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CHANGE @ WORK: Doing BUSINESS in Second Life

Other Columnists

When Greg Verdino of Melville gets up to go to work, he no

longer makes a dash for the Long Island Rail Road to commute to Manhattan. No,

as chief strategy officer of a new marketing company called crayon, on many

days he sits down at his home computer and logs into a 3-D virtual world called

Second Life.

That's where his avatar - a digital version of himself named Jiggy Stardust -

meets and chats with the avatars of his co-workers, pitches business to new

clients and helps run weekly networking events for other marketing types who

are also in Second Life, which is known as being "in-world."

After registering at Second Life.com, "residents" there, for no charge, can do

just about anything they do in the world that most of us consider real, albeit

certainly in a more stilted way - walk around, instant message one another,

visit the "islands" that individuals and organizations have set up. As in real

life, too, they may come across unsavory characters, such as vandals and

harassers. But as a bonus, they also can get their avatars to fly and teleport

from location to location.

Though it may sound like an online game, this is not a structured contest but a

free-flowing world where residents travel, socialize, create things, even do

business at will. For fees, they can buy virtual land and products, and operate

v-commerce businesses themselves where their virtual profits can be turned

into real money.

Roll your eyes if you will, but one Second Life resident who deals in that

world's virtual real estate has become a millionaire - that would be in U.S.

dollars, not the local currency known as Linden dollars.

Populated at this point largely by those whom Verdino, 38, sees as the "geek

elite" - hard-core technology users, animators, graphic designers - the space

also is being used by college professors who teach classes there, as well as

librarians setting up information "islands" to help newbies find resources.

Large companies, too, have created their own islands where employees

collaborate on projects and meet with clients, as well as where companies are

running simulations, testing concepts, connecting with communities and raising

awareness of new products or services. Among them: IBM, CMP Technology, Sears,

Mazda, Coca-Cola and Starwood Hotels.

Setting up an island, says Verdino, also creates a public relations buzz,

pointing out that, "launching in SL got crayon onto the cover of the Wall

Street Journal Marketplace section and ... on ABC News."

Recruiters also are experimenting in Second Life as a potential source of new

hires, with TMP Worldwide Advertising & Communications Llc, a Manhattan-based

recruitment advertising agency, having held its second virtual job fair there

in August where avatars from Accenture, EMC, GE Money and U.S. Cellular

conducted in-world interviews. In the wake of an earlier fair held in May,

three or four people ended up getting hired, among them an executive chef who

got a job with a food and facilities management company.

Launched in 2003 by San Francisco-based Linden Labs, Second Life reports that

it has 9.6 million registered residents, though some bloggers are quick to

point out that not all are likely to be active visitors. As of Sept. 20,

474,434 residents had logged in over the previous 14 days, according to

statistics posted on the site. And in the month of August, 639 new islands were

added, bringing the total to 9,834.

It's just one of a number of simulated 3-D Internet environments, including

Active Worlds and There, that make up what's known as the "metaverse," defined

on Wikipedia as "environments where humans interact (as avatars) with each

other (socially and economically) and with software agents in a cyberspace that

uses the metaphor of the real world, but without its physical limitations."

Though most people today give quizzical looks when they hear the term avatar,

by the end of 2011, 80 percent of active Internet users and major companies are

expected to have some virtual-world-type presence, according to Gartner Inc.,

a Stamford, Conn.-based research company.

At this point the virtual world space "feels very immature like the Internet

once did. It also feels very ripe with possibility," says Amy Vickers, global

director for enterprise solutions with Avenue A|Razorfish, a Manhattan-based

interactive marketing and technology services agency. She says she spends two

or three hours a month checking out new developments in Second Life, as well as

a new student recruiting presence set up by her alma mater, Duke University.

Saying she's heard of "audience and marketer attrition" in the past few months,

she adds, "We are not recommending it as a marketing tactic at the moment for

our clients, but we are monitoring Second Life and other virtual worlds

carefully as the landscape constantly changes."

Here's a sense of how some early adopters are finding

career/workplace/professional development applications in Second Life:

CMP Technology, based in Manhasset, just wrapped up a seven-day professional

development summit in Second Life, complete with keynotes, panels and

networking breakfasts for about 1,000 registered senior program developers - in

avatar form, of course - from business, academia and government. It was just

one of a number of such activities, ranging from hour-long chats to full-scale

trade shows, the company has been holding for no charge, at least for now, for

interested SL residents, says John Jainschigg, director of online technology

and new business for CMP's software group. Among the company's business goals,

he says: to build on its real-world events business, foster a global community,

as well as be part of "the dialogue now shaping virtual reality."

About 5,000 IBMers belong to that company's Second Life employee community -

networking, mentoring and collaborating avatar-to-avatar through real-time

online messaging. So extensive is such virtual world activity that IBM has

issued virtual-world guidelines for employees, reminding them that chats and

actions are public and that "dialogue is similar to having a discussion or

meeting in a public place, such as a hotel lobby or an airport." Also that even

as they are moving around that world as avatars, they need to be mindful of

presenting professional images. That means they wouldn't want to show up at a

business meeting "dressed as a fuzzy character," says Sandy Kearney, global

director of 3-D Internet and virtual business.

Manpower, the Milwaukee-based staffing firm, set up in July a Manpower Island

to help new SL residents learn some basics in avatar management - sitting,

flying and teleporting from one location to another - as well as provide

coaching in real-world and virtual-world job hunting and resume-writing

techniques. The company's goal, chairman and chief executive Jeffrey A. Joerres

said in a news release, is "to help people, companies and governments

understand what's coming next in the changing world of work. The virtualization

of the labor market is a key issue for all of these groups and our presence in

Second Life will enable us to further define the next stages of virtual work,

which are emerging in 3-D worlds."

Among the benefits to networking in such spaces as Second Life, Verdino says,

are "the wow factors. ... It's cool and interesting and different to do." Plus,

he says, it removes geographic and financial restrictions to attending

far-flung training and meet-and-mingle events.

But there are plenty of drawbacks and glitches, some related to learning to

maneuver an avatar. An interviewee at one of the job fairs put on by TMP, the

recruitment advertising firm, ended up flying into the interview room, instead

of walking. Another, not knowing how to sit, ended up standing the whole time.

And yet another mistakenly handed the company representative a beer can

instead of his resume.

Yes, there are some "hiccups," says Louis Vong, TMP's vice president of

interactive strategy. But at least at this stage, he says, they served more as

"ice breakers" than preludes to career disaster.

For Steve Levy, a blogger and executive recruiter in Huntington, such

virtual-world recruiting leaves something to be desired. "I don't want to see

an avatar, I want to see a person," he says, so he can observe the nuances of

voice tone and body language. "I love technology," he says, but, "how

impersonal do we want to make personnel?"

Plus, he asks, who will be held liable if a candidate going for a virtual

interview gets harassed by one of any number of renegade avatars roaming the

space? Just check out Second Life's "police blotter" section for a list of

residents' infractions, including assault, indecency, sexual harassment and

disturbing the peace.

Nelly Yusupova, founder and president of Manhattan-based Digital Woman, a Web

strategy and design firm, and chief technology officer of the networking group

Webgrrls International, has reservations for other reasons: information

overload and the amount of time that can be spent in Second Life.

Though she says she does see the promise, she also says, "I don't even have

enough time for my first life."

Second Life lingo

Avatar: A digital representative of a person having the ability to run, jump,

fly, chat, instant-message and more with others they meet there

Furries: Avatars in the form of furry creatures

Islands: Individuals and organizations buy and design islands where avatars

visit

In-world: As opposed to the real, physical world outside Second Life

Linden dollar (L$): Second Life's virtual currency, which can be exchanged for

U.S. dollars

Lindex: Second Life's currency exchange

Meatspace: What most of us think of as the real, physical world, as opposed to

virtual

Orientation Island: Good first stop where Second Life newbies can learn the

basics Resident: Those with an active presence in Second Life

SL: Second Life

Teleport, or TP: How avatars move instantly from spot to spot

V-commerce: Doing business in virtual worlds

V-product: What you buy or sell there

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