Productivity and Play in Organizations: Executive Perspectives on the Real-World Organizational Value of Immersive Virtual Environments

Abstract In exploring the productive potential of virtual worlds, one relevant line of inquiry is the degree to which immersive online environments can support the objectives of real-world enterprises. Despite the favorable treatment of virtual worlds in the popular and business press, organizations...

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Main Author: Patrick J. Bateman
Format: Article
Language:English
Published: Intellect 2008-06-01
Series:Artifact
Subjects:
Online Access:https://intellectdiscover.com/content/journals/10.1080/17493460903020216/art.2.2.69_1
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author Patrick J. Bateman
author_facet Patrick J. Bateman
author_sort Patrick J. Bateman
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description Abstract In exploring the productive potential of virtual worlds, one relevant line of inquiry is the degree to which immersive online environments can support the objectives of real-world enterprises. Despite the favorable treatment of virtual worlds in the popular and business press, organizations remain cautious in their acceptance and adoption of virtual environments. Since there is a dearth of academic literature on this facet of the virtual world phenomenon, this research aims to provide an assessment of executive perspectives on the potential impact of virtual worlds on businesses and the challenges that may be encountered in organizational application of such environments. To capture business-oriented perceptions of virtual worlds we analyzed, the reports of twenty-five business executives who recently spent considerable time training in and exploring Second Life, a popular online virtual environment. We identify and discuss seven tensions reflected in their assessment of the organizational role of virtual worlds, and situate these tensions in the prevailing computer-mediated communication discourse. Findings point to significant parallels with evaluative perspectives on earlier waves of Internet-based innovation, insights from the existing literature on computer-mediated communication, and an opportunity for theory generation through dialectical reasoning.
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spelling doaj.art-638144fea69240a6a08194d0386ac43a2023-06-26T10:01:56ZengIntellectArtifact1749-34631749-34712008-06-0122698110.1080/17493460903020216/art.2.2.69_1http://instance.metastore.ingenta.com/content/journals/ajdp/2/2Productivity and Play in Organizations: Executive Perspectives on the Real-World Organizational Value of Immersive Virtual EnvironmentsPatrick J. Bateman0Youngstown State University, USAAbstract In exploring the productive potential of virtual worlds, one relevant line of inquiry is the degree to which immersive online environments can support the objectives of real-world enterprises. Despite the favorable treatment of virtual worlds in the popular and business press, organizations remain cautious in their acceptance and adoption of virtual environments. Since there is a dearth of academic literature on this facet of the virtual world phenomenon, this research aims to provide an assessment of executive perspectives on the potential impact of virtual worlds on businesses and the challenges that may be encountered in organizational application of such environments. To capture business-oriented perceptions of virtual worlds we analyzed, the reports of twenty-five business executives who recently spent considerable time training in and exploring Second Life, a popular online virtual environment. We identify and discuss seven tensions reflected in their assessment of the organizational role of virtual worlds, and situate these tensions in the prevailing computer-mediated communication discourse. Findings point to significant parallels with evaluative perspectives on earlier waves of Internet-based innovation, insights from the existing literature on computer-mediated communication, and an opportunity for theory generation through dialectical reasoning.https://intellectdiscover.com/content/journals/10.1080/17493460903020216/art.2.2.69_1virtual worldsexecutive perspectivesSecond Lifeorganizational valuecritical tensions
spellingShingle Patrick J. Bateman
Productivity and Play in Organizations: Executive Perspectives on the Real-World Organizational Value of Immersive Virtual Environments
Artifact
virtual worlds
executive perspectives
Second Life
organizational value
critical tensions
title Productivity and Play in Organizations: Executive Perspectives on the Real-World Organizational Value of Immersive Virtual Environments
title_full Productivity and Play in Organizations: Executive Perspectives on the Real-World Organizational Value of Immersive Virtual Environments
title_fullStr Productivity and Play in Organizations: Executive Perspectives on the Real-World Organizational Value of Immersive Virtual Environments
title_full_unstemmed Productivity and Play in Organizations: Executive Perspectives on the Real-World Organizational Value of Immersive Virtual Environments
title_short Productivity and Play in Organizations: Executive Perspectives on the Real-World Organizational Value of Immersive Virtual Environments
title_sort productivity and play in organizations executive perspectives on the real world organizational value of immersive virtual environments
topic virtual worlds
executive perspectives
Second Life
organizational value
critical tensions
url https://intellectdiscover.com/content/journals/10.1080/17493460903020216/art.2.2.69_1
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