 1995, 39). This will enable “…each team establish a mission for what it intends to accomplish” (Geber, 1995, 39). With a leader and a facilitator, tasks can be delegated and the virtual world can ensure that members are following the appropriate guidelines. Organizations like UWM have a virtual world that is continuing to advance and develop, and as users become more acclimated with the program – a trust factor will eventually form. As stated in the reading “Trust comes from performance” (Geber, 1995, 38). With performance, inevitably will come conflict. “Teams sometimes enforce a rule that if one team member has a conflict with another, it can’t be dealt with electronically: one person has to telephone the other, or the two must meet in person” (Geber, 1995, 39).

In order for an organization to properly form an effective virtual world, it is necessary for them to create the same regulations that they would create in “real-life” setting. The whole purpose behind a virtual world is to enhance communication by using innovative technology, comparable to an interpersonal communication setting.