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Kevin Feenan, PMP, MBA
SL: Phelan Corrimal
Rockcliffe University
March 29, 2009
•   Vision
•   Objective
•   Dialogue
•   Practice
•   Context (Ba)
•   KM Assets
•   Environment
• Dialogue
   – Synthesis of
     Contradictions
   – Explicit Driven


• Practices
   – Synthesis of
     Action
   – Tacit Driven
• quot;The practice, acquired from exemplars, to group
  situations into similar setsquot; – Kuhn, T.
• Defined through problems not solutions
• Regrouping of objective forms
• Thinking, not translating
• Shared context
• Shared community
•   Rivaly
•   Suppliers
•   Buyers
•   Substitutes
•   New Entrants

• Silos reinforced by
  technology
• Tangible Assets
• Horizonal & Vertical
  Integration Threats
Web 1.0                       Web 2.0
•                             •
    DoubleClick                   Google AdSense
•                             •
    Ofoto                         Flickr (Social Networks)
•                             •
    Akamai                        BitTorrent (P2P)
•                             •
    mp3.com                       iPhone
•                             •
    Britannica Online             Wikipedia
•                             •
    personal websites             blogging
•                             •
    Evite                         Eventbrite
•                             •
    domain name speculation       search engine optimization
•                             •
    page views                    cost per click
•                             •
    screen scraping               web services
•                             •
    Publishing                    participation
•                             •
    content management            wikis
•                             •
    directories (taxonomy)        tagging (quot;folksonomyquot;)
•                             •
    stickiness                    syndication
Web 1.0                        Web 2.0
• Passive Observer             • Active Participant
• Driven by External Agendas   • Driven by Social Narratives



                               • Socialization agenda is
                                 controlled by 3rd parties

                               • Internalization is a
                                 consequence of competitive
                                 rivalry between forces
•   Neutral Ground
•   Social Leveler
•   Conversation is Main Activity
•   Accessibility / Accommodation
•   Regulars / Familars
•   Lack of Pretension
•   Playful
•   A Home Away from Home
    –   rootedness,
    –   feelings of possession,
    –   spiritual regeneration,
    –   feelings of being at ease, and
    –   warmth.
•   There is only one virtual world
•   Avatar = Mental Anatomy
•   Avatar = Replacement for sensorimotor sytem
•   Avatar Identification = Consciousness
•   Changes the relationship with the physical
    body.
• Rethinking concepts of
  self within a virtual
  context
• Re-examination of
  knowledge emergence
  with focus on
  practices, not dialogues
• I am my avatar and my avatar is me however I
  am not bound by any agreements made by my
  avatar on my behalf.

•   Fracturing of the concept of self
•   Internal (actor) / External (agent) personias
•   Sub-conscious elements are more accessible
•   By-pass conscious filter mechanisms
• Practices, not dialogues, will define web 3.0
• Socialization is Agent-Centered
• Internalization is Actor-Centered
• Combination/Externalization are Network-
  Centered
• Individual controls the process
• Instructor's role is as a knowledge asset within
  the network
• Networks of Practice
   – Not defined by the
     technology
• Knowledge Assets
   – Increases options
• Niche Markets
   – Combination of
     Dialogues
• Value Proposition
   – Patterns of increased
     effectiveness
James, L (2009) University of Hawaii
Maslow, A. H. (1954) Motivation and personality. New York: Harper and Row.
Nonaka, I., & Toyama, R. (2005). The theory of the knowledge-creating firm:
    subjectivity, objectivity and synthesis. Industrial and Corporate Change, 14(3), pp.
    419-436.
Oldenburg, R. (1999). The great good place: Cafes, coffee shops, bookstores, bars, hair
    salons and other hangouts at the heart of a community. New York: Marlowe &
    Company.
O’Reilly, T. (2005). What is Web 2.0. Retrieved on November 2, 2007 from
    http://www.oreilly.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
Porter, M. E. (1980). Competitive strategy - techniques for analyzing industries and
    competitors. New York: The Free Press
Seamon, D. (1979). A Geography of the Lifeworld. New York: St. Martin's Press.
Steinkuehler, C., & Williams, D. (2006). Where everybody knows your (screen) name:
    Online games as “third places”. Journal of Computer-Mediated
    Communications, 11, pp. 885-909.

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Virtual Worlds As A Competitive Learning Environment

  • 1. Kevin Feenan, PMP, MBA SL: Phelan Corrimal Rockcliffe University March 29, 2009
  • 2. Vision • Objective • Dialogue • Practice • Context (Ba) • KM Assets • Environment
  • 3. • Dialogue – Synthesis of Contradictions – Explicit Driven • Practices – Synthesis of Action – Tacit Driven
  • 4. • quot;The practice, acquired from exemplars, to group situations into similar setsquot; – Kuhn, T. • Defined through problems not solutions • Regrouping of objective forms • Thinking, not translating • Shared context • Shared community
  • 5. Rivaly • Suppliers • Buyers • Substitutes • New Entrants • Silos reinforced by technology • Tangible Assets • Horizonal & Vertical Integration Threats
  • 6. Web 1.0 Web 2.0 • • DoubleClick Google AdSense • • Ofoto Flickr (Social Networks) • • Akamai BitTorrent (P2P) • • mp3.com iPhone • • Britannica Online Wikipedia • • personal websites blogging • • Evite Eventbrite • • domain name speculation search engine optimization • • page views cost per click • • screen scraping web services • • Publishing participation • • content management wikis • • directories (taxonomy) tagging (quot;folksonomyquot;) • • stickiness syndication
  • 7. Web 1.0 Web 2.0 • Passive Observer • Active Participant • Driven by External Agendas • Driven by Social Narratives • Socialization agenda is controlled by 3rd parties • Internalization is a consequence of competitive rivalry between forces
  • 8. Neutral Ground • Social Leveler • Conversation is Main Activity • Accessibility / Accommodation • Regulars / Familars • Lack of Pretension • Playful • A Home Away from Home – rootedness, – feelings of possession, – spiritual regeneration, – feelings of being at ease, and – warmth.
  • 9. There is only one virtual world • Avatar = Mental Anatomy • Avatar = Replacement for sensorimotor sytem • Avatar Identification = Consciousness • Changes the relationship with the physical body.
  • 10. • Rethinking concepts of self within a virtual context • Re-examination of knowledge emergence with focus on practices, not dialogues
  • 11. • I am my avatar and my avatar is me however I am not bound by any agreements made by my avatar on my behalf. • Fracturing of the concept of self • Internal (actor) / External (agent) personias • Sub-conscious elements are more accessible • By-pass conscious filter mechanisms
  • 12. • Practices, not dialogues, will define web 3.0 • Socialization is Agent-Centered • Internalization is Actor-Centered • Combination/Externalization are Network- Centered • Individual controls the process • Instructor's role is as a knowledge asset within the network
  • 13. • Networks of Practice – Not defined by the technology • Knowledge Assets – Increases options • Niche Markets – Combination of Dialogues • Value Proposition – Patterns of increased effectiveness
  • 14. James, L (2009) University of Hawaii Maslow, A. H. (1954) Motivation and personality. New York: Harper and Row. Nonaka, I., & Toyama, R. (2005). The theory of the knowledge-creating firm: subjectivity, objectivity and synthesis. Industrial and Corporate Change, 14(3), pp. 419-436. Oldenburg, R. (1999). The great good place: Cafes, coffee shops, bookstores, bars, hair salons and other hangouts at the heart of a community. New York: Marlowe & Company. O’Reilly, T. (2005). What is Web 2.0. Retrieved on November 2, 2007 from http://www.oreilly.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html Porter, M. E. (1980). Competitive strategy - techniques for analyzing industries and competitors. New York: The Free Press Seamon, D. (1979). A Geography of the Lifeworld. New York: St. Martin's Press. Steinkuehler, C., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places”. Journal of Computer-Mediated Communications, 11, pp. 885-909.