Creating Virtual Communities
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Transcript of Creating Virtual Communities
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Please turn to page 6.
social networking. Virtual worlds.
Online communities. Not long
ago, these existed exclusively in people’s personal lives.
Now, the phenomenon is making waves in the business
world as well.
As an anthropologist, I know that most people seek
places where they can connect with other people.
I spent a year with a company called Linden Lab,
studying the virtual world they launched in 2003,
Second Life, and its effect on its creators and users.
What I learned has implications for businesses as well
as individual participants.
If you aren’t familiar with virtual communities, someone
you know is. In Second Life and other such worlds, you
act through a virtual representative, or avatar, to create
any type of life you desire. The beauty is that everyone
begins effectively equal, with greatly reduced obstacles
of time, space, and physical ability. For some time,
businesses have known the value of a Web presence for
consumers, but the real power of virtual communities
lies in connecting employees. This can be as simple as
a company wiki or blog site, or it may mean a virtual
world, bringing far-fl ung teams together to collaborate
on projects.
THE TRUST-BUILDING ADVANTAGEIf you’re thinking that communicating online or
through an avatar isn’t “authentic,” look at the history of
communication. At fi rst, people thought the telephone
was impersonal and peculiar. It’s all about perspective,
about making spaces
meaningful. If you can
express yourself clearly
and keep a persistent
identity in that space, you
are authentic, as will be the
relationships you form there.
In virtual spaces and through online games, people
can experiment. Their actions aren’t consequence-
free, but the stakes are reconfi gured to value failure.
volume 4 issue 2 autumn 2009
Opportunities Abound in Virtual Communities | The Changing Workplace: That Gap is Technological | Plus a visual tool you can use now!
Outside Expert
Thomas MalabyAssociate Professor of Anthropology University of Wisconsin-Milwaukee
w!
Creating Virtual Communitieswww.watercoolernewsletter.com
The real power of virtual communities lies in
connecting employees.
Virtual Communitiesin Businesses
n to page 6.
p
ence-
ailure.
networking. Virtual worlds.
Online communities. Not long
ago, these existed exclusively in people’s personal lives.
lies in connecting employees. This can be as simple as
a company wiki or blog site, or it may mean a virtual
world, bringing far-fl ung teams together to collaborate
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Creating Virtual Communities2
today, it’s not unusual
to be part of a
work team that’s scattered not just
across a building, but across the world.
That’s why online communities are
becoming the optimal way for people
to connect and communicate. Yes, it’s
a bit intimidating, but there’s also
a great deal of value.
The drive for online communities is
a natural extension of how people
choose to spend their free
time. Today’s workers don’t
want to read manuals or listen
to presentations. They
want quick snippets of
information that are
easily digestible. Time
is precious and share of
mind is hard to capture.
Think of all the information that
touches you every day. People spend
so much time on Facebook because
there’s always something new. We
need to make this happen in the
workplace, to make people want to
visit our websites. We want it to be
our new “water cooler.”
On a brand I worked on previously,
we developed a virtual world for
our employees. As part of the
development team, I found many
benefi ts, including ease in training
thousands of people at the same
time. We conveyed the new training,
our new look and feel, and our core
proposition for every hotel at the
same time – which would have been
impossible in person. It was cost-
effective, fast, and fun.
Opportunities Aboundin Virtual Communities
Industry Perspective
Hannah Kahn Director, Global Brand ManagementHotel Indigo®
THE BENEFITSIn a “virtual world,” communication is peer-to-peer, tends to be nonjudgmental, and inspires honesty. Unlike company intranets with blogs from executives and perhaps a calendar or announcements, a virtual community offers a level playing fi eld where everyone can air opinions and ideas. It’s a great way to get the best of people, providing a sense of equality.
There is tremendous opportunity for grass-roots sharing of best practices. People question processes and better ways to do things.
Someone may say, “I know we were trained to do it this way, but here’s a twist that really works well for us.”
People can retrain themselves or even explore training in a fi eld other than their own. It’s a great way
for employees to develop themselves, pump up their portfolio, and increase their chances for promotion and possibly a bigger paycheck.
It’s also a good way to compare what’s happening locally with what’s going on in other locations. An
idea that works great in New York may work equally well in Hong Kong. Another benefi t is that a virtual community may attract new employees and set you up as a hip, forward-thinking company to work for.
Of course, there’s a chance that someone might spread inaccurate information or say something negative. But we’ve found that this self-corrects. If a mis-statement is made, someone else usually points it out. If something negative is posted, another person mentions other ways to look at the situation. It is a true conversation of ideas.
GETTING YOUR VIRTUAL COMMUNITY STARTED Set clear objectives; without them, it will fail. In the community I helped
to build, our goals were communication, training, and best-practice sharing. Find a business partner with the expertise to bring your ideas to life. Think
of your target users and what they need and want. Keep it fresh. Constantly provide new content, new options, new ways to
get involved. Teaching and encouraging users to generate content is the best approach to make any e-community come to life.
Find a way to draw people in. Get them hooked, and then harness the energy to solve other problems, share methods and tips, and forge strong teams within your company.
Hannah is responsible for designing guest experiences for Hotel Indigo, a branded boutique offering of InterContinental Hotels Group.
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www.watercoolernewsletter.com 3
have you felt the shift at
your workplace?
Things are changing. Some people blame the discomfort
on mixing four generations with four worldviews. I think
it’s more honest to sort differences by technological
comfort. That “technology wedge” between Millennials
and other generations is simply about comfort levels
and expectations. And that’s natural. All generations
have brought new technologies into the workplace and
changed the way we work, from the telephone a few
decades ago to social networking applications today.
What is different today is that changes are
occurring faster. It took 38 years for
radio to acquire 50 million users, and
only three years for Facebook to
reach twice that number. The rate of
change feels scary, but change is here, and
we can get in the way of it or channel it
to make our businesses better.
THREE SHIFTSIn looking at this rapid technology
evolution, we need to be aware of three
shifts that impact how we work and
communicate with one another.
1. The Work-to-Home/
Home-to-Work Shift
Until recently, workers were exposed to new
technology at work, and then migrated it into their
homes – personal computers, for example. Instead of
IT departments guiding workers, employees are now
leading the way. Their home experiences are setting
the agenda for what’s expected at work. The iPhone
now has over 50,000 applications and Facebook has
over 300 million users worldwide.
The most relevant question from a corporate use
standpoint is when these technologies reach a tipping
point and become essential in your workplace for
productivity advantage. For its fi rst two years,
Facebook was a must for 18-to-24-year-olds – not a big
concern for the corporate world. But about a year ago,
it reached a tipping point and became ubiquitous across
all generations. The age boundaries
are gone for social networks. At 92,
actor Kirk Douglas communicates
with his fans via MySpace. When
a technology cuts across all
generations, you know it’s ready for
the workplace.
2. The User-Generated
Content Shift
Another tipping-point trend
is user-generated content –
information created by end
users (consumers and employees). We all
rely on Amazon reader reviews and Trip Advisor
recommendations. We often put more credence into
information that is user-generated than from formal
news sources. From a consumer standpoint, what
we deem authentic and how we send and receive
The Changing Workplace:That Gap is Technological
Point of View
Rich BerensPresident and Chief Operating Offi cerRoot Learning
Please turn to page 7.
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Creating Virtual Communities4
Are You Readthe Digita
User-Generated
Content
Social
Networking
More
technology
coming!
Rich
Med
ia
I feel isolate
This Root Learning Map® visual is a product of Root Learning® Inc., Sylvania, OH 43560 www.rootlearning.com
Try this with your team!
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www.watercoolernewsletter.com 5
dy foral Wave?
soed.
I wonder how thisprocess works in our
Denver office…
I miss myFacebook.
The Watercooler_volume4_Issue2_autumn2009_101509 ©2009
This leader has a major challenge. The “digital wave” is washing over him and he may not be prepared.
Do you see yourself or your company in this picture? These questions may help you and your team to
determine whether you’re ready for what’s ahead.
1. Look at the three images at the left of the picture, representing user-generated content such as
blogs and wikis, rich media like YouTube, and social networking. What expectations have these
technologies created for us as consumers in how we communicate and connect with each other?
2. Think specifi cally about blogs or wikis. How are you or members of your team currently using
them as consumers?
3. Now, consider rich media sites like YouTube or multimedia news sites. Which ones do you access,
and what have you come to expect in how the information is presented?
4. What about social networking sites like Facebook? How do you currently use them, and what is
the benefi t in connecting with friends and family compared to how you communicated before?
5. All these technologies are riding the mainstream technology wave – they have been widely added
by most demographics in day-to-day consumer use. At the right of the picture, we see that these
technologies are getting limited play so far in corporate environments. Why do you think that is?
6. Knowing that the three types of technologies we mentioned now have widespread common
adoption, let’s brainstorm about where each might provide the greatest business impact for us.
Current Consumer Benefi t Possible Business Benefi t
Blogs/Wikis
Rich Media
Social
Networking
7. Given your initial brainstorm, what are the top two or three applications that could both make sense
for your organization and bring you the greatest business benefi t?
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Creating Virtual Communities6
Because virtual communities save costs, there is less baggage attached to failure, and this leads to building trust.
Anthropologists know that trust is built from very small acts, like simply allowing someone else to say or do
something. In Second Life, this may mean moving one’s avatar out of the way of another who may be speaking.
Even in virtual communities, trust is built from the possibility of failure, but also because the scope for social action
is broad enough that people are inspired to do little things that make others comfortable.
THE ENGAGEMENT FACTORUnfortunately, many companies view social networking as kind of “anti-institutional.” For people to want to
participate, people need to see their virtual world as a place where they could say what they say after work
over drinks. This is the part that concerns business leaders, who see social networking sites as ungovernable.
For corporate virtual communities to be meaningful, businesses will have to give up some control. The desire
to regulate information and employees’ comments could seriously get in the way. It would be marvelous if the
corporate world felt less compelled to govern their employees’ social networks.
THE RETURN ON RETURNINGThe key is to get people into the habit of returning to the virtual
community day after day. People are attracted to online games
because they have uncertain outcomes, and they can interact in ways
that affect those outcomes. Games command our attention because
we want to see what happens next.
In games that require partners (or colleagues), there is a shared objective for building interaction and trust. Without
objectives, the site may look nice, but people will have no reason to go there. The goal is to make people want to
work together, and as they do, they create a framework for social interaction.
Clever companies use this pull to get people to do work for free. For example, Google has an “image game.” All
of their text is searchable, but images are almost impossible to fi nd easily. Google invented a game where users are
paired with someone, somewhere in the world. With your virtual partner, you look at the same image and give it
a tag name. If your tag names match, you get points. This gives you the incentive to not just invent your labels, but
to choose those that most people would use to search for the image. So people have fun and
compete, and Google gets a list of usable search tags for images.
Now, think how something like this would work in your own business, pairing colleagues
to work virtually in a way that they’re familiar with and enjoy. You may fi nd it well worth
exploring.
Thomas Malaby is the author of Making Virtual Worlds: Linden Lab and Second Life (Cornell
University Press, 2009). Contact Thomas at http://thomasmalaby.com.
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The goal is to make people want to work together, and as they do, they create a framework for social interaction.
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Stats from www.web-strategist.com, originally posted January 2009
www.watercoolernewsletter.com 7
The Changing W
orkplace: That Gap is Technical
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information is very close to a tipping point. Companies
like Intel and others already use it for signifi cant
business benefi t. For organizations, the question is,
“How can we harness user-generated content to share
best practices and communication so we can take
advantage of the technology that our employees
now expect?”
3. The Rich Media Quality Shift
You may have seen a story on the
band Journey and its search for a
new lead singer to replace the
legendary Steve Perry. As
the band agonized over
traditional talent searches,
one of them discovered
their new singer on a
video on YouTube. Arnel
Pineda, a 40-year-old homeless
man from the Philippines, had posted his
spot-on rendition of a Steve Perry vocal. (For a
more detailed story, go to: http://www.youtube.com/
watch?v=89_2UivtEhs.) The band solved its problem
in a way that would never have been possible without
new technology. Imagine using this kind of method to
fi nd your own “lead singer” for your critical projects at
the right time – using technology!
The point is that rich video-based media is becoming
a standard we all use and expect on a daily basis to
learn and share information. We can now convey
the emotion and passion of our product or service
to employees and customers in a way that can’t be
matched by any traditional media. Rich media has
reached a tipping point, but we are not very savvy at
using it yet in the corporate world to engage
our employees in the business better.
All three trends have hit
a tipping point and are
entering your corporate
culture whether you want
them to or not. If you channel
these trends, you can create
greater engagement and business
productivity for your company.
In 2009, Rich partnered with Procter &
Gamble to host a summit on “Changing How
We Change.” Leaders from various industries focused their
experiences on new ways to think about change. In 2008,
Rich was appointed by the Governor of Ohio to serve on
the state’s Workforce Advisory Board.
SOCIAL NETWORKS and BLOGS are the 4th most
popular online activity, and member communities are visited
by 67% of the global online population. Nielsen Online
FACEBOOK was the fourth most
visited website in June. Techcrunch
LINKEDIN has 7.7 million unique monthly visitors. Adage
The average MYSPACE user now spends 4.4 hours
on the site every month. Comscore via Techncrunch
TWITTER had 4.43 million unique visitors
in December 2008. Mashable/Compete Tech
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threads from one to another that creates something.
– Sandra Day O’Connor
eve
nts
& n
ew
s
ASTD TechKnowledge, January 27–29, 2010, Las Vegas, tk09.astd.org.
Social Networking Conference, January 28–29, 2010, Miami Beach Convention Center, www.socialnetworkingexpo.com.
SHRM Annual Conference & Exposition, June 27–30, 2010, San Diego, www.shrm.org.
Root Learning 2010 Webinar Series – Information and registration links coming soon.
The next issue of the Watercooler will be published in January 2010!