Seriosity gives you a job in a virtual world

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Business Week points to a new secretive Palo Alto company called Seriosity that is trying to make grunt work more attractive by having employees perform their tasks in a virtual game.

The mention comes inside of an article about Linden Lab’s Second Life, a fairly well-known online virtual world where people can go inside and do anything you can do in real life: dance, hangout at a bar, build homes and even trade penises (so we’ve heard).

And the growing interest in virtual worlds has some people coming up with new ideas:


Why not use gaming’s psychology, incentive systems, and social appeal to get real jobs done better and faster? “People are willing to do tedious, complex tasks within games,” notes Nick Yee, a Stanford University graduate student in communications who has extensively studied online games. “What if we could tap into that brainpower?”

In other words, your next cubicle could well be inside a virtual world. That’s the mission of a secretive Palo Alto (Calif.) startup, Seriosity, backed by venture firm Alloy Ventures Inc. Seriosity is exploring whether routine real-world responsibilities might be assigned to a custom online game. Workers having fun, after all, likely will be more productive. “We want to use the power of these games to transform information work,” says Seriosity CEO Byron B. Reeves, a Stanford professor of communications.

We’ve pinged Seriosity for more details.

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  • rk
    ...And again, truth is both stranger than, and imitative of, fiction. Of course, maybe Orson Scott Card (Ender's Game and the like) got a few advisory shares? Very interesting idea.
  • Good idea. I've seen it discussed many times, but commercial implementations are hard to find.
  • Ya know, I'm not sure this idea doesn't have a significant amount of merit. The "addictive" tasks in games (MMOs most notably) really are quite tedious, but there's a level of immediate accomplishment/reward (however illusory) that is quite reinforcing.

    Smarter people than I have probably done all manner of mind-numbingly dull research into this. But still... I'm interested to see where it goes.
  • Vinny Serious
    "Serious" games for business has great market potential. We old farts need to be open to the possibility that work can be more fun..Imagine that?

    Today's core gamer population is 18-35 years old. They were the first generation for whom computer technology was a routine feature in their lives. And what really bodes well for the industry's future and the future of games as more than entertainment is the fact that the generation behind them, the 6-17 year olds, is the first interactive generation in history. They are the first to grow up not only with technology, but with interactivity at the center of their lives, both in the home and the classroom? (Remarks of Douglas Lowenstein, President, Interactive Digital Software Association at Woodrow Wilson Center Serious Games Conference)