IBM recently demonstrated how seriously it takes online worlds when it published official guidelines for its employees' conduct in virtual worlds. Its Institute for Business Value has also conducted research about in-world leadership skills, and how practicing them in games like World of Warcraft or EverQuest can foster corporate growth.
The Institute's 20-page report asserts that the skills required to manage a 40-person guild and conduct them in raids are the same as those required to coordinate human capital at a corporate organization, and that playing the games may in fact offer "fresh insight" into the development of new leadership abilities.
From the report:
The similarities between the online, globe-spanning gaming world and the emerging picture of the globally integrated enterprise of the future are actually quite striking. As technological innovation enables companies to disaggregate and send increasing amounts of work to employees and external partners around the world, organizations are conducting more work virtually. Corporate leaders must both coordinate and motivate individuals who are separated by time zones and cultures. Collaboration – at an individual and corporate level – has become a necessity. And in today’s dynamic business environment, leaders must take more risks and execute with greater speed – briskly connecting talent and moving information and knowledge around the globe to fulfill organizational needs.
The report also highlighted the key factors that MMOs have in common with the corporate world -- for example, both require participants to self-organize and develop skills, require risk-taking, provide performance-based incentives, and require group collaboration under a leader. No word, though, as to whether playing WoW on company time counts as "work," though!









