In the face of adversity, collaborate even more (and even smarter)

It was quite an evening, during which I tried to do some multitasking and so doing got some weird connections between ideas I’m working on.

  • I was attending the Metanomics show in Second Life, where professor Robert Bloomfield provided an overview of how economies are not dissimilar to game mechanics, and gave his take on what this means to the future of research (more about this in a later post).
  • While attending the show, I noticed there was dismay among members of the educational community. Not because of what Bloomfield was saying, but because of an announcement on the official Second Life blog, which seems to indicate that prices for many non-profits and educational projects will go up (currently such projects get discounts). Also have a look at the comments on the official blog post.
  • The New York Times via ReadWriteWeb quotes research by KZero, saying that the number of virtual world users breaks 1 billion, roughly half under age 15. In fact, it’s about registrations, not necessarily about active users, but still it’s an impressive number. The second largest group is 15 to 25 year olds, which increased by 15 million to hit 288 million accounts.
  • I was also reading Gamasutra (the art & business of making games) where Matt Christian posted an introduction to Agile and Scrum development. Scrum is an iterative, incremental methodology for project management often seen in agile software development, as explains Wikipedia. Christian explains how “Scrum creates a bottleneck (in a good way!) between management and the development team in order to keep the development team focused on the current piece of work.”
  • Finally, Robert Hernandez at the Online Journalism Review has a post about how to use geolocation paired up with augmented reality in journalism. He is working on media projects using tools such as Whrrl and stickybits.

So on the one hand there is this challenge of new generations of people familiar with games and virtual environments, there is this whole revolution of ubiquitous mobile computing power which gives us stuff like geo-locational services combined with social networks and games and augmented reality, on the other hand there is an educational system struggling for decent financing at a time of financial crisis.

Gaming and especially massively multiplayer online roleplaying games (MMORPG) are very interesting for research but also for studying how virtual communities work. Those ‘virtual’ communities tend to become very real, as companies outsource and collaborate with each other over the whole planet, meaning that people have to communicate and get on speaking terms disregarding geographical and cultural distances. Either people entering the workforce will be familiar with these environments, or they will suffer the consequences as they have to face the consequences of globalization without being able to use new media and virtual communities in a way which benefits them personally.

There are many educators and non-profit people (and also for profit people by the way) trying to spread the word, to convince older people to take these things seriously, to guide the young in their experiences of gaming, virtual worlds and augmented reality. There are many obstacles, as the new forces are disruptive and people often react in shock and denial. There is also a lack of proven business models for the most innovative projects (yay for augmented reality, but then again, even in the West only a minority has sophisticated smartphones and decent mobile broadband connections).

So traditionally educators, non-profits and people wanting to experiment ask for discounts and free rides. Sometimes companies will accept this because the hope it will ultimately be beneficial to the company, sometimes they won’t accept it because finally they are private companies and have shareholders who want a decent return on investment and don’t want to wait too long for that to happen.

All of which means that even more clever project management and collaboration is needed. Maybe more things can be done in Second Life, if we collaborate even more. Or maybe the technological challenges of open source projects such as OpenSim can be dealt with because the challenges can be tackled easily in collaboration with others.

Social media such as wikis, forums, virtual meeting places, blogs etc combined with open source, open transparent development projects and clever methodologies such as Scrum empower small nimble groups to innovate faster than established companies. Most importantly, in trying to do so and in self-educating ourselves through the achievements and inevitable failures, we’ll be better prepared to live in a globalized economy.

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