Video games are big business and soon they could be big in business too.
A whole generation is growing up for whom video games are a key part of how they relax, whether it be fragging friends in a first person shooter or backing up the main tank in a Warcraft raid.
And it is not just youngsters. There are plenty of older folks who shake off the dust of the working day in many different virtual worlds.
Statistics from the the US Entertainment Software Association (ESA) back this up. It claims that the average player is 33 and has more than a decade of gaming under their belt.
All of a sudden, say academics and researchers, companies have realised that all the time employees spend gaming in virtual worlds is changing them.
Ian Hughes, IBM's metaverse evangelist, said many organisations were considering ways of harnessing the skills and familiarity their employees have with virtual environments.
This familiarity has driven many organisations to consider virtual worlds as places where employees can meet, mix and get on with the job.
"A lot of people are more accepting of that way of working just because of games," he said.
"It's about harnessing that ability to play to get work done."
The formidable organisational skills needed to run a game team or guild, organise raids involving perhaps 40 people and co-ordinate their different abilities to defeat a game's strongest foes are all relevant to work, said Mr Hughes.
A whole generation is growing up for whom video games are a key part of how they relax, whether it be fragging friends in a first person shooter or backing up the main tank in a Warcraft raid.
And it is not just youngsters. There are plenty of older folks who shake off the dust of the working day in many different virtual worlds.
Statistics from the the US Entertainment Software Association (ESA) back this up. It claims that the average player is 33 and has more than a decade of gaming under their belt.
All of a sudden, say academics and researchers, companies have realised that all the time employees spend gaming in virtual worlds is changing them.
Ian Hughes, IBM's metaverse evangelist, said many organisations were considering ways of harnessing the skills and familiarity their employees have with virtual environments.
This familiarity has driven many organisations to consider virtual worlds as places where employees can meet, mix and get on with the job.
"A lot of people are more accepting of that way of working just because of games," he said.
"It's about harnessing that ability to play to get work done."
The formidable organisational skills needed to run a game team or guild, organise raids involving perhaps 40 people and co-ordinate their different abilities to defeat a game's strongest foes are all relevant to work, said Mr Hughes.
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