Virtual Worlds in an Organization are not a Time Waster (and other beefs)

A few months ago, I wrote a piece called, “Five Uses for Virtual Worlds in the Workplace” which — rather obviously — explored ways in which virtual worlds can increase engagement, productivity and culture inside an organization.

Quite frankly, I hear too many people scoff at the use of virtual worlds inside an organization. It’s beginning to get me riled up. Imagine if someone was secretly planning to reintroduce Jar Jar Binks as a character in Star Wars Episode VII. Imagine how incensed you would be, if of course you were a Star Wars fan. Wait a minute

But I digress.

Comments like the following are what I hear from all walks of professional life:

“Our people would never use it.”

“I don’t get it.”

“Why would we go into a virtual world when we can be face to face?”

“It’s like Xbox and I don’t like video games.”

“It’s not serious. We need serious tools to do work.”

“But we like to use the phone.”

“Headsets aren’t cool.”

“It takes too long to figure out.”

“My avatar doesn’t look like me, how will people recognize who I am?”

“I prefer sending PowerPoint files by email.”

Those people have shuttered themselves to a truly collaborative experience. Virtual worlds are not time-wasting mechanisms when introduced properly into your organization. Virtual worlds are wonderful and complementary to your collaboration technology strategy.

There is no excuse. An organization can utilize it for pretty much any endeavour that warrants employees talking, working and collaborating with other employees … not to mention with partners and customers.

What exactly are you afraid of?


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Dan Pontefract | dp at danpontefract dot com