Abstract

Virtual environments (VEs) such as Second Life or World of Warcraft can be more than entertainment; they also offer new ways to test concepts and prototypes, train employees, and anticipate actions of an opponent. The U.S. military and other government organizations are applying VEs to support achieving training, operational, and rehearsal objectives. Business enterprises are starting to use virtual realities to lower costs and increase capabilities. This paper provides a systematic characterization and analysis of the features of VEs that improve organizational effectiveness. The paper describes: first, the key elements of a virtual world; second, the Use Modes or methods by which virtual worlds can be used to achieve a wide range of business or military objectives; third, a categorization of the wide range of application areas to which VEs can be applied; and lastly, the current limitations, emerging opportunities, and future research recommendations for using VEs to achieve organizational objectives.

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