Do business culture and the principles of online gaming belong together?
Two entrepreneurs in Palo Alto think so
. Inspired by Second Life
and World of Warcraft
, they theorized that principles used in the management of online game communities could be used to manage businesses. They formed a company called Seriosity
and its maiden voyage is a product called Attent
. It's their first gaming-inspired product, but they want to launch more in the future. Learn more about it after the jump.
Attent gives company employees a currency called "serios." The employees can spend their serios to make specific e-mails they feel are important stand out amidst the crowd. This is supposed to help lessen the "information overload
" problem managers of large organizations face, and it's all inspired by the economies of MMOs.
The logic goes like this: managers receive too many e-mails because it costs nothing to send an e-mail. Since there's no exhaustible physical resource used in the sending of e-mails, nobody cares about sending too many and everything gets all cluttered
. So, if you make a virtual exhaustible resource for e-mails -- something like a faux currency
in an MMO -- then people will use it only for important things.
Of course, market economics real or virtual will always have that ever-nagging, slightly-unsound assumption that people will always make a rational choice and not waste their serios forwarding YouTube videos
of fat guys singing Romanian electronica in front of their webcams. Still, we wish Seriosity the best.