2. Pencils ready? Here’s the most important idea I want you to take away today. Real Help in a Virtual World - 6/24/2008
3. Pencils ready? Here’s the most important idea I want you to take away today. Only DEAD fish go with the flow. Real Help in a Virtual World - 6/24/2008
4. Digital Nation 2008 College Graduate Media Exposure (to date) 5,000 hours reading books. 10,000 hours playing video games. 10,000 hours talking on cellular phone. 20,000 hours of Television. 200,000 emails and Instant Messages. 500,000 advertising messages/commercials. Real Help in a Virtual World - 6/24/2008
5. Digital Nation How have you used digital media lately? Real Help in a Virtual World 6/24/2008
6. Evolution of the multidimensional Web Immersive Interactive Static Text UI Basic graphical UI Rich, interactive graphical UI 3-D digital experience Hybrid virtual/real-world experience Pre-Web Internet World Wide Web Web 2.0 Web3D WebXD Interactivity Richness of user experience Slide Courtesy of Forrester Research
7. Interactivity + Immersion = Engagement “ Web 3 – D will deliver in the next three to five years.” - Erica Driver, Forrester Research Real Help in a Virtual World - 6/24/2008
19. “ Second Life is Not a Game … It is more of a social engagement area. There are actual classrooms and training sessions in-world.” - Brett Atwood, Linden Lab Real Help in a Virtual World - 6/24/2008
20. “ Ignore Second Life at your own peril” Virtual Worlds are on the cusp of a major expansion. - McKinsey and Company Real Help in a Virtual World - 6/24/2008
21. Businesses in Second Life Amazon Kraft Foods Sony BMW Lacoste Toyota Calvin Klein MLB Visa Dell NBC Warner Bros. H&R Block Philips Electronics Xerox IBM Reebok Yahoo And dozens of others (see http://www.nbhorizons.com/list.htm) Real Help in a Virtual World 6/24/2008
22. Education in Second Life Harvard USC Ohio State San Jose State Ball State Clemson Bowling Green Bradley Columbia Edinburgh U. East Carolina Duke Georgia State Indiana MIT Univ. of Leicester NYU Penn State And hundreds of others (see http://wwwsim.teach.com) Real Help in a Virtual World 6/24/2008
23. Non-Profits in Second Life ACLU Amer. Cancer Society America’s First Harvest Kiva National Council (for Community Behaviroal Health) New Media Consortuim Preferred Family Healthcare And hundreds of others (see http://www.nbhorizons.com/list.htm) Real Help in a Virtual World 6/24/2008
25. Research Supports Use of Virtual Worlds Gallese, V. , et. al – Mirror Neurons and Embodied Simulation. The same parts of brain activate when we are watching and identifying with an action as if we were doing the action ourselves. Real Help in a Virtual World - 6/24/2008
26. Research Supports Use of Virtual Worlds Jeremy Bailenson, Stanford Virtual Human Interaction Lab – Vicarious Reinforcement How you appear in a virtual world can affect your behavior in real life. People who watch their avatars engage in physical exercise are more likely to do so themselves in real life. Real Help in a Virtual World - 6/24/2008
27. Research Supports Use of Virtual Worlds Zach Rosenthal – Duke University Virtual Crack House (cue extinction) “ What we’re trying to do is take people into a virtual crack-related neighborhood or crack-related setting and have them experience cravings, just like they would in the real world,” Real Help in a Virtual World - 6/24/2008
28. Summary – Potential Uses of VWs in Addiction Practice Real Help in a Virtual World - 6/24/2008
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32. Virtual Counseling The actual delivery of services, both group and individual, via patient and clinician avatars is currently possible. Real Help in a Virtual World 6/24/2008
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35. “ Like the Web in 1993, most of the good ideas haven’t been thought of yet. “ Sibley Verbeck, CEO, Electric Sheep Co., on NBCs Today Show (March, 2008) Real Help in a Virtual World 6/24/2008