Summary of Virtual Worlds, Real Leaders.
In theses days, our world has become more opened to the digital world and, at the same time, connected people around the world closer. The main concern in this article was to discuss about how will leaders need to succeed in work environments that are increasingly virtual and distributed, types of traning and tools those allow a new breed of leader that thrives in these uncertain environments and what skills are needed to be rrefined and developed.
Online games, specfically massively multple player online role-playing games (MMORPGs), allows a person to gain different type of skill, orgnization or control the virtual world through his Avatar. Millions of different players communicate and play the game for the common goal, assuming digital personalities known as avatars. Avatar is like a self reflection in the virtual world and people all around the world can communicate, trade and do a lot of activities through avatar. Each player is provided with tasks that ultimaetly used to achieve a common goal of the entrie uses. They can achieve the goal by developing leaderships, communicating with players and by joing a guild, a group of characters working together, formed in online world.
Of course, online games can not provide a perfect analog for the business world of the future. The stakes in the real world is much important while it is still possible to see a person who can control virtual world have an ability to be a leader. However, those leaders of online world are often able to translate those skills in online game to the real world: they plan ahead, take a rist and accept failure. There are growing number of people who believe their "real world" leadership capabilities can be applied to their leadershup effectiveness at work in online. In addition, many qualities of online game catalyze players to gain leadership or speed up the process of identifying leaders. The qualities those can be used in the real world are far more than we could easily think of.
Increasingly popular virtual worlds facinated many large business companies about whether the leadership in online game will really be observed in the real world. IBM worked with Seriosity, Inc., a software company to experiment this hypothesis in 2006. A growing number of researchers or employers are seeking the possibility of leadership formed in the digital world to be practiced in the real world.
The quality of each guild member is readily observable to a potential leader, making delegation a relatively straightforward task. A good communication, relationship and ability to work efficiently allow one to form a strong between guild members. The act of creating a compelling vision of the future, Visioning, predict who really fits the criteria of a good leader. In the online game, leadership is not an identity that follows a player around forever; it is continuously changing. So one should be able to keep developing his avatar and prove his quality.
In conclusion, the leadership in the online world can be obtained by transparent competencies, project-oriented organization, multiple real-time skills to make decision and purpose-specific communication mediums. However, the leader does not usually last long. It is only a temporary and task-oriented because the game is dynamic and constantly chaning. Video games have much to give; an opportunity for a person to attain leadership that might be used in the real life.
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