SlideShare a Scribd company logo
1 of 47
Dr. Tony O’Driscoll Fuqua School of Business, Duke University Learning in 3D How Web 2.0 and the Immersive Internet are  Changing the Game in Learning
Slide:  Is there anybody… OUT THERE? #lrn3d
O n My  Mind
 
Book  Structure ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Chapter  1 Here comes the  Immernet
Oxymoron Knowledge MANAGEMENT Jumbo Shrimp Death Benefit
KM  Promise Just: In Time Enough For Me
KM  Reality http://www.slideshare.net/trib/knowledge-worker-20 Structured Information STOCKS
Slide:  From / To STOCKS FLOWS
Slide:  Meet  Jessica OMG, I AM SO BUSTED! . . . Mom found the bottle of vodka Tyler got us in the trunk of the car. . . .Get everyone on FB right NOW
KM   2.0 SOCIAL COMPUTING  = KM 2.0
Slide:  Here Comes  Everybody
Slide:  Getting things done  requires good connections, both the human kind and the Internet kind.  Schooling has confused us into thinking that learning was equivalent to pouring content into people’s heads.  It’s more practical to think of learning as optimizing our networks. Learning=Net WORK ing
From Individual Skills to Team Insights Slide:  Individual Team Skills Insights Collective Cabability Individual Competency Tune your Network Close your Skill Gaps From SME to  SMN
Slide:  New Value Chain Information = Currency Individuals = Transport Interaction = Transfer Insight = Outcome i 4
i web 2D Synchronous Learning Knowledge Sharing Spaces Share Point  Lotus Team Room Groove Yahoo Groups Blackboard WebEx Adobe Centra Live Meeting Citrix G2M Illuminate
i web 2D Synchronous Learning Knowledge Sharing Spaces NETWORK ed Virtual Spaces Share Point  Lotus Team Room Groove Yahoo Groups Blackboard WebEx Adobe Centra  Live Meeting Citrix G2M Illuminate
2D Synchronous Learning Web 2.0 Technologies Knowledge Sharing Spaces Webex Adobe Centra LiveMeeting Citrix Illuminate Blogs Wikis Tagging RSS Social Media SharePoint  Lotus TeamRoom Groove Yahoo Groups Blackboard NETWORK ed Virtual Spaces i web
2D Synchronous Learning Knowledge Sharing Spaces WebEx Adobe Centra Live Meeting Citrix G2M Illuminate Share Point  Lotus Team Room Groove Yahoo Groups Blackboard NETWORKed Virtual Spaces Dynamic KNOWLEDGE Discovery Web 2.0 Technologies Blogs Wikis Tagging RSS Social Media i web
2D Synchronous Learning Knowledge Sharing Spaces Virtual World Technologies  WebEx Adobe Centra Citrix G2M LiveMeeting Second Life Venuegen ProtoSphere Open Cobalt NETWORKed Virtual Spaces Dynamic KNOWLEDGE Discovery Share Point  Lotus Team Room Groove Yahoo Groups Blackboard Web 2.0 Technologies Blogs Wikis Tagging RSS Social Media i web
2D Synchronous Learning Knowledge Sharing Spaces Virtual World Technologies  WebEx Adobe Centra Citrix G2M LiveMeeting Second Life Venuegen ProtoSphere Open Cobalt NETWORKed Virtual Spaces Dynamic KNOWLEDGE Discovery Share Point  Lotus Team Room Groove Yahoo Groups Blackboard Web 2.0 Technologies Blogs Wikis Tagging RSS Social Media i web 3D Social Net WORK ing
2D Synchronous Learning Knowledge Sharing Spaces Virtual World Technologies  WebEx Adobe Centra Citrix G2M LiveMeeting Second Life Venuegen ProtoSphere Open Cobalt NETWORKed Virtual Spaces Dynamic KNOWLEDGE Discovery Share Point  Lotus Team Room Groove Yahoo Groups Blackboard Web 2.0 Technologies Blogs Wikis Tagging RSS Social Media i web 3D Social NetWORKing 3D Synchronous LEARN ing
2D Synchronous Learning Knowledge Sharing Spaces Virtual World Technologies  WebEx Adobe Centra Citrix G2M LiveMeeting Second Life Venuegen ProtoSphere Open Cobalt NETWORKed Virtual Spaces Dynamic KNOWLEDGE Discovery Share Point  Lotus Team Room Groove Yahoo Groups Blackboard Web 2.0 Technologies Blogs Wikis Tagging RSS Social Media i web 3D Social NetWORKing 3D Synchronous LEARNing Immersive Interactive Intuitive Immediate
Dynamic KNOWLEDGE Discovery i 4 Immersive Interactive Intuitive Immediate i-web  Singularity
Chapter  2 Learning to  Change
Slide:  Meet  Megan 1585-1587
Chapter  3 Escaping  Flatland
Slide:  Life Imitates Art From  TRON  to  AVATAR
Slide:  Unbounded Space Social Interaction Communities User Created Content Business Unbounded Space Social Interaction Communities User Created Content Business Opportunity Bound by a Narrative Defined Roles NPCs Rules Tokens Ranks and Levels Alphabet  Soup
3D Learning Experience Meet  Jane and Jack 2D Synchronous Learning
Slide:  Immersion * Interactivity = ENGAGEMENT I*I=E Equation (I*I) + (C*C) =E
Chapter  4 Architecting  Learning Experiences
Architectural  Alignment
Chapter  6 Learning from  Experience
Grounded in  Experience
Challenge/Objectives Why 3D? Solution Benefit/Result ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Microsoft/Sodexo  Case
Challenge/Objectives Why 3D? Solution Benefit/Result ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Ernst & Young  Case
Challenge/Objectives Why 3D? Solution Benefit/Result ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],USHMM  Case
Challenge/Objectives Why 3D? Solution Benefit/Result ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],CATT  Case
Challenge/Objectives Why 3D? Solution Benefit/Result ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],BP  Case
FWI E&Y USHMM Maps
CATT BP Maps
Chapter  9 Rules from  Revolutionaries
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],New  Rules!
Get Fired Up ! Embrace Net WORK ed Learning  NOW !
Slide:  Connect http://wadatripp.wordpress.com http://www.karlkapp.blogspot.com Tony’s Blog Karl’s Blog Facebook Fan Page http://www.learningin3d.info/ Book Home Page

More Related Content

What's hot

The Workplace Learning Revolution
The Workplace Learning RevolutionThe Workplace Learning Revolution
The Workplace Learning RevolutionJane Hart
 
Social Learning Revolution
Social Learning RevolutionSocial Learning Revolution
Social Learning RevolutionJane Hart
 
Finding the Human in Technology
Finding the Human in TechnologyFinding the Human in Technology
Finding the Human in TechnologySandy McAuley
 
Social Media Teigland Nov09
Social Media Teigland Nov09Social Media Teigland Nov09
Social Media Teigland Nov09Robin Teigland
 
Social Learning in the Workplace
Social Learning in the WorkplaceSocial Learning in the Workplace
Social Learning in the WorkplaceJane Hart
 
10 ideas to work and learn smarter
10 ideas to work and learn smarter10 ideas to work and learn smarter
10 ideas to work and learn smarterJane Hart
 
25 Tools: A Toolbox for Learning Professionals 2009
25 Tools: A Toolbox for Learning Professionals 200925 Tools: A Toolbox for Learning Professionals 2009
25 Tools: A Toolbox for Learning Professionals 2009Jane Hart
 
Understanding Social Learning in the Workplace
Understanding Social Learning in the WorkplaceUnderstanding Social Learning in the Workplace
Understanding Social Learning in the WorkplaceJane Hart
 
ILTA Keynote
ILTA KeynoteILTA Keynote
ILTA KeynoteJane Hart
 
Learning in the Social Workplace
Learning in the Social WorkplaceLearning in the Social Workplace
Learning in the Social WorkplaceJane Hart
 
Digital capabilities now and in the world to come - Tunde Varga-Atkins
Digital capabilities now and in the world to come  - Tunde Varga-AtkinsDigital capabilities now and in the world to come  - Tunde Varga-Atkins
Digital capabilities now and in the world to come - Tunde Varga-AtkinsTünde Varga-Atkins
 
From "Command & Control" to "Encourage & Engage"
From "Command & Control" to "Encourage & Engage" From "Command & Control" to "Encourage & Engage"
From "Command & Control" to "Encourage & Engage" Jane Hart
 
Internet Time Alliance View of Change
Internet Time Alliance View of ChangeInternet Time Alliance View of Change
Internet Time Alliance View of ChangeJay Cross
 
From E-Learning to Social Learning
From E-Learning to Social LearningFrom E-Learning to Social Learning
From E-Learning to Social LearningJane Hart
 
12 steps to successful social learning
12 steps to successful social learning12 steps to successful social learning
12 steps to successful social learningJane Hart
 
The future of learning is ... social
The future of learning is ... socialThe future of learning is ... social
The future of learning is ... socialJane Hart
 
From “Command & Control” to "Encourage & Engage”: a new mindset of learning l...
From “Command & Control” to "Encourage & Engage”: a new mindset of learning l...From “Command & Control” to "Encourage & Engage”: a new mindset of learning l...
From “Command & Control” to "Encourage & Engage”: a new mindset of learning l...Jane Hart
 
A Practical Guide to using Social Media in your Job
A Practical Guide to using Social Media in your JobA Practical Guide to using Social Media in your Job
A Practical Guide to using Social Media in your JobJane Hart
 

What's hot (20)

The Workplace Learning Revolution
The Workplace Learning RevolutionThe Workplace Learning Revolution
The Workplace Learning Revolution
 
Social Learning Revolution
Social Learning RevolutionSocial Learning Revolution
Social Learning Revolution
 
Finding the Human in Technology
Finding the Human in TechnologyFinding the Human in Technology
Finding the Human in Technology
 
Social Media Teigland Nov09
Social Media Teigland Nov09Social Media Teigland Nov09
Social Media Teigland Nov09
 
Social Learning in the Workplace
Social Learning in the WorkplaceSocial Learning in the Workplace
Social Learning in the Workplace
 
10 ideas to work and learn smarter
10 ideas to work and learn smarter10 ideas to work and learn smarter
10 ideas to work and learn smarter
 
25 Tools: A Toolbox for Learning Professionals 2009
25 Tools: A Toolbox for Learning Professionals 200925 Tools: A Toolbox for Learning Professionals 2009
25 Tools: A Toolbox for Learning Professionals 2009
 
Understanding Social Learning in the Workplace
Understanding Social Learning in the WorkplaceUnderstanding Social Learning in the Workplace
Understanding Social Learning in the Workplace
 
ILTA Keynote
ILTA KeynoteILTA Keynote
ILTA Keynote
 
Learning in the Social Workplace
Learning in the Social WorkplaceLearning in the Social Workplace
Learning in the Social Workplace
 
Digital capabilities now and in the world to come - Tunde Varga-Atkins
Digital capabilities now and in the world to come  - Tunde Varga-AtkinsDigital capabilities now and in the world to come  - Tunde Varga-Atkins
Digital capabilities now and in the world to come - Tunde Varga-Atkins
 
From "Command & Control" to "Encourage & Engage"
From "Command & Control" to "Encourage & Engage" From "Command & Control" to "Encourage & Engage"
From "Command & Control" to "Encourage & Engage"
 
Internet Time Alliance View of Change
Internet Time Alliance View of ChangeInternet Time Alliance View of Change
Internet Time Alliance View of Change
 
From E-Learning to Social Learning
From E-Learning to Social LearningFrom E-Learning to Social Learning
From E-Learning to Social Learning
 
12 steps to successful social learning
12 steps to successful social learning12 steps to successful social learning
12 steps to successful social learning
 
Drlokku Project
Drlokku ProjectDrlokku Project
Drlokku Project
 
Presentacion Twine
Presentacion TwinePresentacion Twine
Presentacion Twine
 
The future of learning is ... social
The future of learning is ... socialThe future of learning is ... social
The future of learning is ... social
 
From “Command & Control” to "Encourage & Engage”: a new mindset of learning l...
From “Command & Control” to "Encourage & Engage”: a new mindset of learning l...From “Command & Control” to "Encourage & Engage”: a new mindset of learning l...
From “Command & Control” to "Encourage & Engage”: a new mindset of learning l...
 
A Practical Guide to using Social Media in your Job
A Practical Guide to using Social Media in your JobA Practical Guide to using Social Media in your Job
A Practical Guide to using Social Media in your Job
 

Viewers also liked

Presentation
PresentationPresentation
PresentationAmit
 
The Future Of India
The Future Of IndiaThe Future Of India
The Future Of IndiaVivekananda
 
English Powerpoint Dreams
English Powerpoint DreamsEnglish Powerpoint Dreams
English Powerpoint Dreamscleokate001
 
Achieve Your Dreams Through Effective Goal Setting
Achieve Your Dreams Through Effective Goal SettingAchieve Your Dreams Through Effective Goal Setting
Achieve Your Dreams Through Effective Goal SettingHDI Orange County
 
Dream Life India - Business Presentation
Dream Life India - Business PresentationDream Life India - Business Presentation
Dream Life India - Business PresentationRamesh Kumar
 
Dream interpretation
Dream interpretationDream interpretation
Dream interpretationScott Chisem
 
Dreams India Entertainment ppt
Dreams India Entertainment pptDreams India Entertainment ppt
Dreams India Entertainment pptVishu Anand
 
Sleep And Dreaming
Sleep And DreamingSleep And Dreaming
Sleep And Dreamingtammy93
 
India unbound
India unboundIndia unbound
India unbounditsmejyo
 

Viewers also liked (19)

India in my dreams
India in my dreamsIndia in my dreams
India in my dreams
 
Weigthloss ppt
Weigthloss pptWeigthloss ppt
Weigthloss ppt
 
Future of india
Future of indiaFuture of india
Future of india
 
Presentation
PresentationPresentation
Presentation
 
The Future Of India
The Future Of IndiaThe Future Of India
The Future Of India
 
India of my dream
India of my dreamIndia of my dream
India of my dream
 
Dreams of my india
Dreams of my indiaDreams of my india
Dreams of my india
 
English Powerpoint Dreams
English Powerpoint DreamsEnglish Powerpoint Dreams
English Powerpoint Dreams
 
Achieve Your Dreams Through Effective Goal Setting
Achieve Your Dreams Through Effective Goal SettingAchieve Your Dreams Through Effective Goal Setting
Achieve Your Dreams Through Effective Goal Setting
 
Dream Life India - Business Presentation
Dream Life India - Business PresentationDream Life India - Business Presentation
Dream Life India - Business Presentation
 
India in my dreams
India in my dreamsIndia in my dreams
India in my dreams
 
MY DREAM PPT
MY DREAM PPTMY DREAM PPT
MY DREAM PPT
 
Dream pp
Dream ppDream pp
Dream pp
 
Dream interpretation
Dream interpretationDream interpretation
Dream interpretation
 
Dreams India Entertainment ppt
Dreams India Entertainment pptDreams India Entertainment ppt
Dreams India Entertainment ppt
 
Sleep And Dreaming
Sleep And DreamingSleep And Dreaming
Sleep And Dreaming
 
India unbound
India unboundIndia unbound
India unbound
 
Ppt dreams
Ppt dreamsPpt dreams
Ppt dreams
 
My dream
My dreamMy dream
My dream
 

Similar to Tony O'Driscoll explores immersive learning

3DTLC San Jose Presentation
3DTLC San Jose Presentation3DTLC San Jose Presentation
3DTLC San Jose Presentationtonyodriscoll
 
Learning in 3D: Examples, Samples and Models
Learning in 3D: Examples, Samples and ModelsLearning in 3D: Examples, Samples and Models
Learning in 3D: Examples, Samples and ModelsKarl Kapp
 
Learning in 3D Book Summary
Learning in 3D Book SummaryLearning in 3D Book Summary
Learning in 3D Book Summarytonyodriscoll
 
Learn Trends 2009 O Driscoll Nobuild
Learn Trends 2009 O Driscoll NobuildLearn Trends 2009 O Driscoll Nobuild
Learn Trends 2009 O Driscoll Nobuildtonyodriscoll
 
Elearning and Sustainability
Elearning and SustainabilityElearning and Sustainability
Elearning and SustainabilityCraig Chalmers
 
What is CloudSpokes?
What is CloudSpokes?What is CloudSpokes?
What is CloudSpokes?Raymond Gao
 
Second Life as a platform for collaboration and teaching
Second Life as a platform for collaboration and teachingSecond Life as a platform for collaboration and teaching
Second Life as a platform for collaboration and teachingTeemu Surakka
 
How Does Event Storming Help Your Product by frmr HP Programmer
How Does Event Storming Help Your Product by frmr HP ProgrammerHow Does Event Storming Help Your Product by frmr HP Programmer
How Does Event Storming Help Your Product by frmr HP ProgrammerProduct School
 
How to Train Non-Technical Learners in the Virtual Classroom
How to Train Non-Technical Learners in the Virtual Classroom How to Train Non-Technical Learners in the Virtual Classroom
How to Train Non-Technical Learners in the Virtual Classroom VFTNetworks
 
ubiquitous Cloud Learning Environments
ubiquitous Cloud Learning Environmentsubiquitous Cloud Learning Environments
ubiquitous Cloud Learning EnvironmentsJean-Marie Gilliot
 
Second Life in Education especially in Minnesota
Second Life in Education especially in MinnesotaSecond Life in Education especially in Minnesota
Second Life in Education especially in MinnesotaAnn Treacy
 
Abbreviated Powerpoint Final Presentation
Abbreviated Powerpoint Final PresentationAbbreviated Powerpoint Final Presentation
Abbreviated Powerpoint Final Presentationguestf307de
 
99supershortjuly2021academicpresentationversion42-210805030711.pptx
99supershortjuly2021academicpresentationversion42-210805030711.pptx99supershortjuly2021academicpresentationversion42-210805030711.pptx
99supershortjuly2021academicpresentationversion42-210805030711.pptxyehyaibrahem2
 
Social Learning & Knowledge Transfer @ Speed
Social Learning & Knowledge Transfer @ SpeedSocial Learning & Knowledge Transfer @ Speed
Social Learning & Knowledge Transfer @ Speedkentgreenes
 
Reporting Out: xAPI, Internet of Things, Gnomes, and a Learning Experience Ch...
Reporting Out: xAPI, Internet of Things, Gnomes, and a Learning Experience Ch...Reporting Out: xAPI, Internet of Things, Gnomes, and a Learning Experience Ch...
Reporting Out: xAPI, Internet of Things, Gnomes, and a Learning Experience Ch...TorranceLearning
 
Enhancing innovation through virtual worlds
Enhancing innovation through virtual worldsEnhancing innovation through virtual worlds
Enhancing innovation through virtual worldsRobin Teigland
 

Similar to Tony O'Driscoll explores immersive learning (20)

3DTLC San Jose Presentation
3DTLC San Jose Presentation3DTLC San Jose Presentation
3DTLC San Jose Presentation
 
Learning in 3D: Examples, Samples and Models
Learning in 3D: Examples, Samples and ModelsLearning in 3D: Examples, Samples and Models
Learning in 3D: Examples, Samples and Models
 
Learning in 3D Book Summary
Learning in 3D Book SummaryLearning in 3D Book Summary
Learning in 3D Book Summary
 
Learning in 3D
Learning in 3DLearning in 3D
Learning in 3D
 
Learn Trends 2009 O Driscoll Nobuild
Learn Trends 2009 O Driscoll NobuildLearn Trends 2009 O Driscoll Nobuild
Learn Trends 2009 O Driscoll Nobuild
 
Isis duke 041610
Isis duke 041610Isis duke 041610
Isis duke 041610
 
Elearning and Sustainability
Elearning and SustainabilityElearning and Sustainability
Elearning and Sustainability
 
What is CloudSpokes?
What is CloudSpokes?What is CloudSpokes?
What is CloudSpokes?
 
Second Life as a platform for collaboration and teaching
Second Life as a platform for collaboration and teachingSecond Life as a platform for collaboration and teaching
Second Life as a platform for collaboration and teaching
 
How Does Event Storming Help Your Product by frmr HP Programmer
How Does Event Storming Help Your Product by frmr HP ProgrammerHow Does Event Storming Help Your Product by frmr HP Programmer
How Does Event Storming Help Your Product by frmr HP Programmer
 
How to Train Non-Technical Learners in the Virtual Classroom
How to Train Non-Technical Learners in the Virtual Classroom How to Train Non-Technical Learners in the Virtual Classroom
How to Train Non-Technical Learners in the Virtual Classroom
 
ubiquitous Cloud Learning Environments
ubiquitous Cloud Learning Environmentsubiquitous Cloud Learning Environments
ubiquitous Cloud Learning Environments
 
Classroom 2.0 Update 2apr08
Classroom 2.0 Update 2apr08Classroom 2.0 Update 2apr08
Classroom 2.0 Update 2apr08
 
Second Life in Education especially in Minnesota
Second Life in Education especially in MinnesotaSecond Life in Education especially in Minnesota
Second Life in Education especially in Minnesota
 
Abbreviated Powerpoint Final Presentation
Abbreviated Powerpoint Final PresentationAbbreviated Powerpoint Final Presentation
Abbreviated Powerpoint Final Presentation
 
99supershortjuly2021academicpresentationversion42-210805030711.pptx
99supershortjuly2021academicpresentationversion42-210805030711.pptx99supershortjuly2021academicpresentationversion42-210805030711.pptx
99supershortjuly2021academicpresentationversion42-210805030711.pptx
 
Social Learning & Knowledge Transfer @ Speed
Social Learning & Knowledge Transfer @ SpeedSocial Learning & Knowledge Transfer @ Speed
Social Learning & Knowledge Transfer @ Speed
 
Unit 5 powerpoint
Unit 5 powerpointUnit 5 powerpoint
Unit 5 powerpoint
 
Reporting Out: xAPI, Internet of Things, Gnomes, and a Learning Experience Ch...
Reporting Out: xAPI, Internet of Things, Gnomes, and a Learning Experience Ch...Reporting Out: xAPI, Internet of Things, Gnomes, and a Learning Experience Ch...
Reporting Out: xAPI, Internet of Things, Gnomes, and a Learning Experience Ch...
 
Enhancing innovation through virtual worlds
Enhancing innovation through virtual worldsEnhancing innovation through virtual worlds
Enhancing innovation through virtual worlds
 

More from tonyodriscoll

Surviving Digital Darwinism
Surviving Digital DarwinismSurviving Digital Darwinism
Surviving Digital Darwinismtonyodriscoll
 
Learning Technologies 2017 Presentation
Learning Technologies 2017 Presentation Learning Technologies 2017 Presentation
Learning Technologies 2017 Presentation tonyodriscoll
 
E learning keynote final
E learning keynote finalE learning keynote final
E learning keynote finaltonyodriscoll
 
TEDxDuke: Preparing our Children for a World we Can Barely Imagine
TEDxDuke: Preparing our Children for a World we Can Barely ImagineTEDxDuke: Preparing our Children for a World we Can Barely Imagine
TEDxDuke: Preparing our Children for a World we Can Barely Imaginetonyodriscoll
 
Learning In 3 D Training Keynote 2010
Learning In 3 D Training Keynote 2010Learning In 3 D Training Keynote 2010
Learning In 3 D Training Keynote 2010tonyodriscoll
 
2009 India Presentation
2009 India Presentation2009 India Presentation
2009 India Presentationtonyodriscoll
 
Mms Marketing 120109
Mms Marketing 120109Mms Marketing 120109
Mms Marketing 120109tonyodriscoll
 
Chief Learning Officer Forum
Chief Learning Officer ForumChief Learning Officer Forum
Chief Learning Officer Forumtonyodriscoll
 
Training Leadership Summit
Training Leadership SummitTraining Leadership Summit
Training Leadership Summittonyodriscoll
 
Training Leadership Summit
Training Leadership SummitTraining Leadership Summit
Training Leadership Summittonyodriscoll
 
I L A 031609 Fl N A L
I L A 031609  Fl N A LI L A 031609  Fl N A L
I L A 031609 Fl N A Ltonyodriscoll
 
LSU Virtual Worlds Keynote 2009
LSU Virtual Worlds Keynote 2009LSU Virtual Worlds Keynote 2009
LSU Virtual Worlds Keynote 2009tonyodriscoll
 
Global Executive Printout 111108
Global Executive Printout 111108Global Executive Printout 111108
Global Executive Printout 111108tonyodriscoll
 
020908 Handshaw Workshop
020908 Handshaw Workshop020908 Handshaw Workshop
020908 Handshaw Workshoptonyodriscoll
 

More from tonyodriscoll (19)

Surviving Digital Darwinism
Surviving Digital DarwinismSurviving Digital Darwinism
Surviving Digital Darwinism
 
Learning Technologies 2017 Presentation
Learning Technologies 2017 Presentation Learning Technologies 2017 Presentation
Learning Technologies 2017 Presentation
 
Purpose
PurposePurpose
Purpose
 
E learning keynote final
E learning keynote finalE learning keynote final
E learning keynote final
 
TEDxDuke: Preparing our Children for a World we Can Barely Imagine
TEDxDuke: Preparing our Children for a World we Can Barely ImagineTEDxDuke: Preparing our Children for a World we Can Barely Imagine
TEDxDuke: Preparing our Children for a World we Can Barely Imagine
 
Learning In 3 D Training Keynote 2010
Learning In 3 D Training Keynote 2010Learning In 3 D Training Keynote 2010
Learning In 3 D Training Keynote 2010
 
Ted India
Ted IndiaTed India
Ted India
 
2009 India Presentation
2009 India Presentation2009 India Presentation
2009 India Presentation
 
Mms Marketing 120109
Mms Marketing 120109Mms Marketing 120109
Mms Marketing 120109
 
Chief Learning Officer Forum
Chief Learning Officer ForumChief Learning Officer Forum
Chief Learning Officer Forum
 
Training Leadership Summit
Training Leadership SummitTraining Leadership Summit
Training Leadership Summit
 
Training Leadership Summit
Training Leadership SummitTraining Leadership Summit
Training Leadership Summit
 
I L A 031609 Fl N A L
I L A 031609  Fl N A LI L A 031609  Fl N A L
I L A 031609 Fl N A L
 
Ila 031609 Fl Nal
Ila 031609 Fl NalIla 031609 Fl Nal
Ila 031609 Fl Nal
 
Austin 2009
Austin 2009Austin 2009
Austin 2009
 
LSU Virtual Worlds Keynote 2009
LSU Virtual Worlds Keynote 2009LSU Virtual Worlds Keynote 2009
LSU Virtual Worlds Keynote 2009
 
Global Executive Printout 111108
Global Executive Printout 111108Global Executive Printout 111108
Global Executive Printout 111108
 
DOR Futurecast
DOR FuturecastDOR Futurecast
DOR Futurecast
 
020908 Handshaw Workshop
020908 Handshaw Workshop020908 Handshaw Workshop
020908 Handshaw Workshop
 

Tony O'Driscoll explores immersive learning

  • 1. Dr. Tony O’Driscoll Fuqua School of Business, Duke University Learning in 3D How Web 2.0 and the Immersive Internet are Changing the Game in Learning
  • 2. Slide: Is there anybody… OUT THERE? #lrn3d
  • 3. O n My Mind
  • 4.  
  • 5.
  • 6. Chapter 1 Here comes the Immernet
  • 7. Oxymoron Knowledge MANAGEMENT Jumbo Shrimp Death Benefit
  • 8. KM Promise Just: In Time Enough For Me
  • 9. KM Reality http://www.slideshare.net/trib/knowledge-worker-20 Structured Information STOCKS
  • 10. Slide: From / To STOCKS FLOWS
  • 11. Slide: Meet Jessica OMG, I AM SO BUSTED! . . . Mom found the bottle of vodka Tyler got us in the trunk of the car. . . .Get everyone on FB right NOW
  • 12. KM 2.0 SOCIAL COMPUTING = KM 2.0
  • 13. Slide: Here Comes Everybody
  • 14. Slide: Getting things done requires good connections, both the human kind and the Internet kind. Schooling has confused us into thinking that learning was equivalent to pouring content into people’s heads. It’s more practical to think of learning as optimizing our networks. Learning=Net WORK ing
  • 15. From Individual Skills to Team Insights Slide: Individual Team Skills Insights Collective Cabability Individual Competency Tune your Network Close your Skill Gaps From SME to SMN
  • 16. Slide: New Value Chain Information = Currency Individuals = Transport Interaction = Transfer Insight = Outcome i 4
  • 17. i web 2D Synchronous Learning Knowledge Sharing Spaces Share Point Lotus Team Room Groove Yahoo Groups Blackboard WebEx Adobe Centra Live Meeting Citrix G2M Illuminate
  • 18. i web 2D Synchronous Learning Knowledge Sharing Spaces NETWORK ed Virtual Spaces Share Point Lotus Team Room Groove Yahoo Groups Blackboard WebEx Adobe Centra Live Meeting Citrix G2M Illuminate
  • 19. 2D Synchronous Learning Web 2.0 Technologies Knowledge Sharing Spaces Webex Adobe Centra LiveMeeting Citrix Illuminate Blogs Wikis Tagging RSS Social Media SharePoint Lotus TeamRoom Groove Yahoo Groups Blackboard NETWORK ed Virtual Spaces i web
  • 20. 2D Synchronous Learning Knowledge Sharing Spaces WebEx Adobe Centra Live Meeting Citrix G2M Illuminate Share Point Lotus Team Room Groove Yahoo Groups Blackboard NETWORKed Virtual Spaces Dynamic KNOWLEDGE Discovery Web 2.0 Technologies Blogs Wikis Tagging RSS Social Media i web
  • 21. 2D Synchronous Learning Knowledge Sharing Spaces Virtual World Technologies WebEx Adobe Centra Citrix G2M LiveMeeting Second Life Venuegen ProtoSphere Open Cobalt NETWORKed Virtual Spaces Dynamic KNOWLEDGE Discovery Share Point Lotus Team Room Groove Yahoo Groups Blackboard Web 2.0 Technologies Blogs Wikis Tagging RSS Social Media i web
  • 22. 2D Synchronous Learning Knowledge Sharing Spaces Virtual World Technologies WebEx Adobe Centra Citrix G2M LiveMeeting Second Life Venuegen ProtoSphere Open Cobalt NETWORKed Virtual Spaces Dynamic KNOWLEDGE Discovery Share Point Lotus Team Room Groove Yahoo Groups Blackboard Web 2.0 Technologies Blogs Wikis Tagging RSS Social Media i web 3D Social Net WORK ing
  • 23. 2D Synchronous Learning Knowledge Sharing Spaces Virtual World Technologies WebEx Adobe Centra Citrix G2M LiveMeeting Second Life Venuegen ProtoSphere Open Cobalt NETWORKed Virtual Spaces Dynamic KNOWLEDGE Discovery Share Point Lotus Team Room Groove Yahoo Groups Blackboard Web 2.0 Technologies Blogs Wikis Tagging RSS Social Media i web 3D Social NetWORKing 3D Synchronous LEARN ing
  • 24. 2D Synchronous Learning Knowledge Sharing Spaces Virtual World Technologies WebEx Adobe Centra Citrix G2M LiveMeeting Second Life Venuegen ProtoSphere Open Cobalt NETWORKed Virtual Spaces Dynamic KNOWLEDGE Discovery Share Point Lotus Team Room Groove Yahoo Groups Blackboard Web 2.0 Technologies Blogs Wikis Tagging RSS Social Media i web 3D Social NetWORKing 3D Synchronous LEARNing Immersive Interactive Intuitive Immediate
  • 25. Dynamic KNOWLEDGE Discovery i 4 Immersive Interactive Intuitive Immediate i-web Singularity
  • 26. Chapter 2 Learning to Change
  • 27. Slide: Meet Megan 1585-1587
  • 28. Chapter 3 Escaping Flatland
  • 29. Slide: Life Imitates Art From TRON to AVATAR
  • 30. Slide: Unbounded Space Social Interaction Communities User Created Content Business Unbounded Space Social Interaction Communities User Created Content Business Opportunity Bound by a Narrative Defined Roles NPCs Rules Tokens Ranks and Levels Alphabet Soup
  • 31. 3D Learning Experience Meet Jane and Jack 2D Synchronous Learning
  • 32. Slide: Immersion * Interactivity = ENGAGEMENT I*I=E Equation (I*I) + (C*C) =E
  • 33. Chapter 4 Architecting Learning Experiences
  • 35. Chapter 6 Learning from Experience
  • 36. Grounded in Experience
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 44. Chapter 9 Rules from Revolutionaries
  • 45.
  • 46. Get Fired Up ! Embrace Net WORK ed Learning NOW !
  • 47. Slide: Connect http://wadatripp.wordpress.com http://www.karlkapp.blogspot.com Tony’s Blog Karl’s Blog Facebook Fan Page http://www.learningin3d.info/ Book Home Page

Editor's Notes

  1. Web 1.0 is was all about the democratization of access. Industries like Financial Services, Banking, Retail, Travel and Government predictably saw value in providing their customers with access to information about their accounts so they could drive more transactions and thus generate more fees. Support industries to Web 1.0 like Technology Services, IT and Telecom rode the wave to support these industries in bringing the access value proposition to their clients Web 2.0 is all about the democratizaiton of participation and collaboration. Industries like Media and Entertainment, Publishing and Education see this as a discontinuity and threat to their meat and potatoes (or couch potato) audience that were traditionally passive consumers of media/content. This generation is NOT passive. They want to interact, collaborate and co-create. They want to be engaged in the creative process rather than just being a consumer of it. Murdoch sees this and bought MySpace. Google sees it and bought You Tube and we are witnessing a huge redefinition of how the Media and Entertainment industry develops and distributes content and a shift in business models around that new dynamic in how they extract value from the market for doing so. The democratization of participation and collaboration is also buttressed by a new set of economic platforms and a redefinition of the employer/employee contract. Sites such as e-Bay provide a platform for member driven value creation. The people who generate incomes from eBay are not eBay employees, they participate in the use of the platform provided by eBay (and Paypal etc...) to allow them to create their own value. Furthermore when we move into the research that we have been doing in MMORPGs it is clear the economies and affordance structures play a huge part in making the experience a success. So, as we shift from Web 1.0 to 2.0 it is not only the value proposition that is changing (i.e. From Access to Participation/Collaboration) but the underlying economic model that incents participation without requiring employment that is very interesting. As we move to the intersection of Web 2.0 and Web 3D we see another phenomenon. The democratizaiton of co-creation. A solid 2D example of this is Wikipedia. A collaboratively created dictionary for the world. Created by a volunteer workforce for the benefit of everyone worldwide. (Note similar parallels to the linux movement). Thus the notion of virtual co-creation is firmly established as a pattern at the edge of Web 2.0 With the advent of Web 3D we see significant opportunities for collaboration and innovation. Innovation is a creative process. It is socially constructed and emerges from interactivity. The 3D enviromnent is naturally suited to that and so it is only a matter of time before we move from Web 1.0 (Democratization of Access) to Web 2.0 (Democratization of Participation and Collaboration) to Web 3D (Enablement of true generative learning and co-creation distributed virtually across the world). If we believe Schrage that the prototype is the engine of innovation we now have a socially immersive environment where people all around the world can convene to communicate, collaborate and co-create in real time. If we look at Second Life and how that metaverse is set up where anyone can create anything using primitives, it is essentially establishing a platform that allows individuals to generate value without having to be an employee of 2L. Furthermore, it is providing a true collaborative environment where prototypes can be created and played with to make them better. Beyond that, the economy within the world allows us to examine in-world use that can help inform potentials for anything from business models to new automobile versions to be proved out before a penny is spent on atom based prototyping. An initial analysis of activity in the Metaverse coded by Function and Industry suggests that some industries are entering the metaverse more expediently than others, also we are seeing some patterns in how they are doing so: Leading with Learning and leading to Workforce Optimization or leading with Marketing and leading to Innovation/New Product development are two prevailing patterns (see pages 46-48). Given the success we had in providing support for Web 1.0 and 2.0, it seems only logical that we should be getting out ahead of the curve here to understand how we can be prepared to help our clients with the significant technological hurdles that will be required to participate in the value potential that the 3D web proposes. Notes from Jim S: This is a great deck and starts to get at the value proposition statement very well. One suggestion --- "democratization" (while a wonderful thing) should probably be replaced with "entrepreneurial capitalism" (search for Carl Schramm and Kauffman Foundation for deeper explanation of entrepreneurial capitalism). Per our discussion the other day, the megatrend that is happening is that entrepreneurs are creating "platforms" so instead of just having "employees" work for them, then are enabling "members or citizens" to work for them, and the entrepreneur gets a percentage ("tax"). The way to think about it, is to imagine you opened up a new nation, and people moved there, became citizens and started paying taxes. You get to make the rules and tax people. But why would anyone move to your nations -- short answer is better roads, telephones, and opportunities to work (create and capture value). So let's look at how these "platforms" versus "nations" analogy works for different players: eBay platform -- members can buy and sell, and eBay gets to tax each transaction (building up a reputation dossier on everyone, to make the world safer for commerce - governments keep citizens safe). Amazon platform -- members can add links to books, etc. to their own website, and if someone buys via their link, Amazon gives them a small percentage. Google platform - members can add AdLinks to their own website, and if somone clicks and buys via their link, Google gives them a small percentage. SecondLife plaftorm - members create products and services to sell, and SecondLife provides the infrastructure and currency markets in Linden dollars (the most direct analogy to setting up an "island nation"). The interesting thing to me is that most businesses in the real world need employees to make money (not all, but most) -- however, platform providers have a small number of employees that run the platform, but a large number fo members or citizens. The entrepreneurs generate wealth proportional to the number of members or citizens, more like a nation. Solow production functions for economic growth show that production increases in proportion to population, capital intensity, and knowledge and innovation growth. Entrepreneurial capitalists are trying to create platforms that enable members/citizens to do work that they would have to pay employees to do, and the member/citizens are willing to do the work without being an employee, because they too are entrepreneurial capitalists with opportunities to create value and be rewarded for it. In sum, I would suggest changing democratization to something more akin to entrepreneurial capitalism providing new platforms to allow people to create and capture value (Linden dollars, reputation, real dollars, etc.).
  2. Web 1.0 is was all about the democratization of access. Industries like Financial Services, Banking, Retail, Travel and Government predictably saw value in providing their customers with access to information about their accounts so they could drive more transactions and thus generate more fees. Support industries to Web 1.0 like Technology Services, IT and Telecom rode the wave to support these industries in bringing the access value proposition to their clients Web 2.0 is all about the democratizaiton of participation and collaboration. Industries like Media and Entertainment, Publishing and Education see this as a discontinuity and threat to their meat and potatoes (or couch potato) audience that were traditionally passive consumers of media/content. This generation is NOT passive. They want to interact, collaborate and co-create. They want to be engaged in the creative process rather than just being a consumer of it. Murdoch sees this and bought MySpace. Google sees it and bought You Tube and we are witnessing a huge redefinition of how the Media and Entertainment industry develops and distributes content and a shift in business models around that new dynamic in how they extract value from the market for doing so. The democratization of participation and collaboration is also buttressed by a new set of economic platforms and a redefinition of the employer/employee contract. Sites such as e-Bay provide a platform for member driven value creation. The people who generate incomes from eBay are not eBay employees, they participate in the use of the platform provided by eBay (and Paypal etc...) to allow them to create their own value. Furthermore when we move into the research that we have been doing in MMORPGs it is clear the economies and affordance structures play a huge part in making the experience a success. So, as we shift from Web 1.0 to 2.0 it is not only the value proposition that is changing (i.e. From Access to Participation/Collaboration) but the underlying economic model that incents participation without requiring employment that is very interesting. As we move to the intersection of Web 2.0 and Web 3D we see another phenomenon. The democratizaiton of co-creation. A solid 2D example of this is Wikipedia. A collaboratively created dictionary for the world. Created by a volunteer workforce for the benefit of everyone worldwide. (Note similar parallels to the linux movement). Thus the notion of virtual co-creation is firmly established as a pattern at the edge of Web 2.0 With the advent of Web 3D we see significant opportunities for collaboration and innovation. Innovation is a creative process. It is socially constructed and emerges from interactivity. The 3D enviromnent is naturally suited to that and so it is only a matter of time before we move from Web 1.0 (Democratization of Access) to Web 2.0 (Democratization of Participation and Collaboration) to Web 3D (Enablement of true generative learning and co-creation distributed virtually across the world). If we believe Schrage that the prototype is the engine of innovation we now have a socially immersive environment where people all around the world can convene to communicate, collaborate and co-create in real time. If we look at Second Life and how that metaverse is set up where anyone can create anything using primitives, it is essentially establishing a platform that allows individuals to generate value without having to be an employee of 2L. Furthermore, it is providing a true collaborative environment where prototypes can be created and played with to make them better. Beyond that, the economy within the world allows us to examine in-world use that can help inform potentials for anything from business models to new automobile versions to be proved out before a penny is spent on atom based prototyping. An initial analysis of activity in the Metaverse coded by Function and Industry suggests that some industries are entering the metaverse more expediently than others, also we are seeing some patterns in how they are doing so: Leading with Learning and leading to Workforce Optimization or leading with Marketing and leading to Innovation/New Product development are two prevailing patterns (see pages 46-48). Given the success we had in providing support for Web 1.0 and 2.0, it seems only logical that we should be getting out ahead of the curve here to understand how we can be prepared to help our clients with the significant technological hurdles that will be required to participate in the value potential that the 3D web proposes. Notes from Jim S: This is a great deck and starts to get at the value proposition statement very well. One suggestion --- "democratization" (while a wonderful thing) should probably be replaced with "entrepreneurial capitalism" (search for Carl Schramm and Kauffman Foundation for deeper explanation of entrepreneurial capitalism). Per our discussion the other day, the megatrend that is happening is that entrepreneurs are creating "platforms" so instead of just having "employees" work for them, then are enabling "members or citizens" to work for them, and the entrepreneur gets a percentage ("tax"). The way to think about it, is to imagine you opened up a new nation, and people moved there, became citizens and started paying taxes. You get to make the rules and tax people. But why would anyone move to your nations -- short answer is better roads, telephones, and opportunities to work (create and capture value). So let's look at how these "platforms" versus "nations" analogy works for different players: eBay platform -- members can buy and sell, and eBay gets to tax each transaction (building up a reputation dossier on everyone, to make the world safer for commerce - governments keep citizens safe). Amazon platform -- members can add links to books, etc. to their own website, and if someone buys via their link, Amazon gives them a small percentage. Google platform - members can add AdLinks to their own website, and if somone clicks and buys via their link, Google gives them a small percentage. SecondLife plaftorm - members create products and services to sell, and SecondLife provides the infrastructure and currency markets in Linden dollars (the most direct analogy to setting up an "island nation"). The interesting thing to me is that most businesses in the real world need employees to make money (not all, but most) -- however, platform providers have a small number of employees that run the platform, but a large number fo members or citizens. The entrepreneurs generate wealth proportional to the number of members or citizens, more like a nation. Solow production functions for economic growth show that production increases in proportion to population, capital intensity, and knowledge and innovation growth. Entrepreneurial capitalists are trying to create platforms that enable members/citizens to do work that they would have to pay employees to do, and the member/citizens are willing to do the work without being an employee, because they too are entrepreneurial capitalists with opportunities to create value and be rewarded for it. In sum, I would suggest changing democratization to something more akin to entrepreneurial capitalism providing new platforms to allow people to create and capture value (Linden dollars, reputation, real dollars, etc.).
  3. Web 1.0 is was all about the democratization of access. Industries like Financial Services, Banking, Retail, Travel and Government predictably saw value in providing their customers with access to information about their accounts so they could drive more transactions and thus generate more fees. Support industries to Web 1.0 like Technology Services, IT and Telecom rode the wave to support these industries in bringing the access value proposition to their clients Web 2.0 is all about the democratizaiton of participation and collaboration. Industries like Media and Entertainment, Publishing and Education see this as a discontinuity and threat to their meat and potatoes (or couch potato) audience that were traditionally passive consumers of media/content. This generation is NOT passive. They want to interact, collaborate and co-create. They want to be engaged in the creative process rather than just being a consumer of it. Murdoch sees this and bought MySpace. Google sees it and bought You Tube and we are witnessing a huge redefinition of how the Media and Entertainment industry develops and distributes content and a shift in business models around that new dynamic in how they extract value from the market for doing so. The democratization of participation and collaboration is also buttressed by a new set of economic platforms and a redefinition of the employer/employee contract. Sites such as e-Bay provide a platform for member driven value creation. The people who generate incomes from eBay are not eBay employees, they participate in the use of the platform provided by eBay (and Paypal etc...) to allow them to create their own value. Furthermore when we move into the research that we have been doing in MMORPGs it is clear the economies and affordance structures play a huge part in making the experience a success. So, as we shift from Web 1.0 to 2.0 it is not only the value proposition that is changing (i.e. From Access to Participation/Collaboration) but the underlying economic model that incents participation without requiring employment that is very interesting. As we move to the intersection of Web 2.0 and Web 3D we see another phenomenon. The democratizaiton of co-creation. A solid 2D example of this is Wikipedia. A collaboratively created dictionary for the world. Created by a volunteer workforce for the benefit of everyone worldwide. (Note similar parallels to the linux movement). Thus the notion of virtual co-creation is firmly established as a pattern at the edge of Web 2.0 With the advent of Web 3D we see significant opportunities for collaboration and innovation. Innovation is a creative process. It is socially constructed and emerges from interactivity. The 3D enviromnent is naturally suited to that and so it is only a matter of time before we move from Web 1.0 (Democratization of Access) to Web 2.0 (Democratization of Participation and Collaboration) to Web 3D (Enablement of true generative learning and co-creation distributed virtually across the world). If we believe Schrage that the prototype is the engine of innovation we now have a socially immersive environment where people all around the world can convene to communicate, collaborate and co-create in real time. If we look at Second Life and how that metaverse is set up where anyone can create anything using primitives, it is essentially establishing a platform that allows individuals to generate value without having to be an employee of 2L. Furthermore, it is providing a true collaborative environment where prototypes can be created and played with to make them better. Beyond that, the economy within the world allows us to examine in-world use that can help inform potentials for anything from business models to new automobile versions to be proved out before a penny is spent on atom based prototyping. An initial analysis of activity in the Metaverse coded by Function and Industry suggests that some industries are entering the metaverse more expediently than others, also we are seeing some patterns in how they are doing so: Leading with Learning and leading to Workforce Optimization or leading with Marketing and leading to Innovation/New Product development are two prevailing patterns (see pages 46-48). Given the success we had in providing support for Web 1.0 and 2.0, it seems only logical that we should be getting out ahead of the curve here to understand how we can be prepared to help our clients with the significant technological hurdles that will be required to participate in the value potential that the 3D web proposes. Notes from Jim S: This is a great deck and starts to get at the value proposition statement very well. One suggestion --- "democratization" (while a wonderful thing) should probably be replaced with "entrepreneurial capitalism" (search for Carl Schramm and Kauffman Foundation for deeper explanation of entrepreneurial capitalism). Per our discussion the other day, the megatrend that is happening is that entrepreneurs are creating "platforms" so instead of just having "employees" work for them, then are enabling "members or citizens" to work for them, and the entrepreneur gets a percentage ("tax"). The way to think about it, is to imagine you opened up a new nation, and people moved there, became citizens and started paying taxes. You get to make the rules and tax people. But why would anyone move to your nations -- short answer is better roads, telephones, and opportunities to work (create and capture value). So let's look at how these "platforms" versus "nations" analogy works for different players: eBay platform -- members can buy and sell, and eBay gets to tax each transaction (building up a reputation dossier on everyone, to make the world safer for commerce - governments keep citizens safe). Amazon platform -- members can add links to books, etc. to their own website, and if someone buys via their link, Amazon gives them a small percentage. Google platform - members can add AdLinks to their own website, and if somone clicks and buys via their link, Google gives them a small percentage. SecondLife plaftorm - members create products and services to sell, and SecondLife provides the infrastructure and currency markets in Linden dollars (the most direct analogy to setting up an "island nation"). The interesting thing to me is that most businesses in the real world need employees to make money (not all, but most) -- however, platform providers have a small number of employees that run the platform, but a large number fo members or citizens. The entrepreneurs generate wealth proportional to the number of members or citizens, more like a nation. Solow production functions for economic growth show that production increases in proportion to population, capital intensity, and knowledge and innovation growth. Entrepreneurial capitalists are trying to create platforms that enable members/citizens to do work that they would have to pay employees to do, and the member/citizens are willing to do the work without being an employee, because they too are entrepreneurial capitalists with opportunities to create value and be rewarded for it. In sum, I would suggest changing democratization to something more akin to entrepreneurial capitalism providing new platforms to allow people to create and capture value (Linden dollars, reputation, real dollars, etc.).
  4. Web 1.0 is was all about the democratization of access. Industries like Financial Services, Banking, Retail, Travel and Government predictably saw value in providing their customers with access to information about their accounts so they could drive more transactions and thus generate more fees. Support industries to Web 1.0 like Technology Services, IT and Telecom rode the wave to support these industries in bringing the access value proposition to their clients Web 2.0 is all about the democratizaiton of participation and collaboration. Industries like Media and Entertainment, Publishing and Education see this as a discontinuity and threat to their meat and potatoes (or couch potato) audience that were traditionally passive consumers of media/content. This generation is NOT passive. They want to interact, collaborate and co-create. They want to be engaged in the creative process rather than just being a consumer of it. Murdoch sees this and bought MySpace. Google sees it and bought You Tube and we are witnessing a huge redefinition of how the Media and Entertainment industry develops and distributes content and a shift in business models around that new dynamic in how they extract value from the market for doing so. The democratization of participation and collaboration is also buttressed by a new set of economic platforms and a redefinition of the employer/employee contract. Sites such as e-Bay provide a platform for member driven value creation. The people who generate incomes from eBay are not eBay employees, they participate in the use of the platform provided by eBay (and Paypal etc...) to allow them to create their own value. Furthermore when we move into the research that we have been doing in MMORPGs it is clear the economies and affordance structures play a huge part in making the experience a success. So, as we shift from Web 1.0 to 2.0 it is not only the value proposition that is changing (i.e. From Access to Participation/Collaboration) but the underlying economic model that incents participation without requiring employment that is very interesting. As we move to the intersection of Web 2.0 and Web 3D we see another phenomenon. The democratizaiton of co-creation. A solid 2D example of this is Wikipedia. A collaboratively created dictionary for the world. Created by a volunteer workforce for the benefit of everyone worldwide. (Note similar parallels to the linux movement). Thus the notion of virtual co-creation is firmly established as a pattern at the edge of Web 2.0 With the advent of Web 3D we see significant opportunities for collaboration and innovation. Innovation is a creative process. It is socially constructed and emerges from interactivity. The 3D enviromnent is naturally suited to that and so it is only a matter of time before we move from Web 1.0 (Democratization of Access) to Web 2.0 (Democratization of Participation and Collaboration) to Web 3D (Enablement of true generative learning and co-creation distributed virtually across the world). If we believe Schrage that the prototype is the engine of innovation we now have a socially immersive environment where people all around the world can convene to communicate, collaborate and co-create in real time. If we look at Second Life and how that metaverse is set up where anyone can create anything using primitives, it is essentially establishing a platform that allows individuals to generate value without having to be an employee of 2L. Furthermore, it is providing a true collaborative environment where prototypes can be created and played with to make them better. Beyond that, the economy within the world allows us to examine in-world use that can help inform potentials for anything from business models to new automobile versions to be proved out before a penny is spent on atom based prototyping. An initial analysis of activity in the Metaverse coded by Function and Industry suggests that some industries are entering the metaverse more expediently than others, also we are seeing some patterns in how they are doing so: Leading with Learning and leading to Workforce Optimization or leading with Marketing and leading to Innovation/New Product development are two prevailing patterns (see pages 46-48). Given the success we had in providing support for Web 1.0 and 2.0, it seems only logical that we should be getting out ahead of the curve here to understand how we can be prepared to help our clients with the significant technological hurdles that will be required to participate in the value potential that the 3D web proposes. Notes from Jim S: This is a great deck and starts to get at the value proposition statement very well. One suggestion --- "democratization" (while a wonderful thing) should probably be replaced with "entrepreneurial capitalism" (search for Carl Schramm and Kauffman Foundation for deeper explanation of entrepreneurial capitalism). Per our discussion the other day, the megatrend that is happening is that entrepreneurs are creating "platforms" so instead of just having "employees" work for them, then are enabling "members or citizens" to work for them, and the entrepreneur gets a percentage ("tax"). The way to think about it, is to imagine you opened up a new nation, and people moved there, became citizens and started paying taxes. You get to make the rules and tax people. But why would anyone move to your nations -- short answer is better roads, telephones, and opportunities to work (create and capture value). So let's look at how these "platforms" versus "nations" analogy works for different players: eBay platform -- members can buy and sell, and eBay gets to tax each transaction (building up a reputation dossier on everyone, to make the world safer for commerce - governments keep citizens safe). Amazon platform -- members can add links to books, etc. to their own website, and if someone buys via their link, Amazon gives them a small percentage. Google platform - members can add AdLinks to their own website, and if somone clicks and buys via their link, Google gives them a small percentage. SecondLife plaftorm - members create products and services to sell, and SecondLife provides the infrastructure and currency markets in Linden dollars (the most direct analogy to setting up an "island nation"). The interesting thing to me is that most businesses in the real world need employees to make money (not all, but most) -- however, platform providers have a small number of employees that run the platform, but a large number fo members or citizens. The entrepreneurs generate wealth proportional to the number of members or citizens, more like a nation. Solow production functions for economic growth show that production increases in proportion to population, capital intensity, and knowledge and innovation growth. Entrepreneurial capitalists are trying to create platforms that enable members/citizens to do work that they would have to pay employees to do, and the member/citizens are willing to do the work without being an employee, because they too are entrepreneurial capitalists with opportunities to create value and be rewarded for it. In sum, I would suggest changing democratization to something more akin to entrepreneurial capitalism providing new platforms to allow people to create and capture value (Linden dollars, reputation, real dollars, etc.).
  5. Web 1.0 is was all about the democratization of access. Industries like Financial Services, Banking, Retail, Travel and Government predictably saw value in providing their customers with access to information about their accounts so they could drive more transactions and thus generate more fees. Support industries to Web 1.0 like Technology Services, IT and Telecom rode the wave to support these industries in bringing the access value proposition to their clients Web 2.0 is all about the democratizaiton of participation and collaboration. Industries like Media and Entertainment, Publishing and Education see this as a discontinuity and threat to their meat and potatoes (or couch potato) audience that were traditionally passive consumers of media/content. This generation is NOT passive. They want to interact, collaborate and co-create. They want to be engaged in the creative process rather than just being a consumer of it. Murdoch sees this and bought MySpace. Google sees it and bought You Tube and we are witnessing a huge redefinition of how the Media and Entertainment industry develops and distributes content and a shift in business models around that new dynamic in how they extract value from the market for doing so. The democratization of participation and collaboration is also buttressed by a new set of economic platforms and a redefinition of the employer/employee contract. Sites such as e-Bay provide a platform for member driven value creation. The people who generate incomes from eBay are not eBay employees, they participate in the use of the platform provided by eBay (and Paypal etc...) to allow them to create their own value. Furthermore when we move into the research that we have been doing in MMORPGs it is clear the economies and affordance structures play a huge part in making the experience a success. So, as we shift from Web 1.0 to 2.0 it is not only the value proposition that is changing (i.e. From Access to Participation/Collaboration) but the underlying economic model that incents participation without requiring employment that is very interesting. As we move to the intersection of Web 2.0 and Web 3D we see another phenomenon. The democratizaiton of co-creation. A solid 2D example of this is Wikipedia. A collaboratively created dictionary for the world. Created by a volunteer workforce for the benefit of everyone worldwide. (Note similar parallels to the linux movement). Thus the notion of virtual co-creation is firmly established as a pattern at the edge of Web 2.0 With the advent of Web 3D we see significant opportunities for collaboration and innovation. Innovation is a creative process. It is socially constructed and emerges from interactivity. The 3D enviromnent is naturally suited to that and so it is only a matter of time before we move from Web 1.0 (Democratization of Access) to Web 2.0 (Democratization of Participation and Collaboration) to Web 3D (Enablement of true generative learning and co-creation distributed virtually across the world). If we believe Schrage that the prototype is the engine of innovation we now have a socially immersive environment where people all around the world can convene to communicate, collaborate and co-create in real time. If we look at Second Life and how that metaverse is set up where anyone can create anything using primitives, it is essentially establishing a platform that allows individuals to generate value without having to be an employee of 2L. Furthermore, it is providing a true collaborative environment where prototypes can be created and played with to make them better. Beyond that, the economy within the world allows us to examine in-world use that can help inform potentials for anything from business models to new automobile versions to be proved out before a penny is spent on atom based prototyping. An initial analysis of activity in the Metaverse coded by Function and Industry suggests that some industries are entering the metaverse more expediently than others, also we are seeing some patterns in how they are doing so: Leading with Learning and leading to Workforce Optimization or leading with Marketing and leading to Innovation/New Product development are two prevailing patterns (see pages 46-48). Given the success we had in providing support for Web 1.0 and 2.0, it seems only logical that we should be getting out ahead of the curve here to understand how we can be prepared to help our clients with the significant technological hurdles that will be required to participate in the value potential that the 3D web proposes. Notes from Jim S: This is a great deck and starts to get at the value proposition statement very well. One suggestion --- "democratization" (while a wonderful thing) should probably be replaced with "entrepreneurial capitalism" (search for Carl Schramm and Kauffman Foundation for deeper explanation of entrepreneurial capitalism). Per our discussion the other day, the megatrend that is happening is that entrepreneurs are creating "platforms" so instead of just having "employees" work for them, then are enabling "members or citizens" to work for them, and the entrepreneur gets a percentage ("tax"). The way to think about it, is to imagine you opened up a new nation, and people moved there, became citizens and started paying taxes. You get to make the rules and tax people. But why would anyone move to your nations -- short answer is better roads, telephones, and opportunities to work (create and capture value). So let's look at how these "platforms" versus "nations" analogy works for different players: eBay platform -- members can buy and sell, and eBay gets to tax each transaction (building up a reputation dossier on everyone, to make the world safer for commerce - governments keep citizens safe). Amazon platform -- members can add links to books, etc. to their own website, and if someone buys via their link, Amazon gives them a small percentage. Google platform - members can add AdLinks to their own website, and if somone clicks and buys via their link, Google gives them a small percentage. SecondLife plaftorm - members create products and services to sell, and SecondLife provides the infrastructure and currency markets in Linden dollars (the most direct analogy to setting up an "island nation"). The interesting thing to me is that most businesses in the real world need employees to make money (not all, but most) -- however, platform providers have a small number of employees that run the platform, but a large number fo members or citizens. The entrepreneurs generate wealth proportional to the number of members or citizens, more like a nation. Solow production functions for economic growth show that production increases in proportion to population, capital intensity, and knowledge and innovation growth. Entrepreneurial capitalists are trying to create platforms that enable members/citizens to do work that they would have to pay employees to do, and the member/citizens are willing to do the work without being an employee, because they too are entrepreneurial capitalists with opportunities to create value and be rewarded for it. In sum, I would suggest changing democratization to something more akin to entrepreneurial capitalism providing new platforms to allow people to create and capture value (Linden dollars, reputation, real dollars, etc.).
  6. Web 1.0 is was all about the democratization of access. Industries like Financial Services, Banking, Retail, Travel and Government predictably saw value in providing their customers with access to information about their accounts so they could drive more transactions and thus generate more fees. Support industries to Web 1.0 like Technology Services, IT and Telecom rode the wave to support these industries in bringing the access value proposition to their clients Web 2.0 is all about the democratizaiton of participation and collaboration. Industries like Media and Entertainment, Publishing and Education see this as a discontinuity and threat to their meat and potatoes (or couch potato) audience that were traditionally passive consumers of media/content. This generation is NOT passive. They want to interact, collaborate and co-create. They want to be engaged in the creative process rather than just being a consumer of it. Murdoch sees this and bought MySpace. Google sees it and bought You Tube and we are witnessing a huge redefinition of how the Media and Entertainment industry develops and distributes content and a shift in business models around that new dynamic in how they extract value from the market for doing so. The democratization of participation and collaboration is also buttressed by a new set of economic platforms and a redefinition of the employer/employee contract. Sites such as e-Bay provide a platform for member driven value creation. The people who generate incomes from eBay are not eBay employees, they participate in the use of the platform provided by eBay (and Paypal etc...) to allow them to create their own value. Furthermore when we move into the research that we have been doing in MMORPGs it is clear the economies and affordance structures play a huge part in making the experience a success. So, as we shift from Web 1.0 to 2.0 it is not only the value proposition that is changing (i.e. From Access to Participation/Collaboration) but the underlying economic model that incents participation without requiring employment that is very interesting. As we move to the intersection of Web 2.0 and Web 3D we see another phenomenon. The democratizaiton of co-creation. A solid 2D example of this is Wikipedia. A collaboratively created dictionary for the world. Created by a volunteer workforce for the benefit of everyone worldwide. (Note similar parallels to the linux movement). Thus the notion of virtual co-creation is firmly established as a pattern at the edge of Web 2.0 With the advent of Web 3D we see significant opportunities for collaboration and innovation. Innovation is a creative process. It is socially constructed and emerges from interactivity. The 3D enviromnent is naturally suited to that and so it is only a matter of time before we move from Web 1.0 (Democratization of Access) to Web 2.0 (Democratization of Participation and Collaboration) to Web 3D (Enablement of true generative learning and co-creation distributed virtually across the world). If we believe Schrage that the prototype is the engine of innovation we now have a socially immersive environment where people all around the world can convene to communicate, collaborate and co-create in real time. If we look at Second Life and how that metaverse is set up where anyone can create anything using primitives, it is essentially establishing a platform that allows individuals to generate value without having to be an employee of 2L. Furthermore, it is providing a true collaborative environment where prototypes can be created and played with to make them better. Beyond that, the economy within the world allows us to examine in-world use that can help inform potentials for anything from business models to new automobile versions to be proved out before a penny is spent on atom based prototyping. An initial analysis of activity in the Metaverse coded by Function and Industry suggests that some industries are entering the metaverse more expediently than others, also we are seeing some patterns in how they are doing so: Leading with Learning and leading to Workforce Optimization or leading with Marketing and leading to Innovation/New Product development are two prevailing patterns (see pages 46-48). Given the success we had in providing support for Web 1.0 and 2.0, it seems only logical that we should be getting out ahead of the curve here to understand how we can be prepared to help our clients with the significant technological hurdles that will be required to participate in the value potential that the 3D web proposes. Notes from Jim S: This is a great deck and starts to get at the value proposition statement very well. One suggestion --- "democratization" (while a wonderful thing) should probably be replaced with "entrepreneurial capitalism" (search for Carl Schramm and Kauffman Foundation for deeper explanation of entrepreneurial capitalism). Per our discussion the other day, the megatrend that is happening is that entrepreneurs are creating "platforms" so instead of just having "employees" work for them, then are enabling "members or citizens" to work for them, and the entrepreneur gets a percentage ("tax"). The way to think about it, is to imagine you opened up a new nation, and people moved there, became citizens and started paying taxes. You get to make the rules and tax people. But why would anyone move to your nations -- short answer is better roads, telephones, and opportunities to work (create and capture value). So let's look at how these "platforms" versus "nations" analogy works for different players: eBay platform -- members can buy and sell, and eBay gets to tax each transaction (building up a reputation dossier on everyone, to make the world safer for commerce - governments keep citizens safe). Amazon platform -- members can add links to books, etc. to their own website, and if someone buys via their link, Amazon gives them a small percentage. Google platform - members can add AdLinks to their own website, and if somone clicks and buys via their link, Google gives them a small percentage. SecondLife plaftorm - members create products and services to sell, and SecondLife provides the infrastructure and currency markets in Linden dollars (the most direct analogy to setting up an "island nation"). The interesting thing to me is that most businesses in the real world need employees to make money (not all, but most) -- however, platform providers have a small number of employees that run the platform, but a large number fo members or citizens. The entrepreneurs generate wealth proportional to the number of members or citizens, more like a nation. Solow production functions for economic growth show that production increases in proportion to population, capital intensity, and knowledge and innovation growth. Entrepreneurial capitalists are trying to create platforms that enable members/citizens to do work that they would have to pay employees to do, and the member/citizens are willing to do the work without being an employee, because they too are entrepreneurial capitalists with opportunities to create value and be rewarded for it. In sum, I would suggest changing democratization to something more akin to entrepreneurial capitalism providing new platforms to allow people to create and capture value (Linden dollars, reputation, real dollars, etc.).
  7. Web 1.0 is was all about the democratization of access. Industries like Financial Services, Banking, Retail, Travel and Government predictably saw value in providing their customers with access to information about their accounts so they could drive more transactions and thus generate more fees. Support industries to Web 1.0 like Technology Services, IT and Telecom rode the wave to support these industries in bringing the access value proposition to their clients Web 2.0 is all about the democratizaiton of participation and collaboration. Industries like Media and Entertainment, Publishing and Education see this as a discontinuity and threat to their meat and potatoes (or couch potato) audience that were traditionally passive consumers of media/content. This generation is NOT passive. They want to interact, collaborate and co-create. They want to be engaged in the creative process rather than just being a consumer of it. Murdoch sees this and bought MySpace. Google sees it and bought You Tube and we are witnessing a huge redefinition of how the Media and Entertainment industry develops and distributes content and a shift in business models around that new dynamic in how they extract value from the market for doing so. The democratization of participation and collaboration is also buttressed by a new set of economic platforms and a redefinition of the employer/employee contract. Sites such as e-Bay provide a platform for member driven value creation. The people who generate incomes from eBay are not eBay employees, they participate in the use of the platform provided by eBay (and Paypal etc...) to allow them to create their own value. Furthermore when we move into the research that we have been doing in MMORPGs it is clear the economies and affordance structures play a huge part in making the experience a success. So, as we shift from Web 1.0 to 2.0 it is not only the value proposition that is changing (i.e. From Access to Participation/Collaboration) but the underlying economic model that incents participation without requiring employment that is very interesting. As we move to the intersection of Web 2.0 and Web 3D we see another phenomenon. The democratizaiton of co-creation. A solid 2D example of this is Wikipedia. A collaboratively created dictionary for the world. Created by a volunteer workforce for the benefit of everyone worldwide. (Note similar parallels to the linux movement). Thus the notion of virtual co-creation is firmly established as a pattern at the edge of Web 2.0 With the advent of Web 3D we see significant opportunities for collaboration and innovation. Innovation is a creative process. It is socially constructed and emerges from interactivity. The 3D enviromnent is naturally suited to that and so it is only a matter of time before we move from Web 1.0 (Democratization of Access) to Web 2.0 (Democratization of Participation and Collaboration) to Web 3D (Enablement of true generative learning and co-creation distributed virtually across the world). If we believe Schrage that the prototype is the engine of innovation we now have a socially immersive environment where people all around the world can convene to communicate, collaborate and co-create in real time. If we look at Second Life and how that metaverse is set up where anyone can create anything using primitives, it is essentially establishing a platform that allows individuals to generate value without having to be an employee of 2L. Furthermore, it is providing a true collaborative environment where prototypes can be created and played with to make them better. Beyond that, the economy within the world allows us to examine in-world use that can help inform potentials for anything from business models to new automobile versions to be proved out before a penny is spent on atom based prototyping. An initial analysis of activity in the Metaverse coded by Function and Industry suggests that some industries are entering the metaverse more expediently than others, also we are seeing some patterns in how they are doing so: Leading with Learning and leading to Workforce Optimization or leading with Marketing and leading to Innovation/New Product development are two prevailing patterns (see pages 46-48). Given the success we had in providing support for Web 1.0 and 2.0, it seems only logical that we should be getting out ahead of the curve here to understand how we can be prepared to help our clients with the significant technological hurdles that will be required to participate in the value potential that the 3D web proposes. Notes from Jim S: This is a great deck and starts to get at the value proposition statement very well. One suggestion --- "democratization" (while a wonderful thing) should probably be replaced with "entrepreneurial capitalism" (search for Carl Schramm and Kauffman Foundation for deeper explanation of entrepreneurial capitalism). Per our discussion the other day, the megatrend that is happening is that entrepreneurs are creating "platforms" so instead of just having "employees" work for them, then are enabling "members or citizens" to work for them, and the entrepreneur gets a percentage ("tax"). The way to think about it, is to imagine you opened up a new nation, and people moved there, became citizens and started paying taxes. You get to make the rules and tax people. But why would anyone move to your nations -- short answer is better roads, telephones, and opportunities to work (create and capture value). So let's look at how these "platforms" versus "nations" analogy works for different players: eBay platform -- members can buy and sell, and eBay gets to tax each transaction (building up a reputation dossier on everyone, to make the world safer for commerce - governments keep citizens safe). Amazon platform -- members can add links to books, etc. to their own website, and if someone buys via their link, Amazon gives them a small percentage. Google platform - members can add AdLinks to their own website, and if somone clicks and buys via their link, Google gives them a small percentage. SecondLife plaftorm - members create products and services to sell, and SecondLife provides the infrastructure and currency markets in Linden dollars (the most direct analogy to setting up an "island nation"). The interesting thing to me is that most businesses in the real world need employees to make money (not all, but most) -- however, platform providers have a small number of employees that run the platform, but a large number fo members or citizens. The entrepreneurs generate wealth proportional to the number of members or citizens, more like a nation. Solow production functions for economic growth show that production increases in proportion to population, capital intensity, and knowledge and innovation growth. Entrepreneurial capitalists are trying to create platforms that enable members/citizens to do work that they would have to pay employees to do, and the member/citizens are willing to do the work without being an employee, because they too are entrepreneurial capitalists with opportunities to create value and be rewarded for it. In sum, I would suggest changing democratization to something more akin to entrepreneurial capitalism providing new platforms to allow people to create and capture value (Linden dollars, reputation, real dollars, etc.).
  8. Web 1.0 is was all about the democratization of access. Industries like Financial Services, Banking, Retail, Travel and Government predictably saw value in providing their customers with access to information about their accounts so they could drive more transactions and thus generate more fees. Support industries to Web 1.0 like Technology Services, IT and Telecom rode the wave to support these industries in bringing the access value proposition to their clients Web 2.0 is all about the democratizaiton of participation and collaboration. Industries like Media and Entertainment, Publishing and Education see this as a discontinuity and threat to their meat and potatoes (or couch potato) audience that were traditionally passive consumers of media/content. This generation is NOT passive. They want to interact, collaborate and co-create. They want to be engaged in the creative process rather than just being a consumer of it. Murdoch sees this and bought MySpace. Google sees it and bought You Tube and we are witnessing a huge redefinition of how the Media and Entertainment industry develops and distributes content and a shift in business models around that new dynamic in how they extract value from the market for doing so. The democratization of participation and collaboration is also buttressed by a new set of economic platforms and a redefinition of the employer/employee contract. Sites such as e-Bay provide a platform for member driven value creation. The people who generate incomes from eBay are not eBay employees, they participate in the use of the platform provided by eBay (and Paypal etc...) to allow them to create their own value. Furthermore when we move into the research that we have been doing in MMORPGs it is clear the economies and affordance structures play a huge part in making the experience a success. So, as we shift from Web 1.0 to 2.0 it is not only the value proposition that is changing (i.e. From Access to Participation/Collaboration) but the underlying economic model that incents participation without requiring employment that is very interesting. As we move to the intersection of Web 2.0 and Web 3D we see another phenomenon. The democratizaiton of co-creation. A solid 2D example of this is Wikipedia. A collaboratively created dictionary for the world. Created by a volunteer workforce for the benefit of everyone worldwide. (Note similar parallels to the linux movement). Thus the notion of virtual co-creation is firmly established as a pattern at the edge of Web 2.0 With the advent of Web 3D we see significant opportunities for collaboration and innovation. Innovation is a creative process. It is socially constructed and emerges from interactivity. The 3D enviromnent is naturally suited to that and so it is only a matter of time before we move from Web 1.0 (Democratization of Access) to Web 2.0 (Democratization of Participation and Collaboration) to Web 3D (Enablement of true generative learning and co-creation distributed virtually across the world). If we believe Schrage that the prototype is the engine of innovation we now have a socially immersive environment where people all around the world can convene to communicate, collaborate and co-create in real time. If we look at Second Life and how that metaverse is set up where anyone can create anything using primitives, it is essentially establishing a platform that allows individuals to generate value without having to be an employee of 2L. Furthermore, it is providing a true collaborative environment where prototypes can be created and played with to make them better. Beyond that, the economy within the world allows us to examine in-world use that can help inform potentials for anything from business models to new automobile versions to be proved out before a penny is spent on atom based prototyping. An initial analysis of activity in the Metaverse coded by Function and Industry suggests that some industries are entering the metaverse more expediently than others, also we are seeing some patterns in how they are doing so: Leading with Learning and leading to Workforce Optimization or leading with Marketing and leading to Innovation/New Product development are two prevailing patterns (see pages 46-48). Given the success we had in providing support for Web 1.0 and 2.0, it seems only logical that we should be getting out ahead of the curve here to understand how we can be prepared to help our clients with the significant technological hurdles that will be required to participate in the value potential that the 3D web proposes. Notes from Jim S: This is a great deck and starts to get at the value proposition statement very well. One suggestion --- "democratization" (while a wonderful thing) should probably be replaced with "entrepreneurial capitalism" (search for Carl Schramm and Kauffman Foundation for deeper explanation of entrepreneurial capitalism). Per our discussion the other day, the megatrend that is happening is that entrepreneurs are creating "platforms" so instead of just having "employees" work for them, then are enabling "members or citizens" to work for them, and the entrepreneur gets a percentage ("tax"). The way to think about it, is to imagine you opened up a new nation, and people moved there, became citizens and started paying taxes. You get to make the rules and tax people. But why would anyone move to your nations -- short answer is better roads, telephones, and opportunities to work (create and capture value). So let's look at how these "platforms" versus "nations" analogy works for different players: eBay platform -- members can buy and sell, and eBay gets to tax each transaction (building up a reputation dossier on everyone, to make the world safer for commerce - governments keep citizens safe). Amazon platform -- members can add links to books, etc. to their own website, and if someone buys via their link, Amazon gives them a small percentage. Google platform - members can add AdLinks to their own website, and if somone clicks and buys via their link, Google gives them a small percentage. SecondLife plaftorm - members create products and services to sell, and SecondLife provides the infrastructure and currency markets in Linden dollars (the most direct analogy to setting up an "island nation"). The interesting thing to me is that most businesses in the real world need employees to make money (not all, but most) -- however, platform providers have a small number of employees that run the platform, but a large number fo members or citizens. The entrepreneurs generate wealth proportional to the number of members or citizens, more like a nation. Solow production functions for economic growth show that production increases in proportion to population, capital intensity, and knowledge and innovation growth. Entrepreneurial capitalists are trying to create platforms that enable members/citizens to do work that they would have to pay employees to do, and the member/citizens are willing to do the work without being an employee, because they too are entrepreneurial capitalists with opportunities to create value and be rewarded for it. In sum, I would suggest changing democratization to something more akin to entrepreneurial capitalism providing new platforms to allow people to create and capture value (Linden dollars, reputation, real dollars, etc.).
  9. Web 1.0 is was all about the democratization of access. Industries like Financial Services, Banking, Retail, Travel and Government predictably saw value in providing their customers with access to information about their accounts so they could drive more transactions and thus generate more fees. Support industries to Web 1.0 like Technology Services, IT and Telecom rode the wave to support these industries in bringing the access value proposition to their clients Web 2.0 is all about the democratizaiton of participation and collaboration. Industries like Media and Entertainment, Publishing and Education see this as a discontinuity and threat to their meat and potatoes (or couch potato) audience that were traditionally passive consumers of media/content. This generation is NOT passive. They want to interact, collaborate and co-create. They want to be engaged in the creative process rather than just being a consumer of it. Murdoch sees this and bought MySpace. Google sees it and bought You Tube and we are witnessing a huge redefinition of how the Media and Entertainment industry develops and distributes content and a shift in business models around that new dynamic in how they extract value from the market for doing so. The democratization of participation and collaboration is also buttressed by a new set of economic platforms and a redefinition of the employer/employee contract. Sites such as e-Bay provide a platform for member driven value creation. The people who generate incomes from eBay are not eBay employees, they participate in the use of the platform provided by eBay (and Paypal etc...) to allow them to create their own value. Furthermore when we move into the research that we have been doing in MMORPGs it is clear the economies and affordance structures play a huge part in making the experience a success. So, as we shift from Web 1.0 to 2.0 it is not only the value proposition that is changing (i.e. From Access to Participation/Collaboration) but the underlying economic model that incents participation without requiring employment that is very interesting. As we move to the intersection of Web 2.0 and Web 3D we see another phenomenon. The democratizaiton of co-creation. A solid 2D example of this is Wikipedia. A collaboratively created dictionary for the world. Created by a volunteer workforce for the benefit of everyone worldwide. (Note similar parallels to the linux movement). Thus the notion of virtual co-creation is firmly established as a pattern at the edge of Web 2.0 With the advent of Web 3D we see significant opportunities for collaboration and innovation. Innovation is a creative process. It is socially constructed and emerges from interactivity. The 3D enviromnent is naturally suited to that and so it is only a matter of time before we move from Web 1.0 (Democratization of Access) to Web 2.0 (Democratization of Participation and Collaboration) to Web 3D (Enablement of true generative learning and co-creation distributed virtually across the world). If we believe Schrage that the prototype is the engine of innovation we now have a socially immersive environment where people all around the world can convene to communicate, collaborate and co-create in real time. If we look at Second Life and how that metaverse is set up where anyone can create anything using primitives, it is essentially establishing a platform that allows individuals to generate value without having to be an employee of 2L. Furthermore, it is providing a true collaborative environment where prototypes can be created and played with to make them better. Beyond that, the economy within the world allows us to examine in-world use that can help inform potentials for anything from business models to new automobile versions to be proved out before a penny is spent on atom based prototyping. An initial analysis of activity in the Metaverse coded by Function and Industry suggests that some industries are entering the metaverse more expediently than others, also we are seeing some patterns in how they are doing so: Leading with Learning and leading to Workforce Optimization or leading with Marketing and leading to Innovation/New Product development are two prevailing patterns (see pages 46-48). Given the success we had in providing support for Web 1.0 and 2.0, it seems only logical that we should be getting out ahead of the curve here to understand how we can be prepared to help our clients with the significant technological hurdles that will be required to participate in the value potential that the 3D web proposes. Notes from Jim S: This is a great deck and starts to get at the value proposition statement very well. One suggestion --- "democratization" (while a wonderful thing) should probably be replaced with "entrepreneurial capitalism" (search for Carl Schramm and Kauffman Foundation for deeper explanation of entrepreneurial capitalism). Per our discussion the other day, the megatrend that is happening is that entrepreneurs are creating "platforms" so instead of just having "employees" work for them, then are enabling "members or citizens" to work for them, and the entrepreneur gets a percentage ("tax"). The way to think about it, is to imagine you opened up a new nation, and people moved there, became citizens and started paying taxes. You get to make the rules and tax people. But why would anyone move to your nations -- short answer is better roads, telephones, and opportunities to work (create and capture value). So let's look at how these "platforms" versus "nations" analogy works for different players: eBay platform -- members can buy and sell, and eBay gets to tax each transaction (building up a reputation dossier on everyone, to make the world safer for commerce - governments keep citizens safe). Amazon platform -- members can add links to books, etc. to their own website, and if someone buys via their link, Amazon gives them a small percentage. Google platform - members can add AdLinks to their own website, and if somone clicks and buys via their link, Google gives them a small percentage. SecondLife plaftorm - members create products and services to sell, and SecondLife provides the infrastructure and currency markets in Linden dollars (the most direct analogy to setting up an "island nation"). The interesting thing to me is that most businesses in the real world need employees to make money (not all, but most) -- however, platform providers have a small number of employees that run the platform, but a large number fo members or citizens. The entrepreneurs generate wealth proportional to the number of members or citizens, more like a nation. Solow production functions for economic growth show that production increases in proportion to population, capital intensity, and knowledge and innovation growth. Entrepreneurial capitalists are trying to create platforms that enable members/citizens to do work that they would have to pay employees to do, and the member/citizens are willing to do the work without being an employee, because they too are entrepreneurial capitalists with opportunities to create value and be rewarded for it. In sum, I would suggest changing democratization to something more akin to entrepreneurial capitalism providing new platforms to allow people to create and capture value (Linden dollars, reputation, real dollars, etc.).