State of Business Magazine, Spring 2008
  vol. XX no. 1
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Spring 2008 Contents
Dean's Letter
Russian Revival
Going Virtual
Beijing Image
From East To West
On Top, Down Under
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Departments
The Pulse
In the News
Faces
First Person
Rajeev Reports
As I See It
State of Business Information

Going Virtual

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At Robinson, the virtual world provides opportunities to teach students in a new way. “Today’s students were born in the ’90s when the internet first took off,” said David McDonald, assistant professor and director of emerging technology at Robinson. “This type of technology is very natural to them, and using it helps keep them interested.” The College uses Second Life as part of an introduction course for undergraduate students, but the planning has already begun on the graduate level as well. “This type of technology begs for ‘out of the box’ thinking,” said McDonald. “Schools who are already in Second Life have a fairly conventional presence. While our own Robinson Island is still in the developmental stage, our goal is to allow students to broaden their experiences using the technology.” One of the ways McDonald hopes to use the virtual medium is in the College’s Herman J. Russell, Sr. International Center for Entrepreneurship. “Entrepreneurship has really begun to take hold in Second Life, and we are looking at ways of incorporating that aspect of the technology into our program.”

numbered list: Five Ways to Go VirtualBut the technology is still in the early stages. “I don’t think we’re using even 2 percent of the value being created in the vir tual space,” said Kaneva’s CEO and founder, Christopher Klaus. “Right now most companies are looking at it and saying ‘wow this [is] cool’ but aren’t sure if they should invest time and money in it just yet.”

But a recent study suggests that companies may want to start investigating sooner rather than later. According to Gartner Research, Inc., 80 percent of active internet users, or 250 million people, are expected to participate online in virtual worlds by 2011.

Klaus believes that most companies will begin to explore virtual worlds over the next couple of years. “Ultimately it comes down to culture and strategy. Clearly, this is all at the early adopter stage, with most cutting-edge companies already thinking through what a virtual world is and how best to use it. As with most technology, it’s just a matter of time before it seeps into the mainstream.”

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