Virtual worlds as knowledge management
platform – a practice-perspective
Julia Mueller,* Katja Hutter,
†
Johann Fueller
‡
& Kurt Matzler
§
*Innsbruck University School of Management, Department of Strategic Management,
Marketing and Tourism, Universitaetsstr. 15, A-6020 Innsbruck, Austria, email:
julia.mueller@uibk.ac.at,
†
Innsbruck University School of Management, Department of
Strategic Management, Marketing and Tourism, Universitaetsstr. 15, A-6020 Innsbruck,
Austria, email: katja.hutter@uibk.ac.at,
‡
HYVE AG, Schellingstr. 45 80799 Munich,
Germany, email: johann.fueller@hyve.de, and
§
Innsbruck University School of
Management, Department of Strategic Management, Marketing and Tourism,
Universitaetsstr. 15, A-6020 Innsbruck, Austria, email: kurt.matzler@uibk.ac.at
Abstract. Virtual worlds, as electronic environments where individuals can inter-
act in a realistic manner in form of avatars, are increasingly used by gamers,
consumers and employees. Therefore, they provide opportunities for reinventing
business processes. Especially, effective knowledge management (KM) requires
the use of appropriate information and communication technology (ICT) as well
as social interaction. Emerging virtual worlds enable new ways to support knowl-
edge and knowing processes because these virtual environments consider social
aspects that are necessary for knowledge creating and knowledge sharing pro-
cesses. Thus, collaboration in virtual worlds resembles real-life activities. In this
paper, we shed light on the use of Second Life (SL) as a KM platform in a
real-life setting. To explore the potential and current usage of virtual worlds for
knowledge and knowing activities, we conducted a qualitative study at IBM. We
interviewed IBM employees belonging to a special workgroup called ‘Web 2.0/
virtual worlds’ in order to gain experience in generating and exchanging knowl-
edge by virtually collaborating and interacting. Our results show that virtual
worlds – if they are able to overcome problems like platform stability, user
interface or security issues – bear the potential to serve as a KM platform. They
facilitate global and simultaneous interaction, create a common context for col-
laboration, combine different tools for communication and enhance knowledge
and knowing processes.
Keywords: knowledge management, organisational learning, information and
communication technologies, virtual worlds, second life
doi:10.1111/j.1365-2575.2010.00366.x
Info Systems J (2011) 21, 479–501 479
© 2010 Blackwell Publishing Ltd