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3D internet and enterprise: emergence of virtual worlds and serious games in the workplace

Mervyn Levin (Founding Director of Levering Limited, Sanderstead, UK)

Development and Learning in Organizations

ISSN: 1477-7282

Article publication date: 16 February 2010

1957

Abstract

Purpose

The purpose of this paper is to describe the transformative impact that 3D technologies rooted in entertainment, e.g. games and virtual worlds, are beginning to have on the business environment for the development of enterprise applications.

Design/methodology/approach

This briefing draws on wide, firsthand experience of the policy, research and commercial implications of new digital technologies.

Findings

The paper finds that these technologies and the resulting applications have significant potential to increase learning and development, realize productivity gains and boost Return on Investment (ROI) across a wide range of enterprise functions.

Practical implications

The paper provides strategic insights, including case study references on how the widespread adoption of 3D internet technologies by consumers is poised to shape the workplace. Some of the technical, cultural and regulatory challenges are also addressed.

Originality/value

The paper encourages decision makers in organizations to consider how these new technologies can be applied to deliver value. This includes stimulating innovation, personal development, effective meetings, new channels for customer engagement and recruitment.

Keywords

Citation

Levin, M. (2010), "3D internet and enterprise: emergence of virtual worlds and serious games in the workplace", Development and Learning in Organizations, Vol. 24 No. 2, pp. 17-20. https://doi.org/10.1108/14777281011019470

Publisher

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Emerald Group Publishing Limited

Copyright © 2010, Emerald Group Publishing Limited

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