In the new IBM, not only are blue suits optional, but fairy
wings are possible. IBM’s recent move to conduct employee orientation and
mentoring in simulated computer worlds puts Big Blue on the cutting edge of
corporate learning.
It’s also likely to give the nascent field of training in
virtual environments such as Second Life a major boost, says Mark Oehlert, an
associate at consulting firm Booz Allen Hamilton.
Oehlert works with corporate clients to explore potential
uses of technologies such as Second Life, which is a three-
dimensional
virtual space where someone could choose to appear as normal as a buttoned-down
businessperson or as far out as a fairy with flapping wings.
“The importance of this is going to go far beyond IBM,”
Oehlert says. “It’ll definitely be a major spur for companies to at least begin
looking at virtual worlds.”
India, China and the U.S., and company interns in China, will use
“avatars,” or representations of themselves, in either of two Internet virtual
worlds, PlaneShift or Second Life.
The idea is to expedite orientation, as well as improve
mentoring relationships. “New IBM employees separated by thousands of miles will
be able to mingle, interact and share ideas in the virtual world before their
first day on the job,” Ted Hoff, IBM vice president of learning, said in a
statement. “They can learn real-life working skills such as signing up for
benefits, developing code as part of a global team, and ramping up sales skills
before they meet with IBM clients.”
Hoff says video game play adds a dimension to training
because people don’t perceive it as learning. That makes them more willing to
take risks and be more flexible in their thinking.
IBM is also looking into creating its own “virtual world”
technology for employee training.
Thus far, online virtual worlds for training represent just a
drop in the bucket of a corporate training market that reached $55 billion last
year in the U.S., says Josh Bersin, CEO of market
research firm Bersin & Associates. But he says the technology could help
engage a generation of workers who grew up playing video games with 3-D
graphics. “It might be very attractive to young employees,” Bersin says.
Most IBM users of Second Life have chosen avatars that
resemble the way they look in real life, says Chuck Hamilton, a learning
solutions leader at IBM’s learning organization. Company CEO Sam Palmisano, for
example, appeared in Second Life wearing a business suit. Still, Big Blue is
loosening up on the new frontier. During a tour of IBM’s Second Life facilities,
Hamilton
appeared in a kilt.
But for a recent meeting that took place in Second Life, IBM
officials took pains to make sure avatars weren’t too distracting, Hamilton says. “They asked
us not to wear anything moving or shaking or beeping,” he says.
—Ed Frauenheim