Putting your virtual foot in it
By Davey Winder in Editorial
Posted in Uncategorized on
In case you did not know, much of my time of late has been spent researching and writing a book for the Science Museum (Being Virtual, to be published by Wiley in 2008) covering the concept of identity in the digital age. It is going well, thanks for asking, and I might even have the manuscript finished in time to meet the deadline. One of the problems with writing about who we really are today, is that I have been spending a lot of time in the virtual world. Well, virtual worlds to be precise. While these are great places to go and escape from the reality of day to day existence, companies looking to exploit the massive market potential of emerging and immersive 3D environments cannot escape the realities of business risk management and brand security issues. IT research specialist Gartner has today warned companies that are sensitive to brand issues, as well as social and ethical positioning, to exercise particular caution in uncontrolled worlds such as Second Life.
“The risks enterprises face as a result of their involvement in virtual worlds are real and can be significant. They shouldn’t be ignored, but neither should the potential opportunities and benefits that arise from using these new environments for corporate collaboration and communications,” said Steve Prentice, vice president at Gartner. “When planning enterprise activities in virtual worlds, an enterprise’s awareness of the risks, as well as a reasoned and objective analysis of them, will enable it to objectively evaluate the overall situation and offset risks against often-nebulous benefits.”
Here are the five broad issue groupings that Gartner identified, together with related advice for enterprises in each category:
1. IT-Related Security Risks
IT-related security risks are primarily centered on unverified applications being downloaded to managed desktop systems, and on issues regarding firewall permeability. There are no indications that these client applications represent a higher risk than other similar applications, but Gartner said that at this time, the high frequency of updates makes the control of a large application difficult.
2. Identity Authentication and Access Management
Individuals interact in virtual worlds via avatars, which are computer-generated representations of themselves. However, because new accounts can be opened with ease (and at no cost), many individuals have multiple avatars. Thus, it’s difficult (if not impossible) to ensure that any specific avatar actually represents the person with whom it’s associated. This lack of verifiable identity control or access management is a major deficiency in public virtual worlds and is having a significant impact on the potential use of virtual worlds for internal collaboration purposes. Gartner recommends that companies seriously evaluate the availability of “private” virtual-world environments, which are hosted internally and exist entirely inside the enterprise firewall.
3. Confidentiality
Virtual worlds aren’t secure environments. Gartner believes that discussions involving confidential and commercially sensitive information shouldn’t take place inside Second Life or any other virtual world - or in an open, internet-supported social-networking site. Worldwide legal systems (especially in the US) have become increasingly aggressive in demanding access to electronically stored records. By moving to a private virtual world (built by using tools such as GarageGames’ Torque Game Engine or Sun’s Java-based Project Wonderland); or developed using established applications (such as Forterra Systems’ Olive) that are entirely contained inside the enterprise firewall, the issues of privacy, confidentiality and identity can be controlled. Non-US organisations may wish to avoid virtual worlds that are subject to US jurisdiction because this may result in stored information being subject to legal scrutiny.
4. Brand and Reputation Risk Management
Uncontrolled virtual worlds represent an environment fraught with danger for enterprises that are sensitive to brand and reputation issues. Enterprises should exercise extreme caution in their virtual-world activities. Enterprises that are sensitive to brand and reputation issues should consider confining their activities to controlled virtual environments to minimise (but not eliminate) their potential exposure.
5. Productivity
Considerable scepticism remains regarding the practical benefits of virtual worlds to enterprise activities, with many senior executives viewing them as time- (and therefore money-) consuming diversions that lead to significant amounts of wasted time as well as computing and bandwidth resources. As social networking sites enter the mainstream of daily life for a growing segment of the population, some enterprises are re-evaluating their restrictions on the basis that networking and collaboration are important elements of worker productivity and morale. Gartner’s take is that productivity may decline during the extensive learning and adoption phases of virtual worlds, but this shouldn’t prevent enterprises from looking beyond the initial phases toward the productivity benefits that may ensue. Whilst unconstrained use of virtual worlds for all staff is probably inappropriate and unnecessary, enterprises should keep an open mind and evaluate trials carefully to avoid premature and inappropriate decisions regarding access and value.
Make a comment
Tag cloud
Archives
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- April 2009
- March 2009
- February 2009
- January 2009
- December 2008
- November 2008
- October 2008
- September 2008
- August 2008
- July 2008
- June 2008
- May 2008
- April 2008
- March 2008
- February 2008
- January 2008
- December 2007
- November 2007
- October 2007
- September 2007
- August 2007
- July 2007
- June 2007
- May 2007
- April 2007
- March 2007
- February 2007
- January 2007
- December 2006
- November 2006
- October 2006
- September 2006
- August 2006
Most commented posts
- 80 percent of viruses love Windows 7
165 comments
- Has Microsoft gone mental?
- Has the US Army declared war on Windows 7?
- Cuil frozen out: market share drops to next to nothing
- Xbox 360 FAIL
- The 24GB RAM Desktop is born
- Use old version of Windows instead of Linux, says teacher
- Microsoft reveals time-based licensing model
- How Marblecake Hacked Time
- Nexus Two - The Next Generation
Highest Rated Blog Posts
- Why ecommerce fails (100%)
- Google Chrome stands alone at PWN2OWN (100%)
- Betting on Hubdub technology (100%)
- Has Google gone insane as GMail goes back to beta? (100%)
- Chinese whispers as government implicated in UK hack attacks (100%)
- Crimeware toolkit targets 10,000 trusted sites (100%)
- Black Hat risk to migrating VMs (100%)
- Tough on cyber crime, tough on the causes of cyber crime (100%)
- Firefox 3, Beta 4, Enhancements 900, Tested 5 (100%)
- Has the US Army declared war on Windows 7? (100%)

