I found this chapter particularly interesting. The idea of Second Life seemed insane to me the first time I heard about it, but now it seems like something to keep an eye on. The fact that users are provided the very basics to get started and then given a free hand to create new items and new worlds makes me wish that my internet connection was faster so I could try it out. I love customizable games (mostly AD&D on the computer or PS2) and Second Life takes that idea to the extreme. I mean, if you're going to play something with realistic characters, why not have the ability to make them exactly the way you want them?
I think the authors do a great job linking Second Life to their previous discussion of the next generation of workers; users of Second Life will be used to having things their way and will insist on the ability to collaborate as well as change their surroundings to suit them. Businesses would be wise to pay attention to Second Life and how this generation uses it so they will know what to expect when these people come to work. Businesses will have to adapt to this ever-changing way of life if they hope to maintain their workforce (even if it is through mass collaboration).
Saturday, December 1, 2007
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