Second life-succeeding in virtual times


Computer sciences and Information technology:

“Second Life: Succeeding in Virtual Times”:

Project description:

This case study is about the Second Life virtual world built and owned by its residents. It opened to the public in 2003 and today is inhabited by millions of residents from around the world. The three main parts to Second Life are:

The World: It is filled with games, from multi-player role-playing games to puzzles and grid-wide contests. There are also dance clubs, shopping malls, space stations, vampire castles and movie theaters. To find something to do at any time of the day or night, residents simply open the search menu and click on events for a listing of discussions, sports, commercial, entertainment, games, pageants, education, arts and culture, and charity/support groups.

The Creations: Second Life is dedicated to creativity. Everything in Second Life is resident-created, from the strobe lights in the nightclubs to the cars (or spaceships) in driveways.

The Marketplace: Supports millions of U.S. dollars in monthly transactions. This commerce is handled with the in-world unit of trade, the Linden dollar, which can be converted to U.S. dollars at several thriving online Linden dollar exchanges. Users can make real money in a virtual world because Second Life has a fully integrated economy designed to reward risk, innovation and craftsmanship.

Business on Second Life: Second Life is an exciting new venue for collaboration, business ventures, distance learning, new media studies, and marketing. Examples of business possibilities for Second Life could be:

Holding virtual meetings with sales managers located worldwide.

Present new sales initiatives and discus them with the team real-time.

Build a new world that allows Second Life residents to interact with company product or services and test new designs and concepts before introducing them to the real world.

Sell products and services in Second Life by creating an event to promote the produce: a concert, a class a famous speaker a party, a contest. Many companies are excited about the numerous ways the can use Second Life to support their business.

The few companies paving the way on Second Life:

  • Adidas
  • Amazon
  • Mercedes-Benz
  • Xerox

This case study requires a brief overview of the case.

Answers to the questions should be written in paragraph form.

Using APA 6th Edition format with citations and title page and references should be included

Must have (2) references (1) Reference must come from Baltzan, P. (2013). Business Driven Technology 5th edition. New York, NY: McGraw-Hill Irwin.

Answer the following questions:

1. How could companies use Second Life for new product or service decision making?

2. How could financial companies use neural networks in Second Life to help their businesses?

3. How could a company such as Nike use decision support systems on Second Life to help its business?

4. How could an apparel company use Second Life to enhance decision making for a new product or service offering?

Request for Solution File

Ask an Expert for Answer!!
Other Subject: Second life-succeeding in virtual times
Reference No:- TGS01435193

Expected delivery within 24 Hours