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Second Life Paper

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Submitted By joshua27
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SECOND LIFE

LATAR BELAKANG
Second Life (www.secondlife.com) merupakan suatu dunia virtual online dalam bentuk 3D (tiga dimensi), software ini didirikan oleh Philip Rosedele, mantan CTO (Chief Technology Officer) dari perusahaan RealNetwork. Dunia virtual tersebut memiliki ke-unikan dimana dunia tersebut diciptakan dan dimiliki oleh user game tersebut. Setiap orang dapat meng-aplikasikan kehidupan sehari-hari mereka ke dalam dunia virtual tersebut, mulai dari bekerja, belanja ke supermarket, sekolah, bahkan user yang sudah menjadi privileges membership di Second Life dapat memiliki sebidang tanah, hal tersebut karena tanah tidak bisa dimiliki oleh basic membership. Second Life sendiri bukanlah sebuah game, residents (sebutan untuk user dari second life) saling ber-interaksi satu dengan yang lain dalam jejaring social 3 Dimensi, jadi tidak seperti game pada umumnya.
Para resident juga dapat menjelajahi setiap wilayah yang ada, bersosialisai, ber-kolaborasi, menciptakan, ikut berpartisipasi dalam kegiatan yang ada, dan dapat membeli barang dan jasa. Dalam website resmi dari Second Life, dikatakan bahwa dunia ini dapat dikatakan sebagai massively multiplayer online role playing game (MMORPG) dimana dunia ini dapat menerima kreativitas yang tidak terbatas dan kepemilikan suatu barang atau jasa dari para residents. second life sendiri memliki system ekonomi sendiri dimana mata uang dunia tersebut adalah Linden dollar, atau dapt disingkat menjadi L$. Pasar juga terbuka untuk bisnis dalam bidang barang dan jasa yang ingin masuk, dan setiap orang dapat mendapatkan uang dengan berbagai cara. Untuk kepemilikan tanah, hanya paid membership yang dapat memiliki sebuah tanah, luas daerah terbesar di suatu region tercatat 65.536 m2, dan uang sewa tanah sebulan per meter adalah US$195.
Meskipun konsep dari dunia virtual 3 Dimensi terkesan kekanak-kanakan, tetapi tidak menghalangi perusahaan-perusahaan besar, universitas, atau bahkan pemerintahan untuk ikut ambil bagian dari dunia ini, dengan harapan bahwa second life dapat menjadi birthing ground untuk industri baru, perusahaan, marketing, dan lain-lain. Sebagai contoh adalah perusahaan Crayon, merupakan perusahaan media marketing yang baru membeli sebuah pulau di dunia virtual dan menamai pulau tersebut crayonville, CNN dan BBC juga sudah memakai second life untuk menarik konsumen yang sudah beralih dari televise ke computer, IBM meng-investasikan 10 juta US$ di second life dan para karyawan dari IBM saling bertemu di dunia virtual untuk melakukan rapat sampai bertemu dengan klien. dari sini kita dapat melihat second life sudah bukan merupakan sebuah permainan lagi, tetapi sudah menjadi dunia bisnis yang baru.
PEMBAHASAN
Dalam teori di buku Business Driven Information System, Second Life dapat dikatakan sebagai Virtual Reality, yaitu dunia simulasi di dalam computer yang dapat men-simulasikan seluruh kegiatan yang ada di dunia nyata, atau dapat disebut imaginary world (dunia khalayan). Dikatakan bahwa virtual reality juga memungkinkan terjadinya telepresence di mana pengguna dapat berada di mana saja di dunia dan menggunakan sistem virtual reality untuk bekerja sendiri ataupun bekerja secara bersama-sama denga orang lain. Kita juga dapat melihat kinerja Second Life dengan menggunakan Efficiency and Effectiveness Metrics, Efficiency MIS metrics untuk mengukur performa dari kecepatan bertransaksi data dan kemampuan system tersebut, sedangkan Effectiveness MIS metrics mengukur bagaimana system tersebut berdampak pada MIS dalam proses bisnis dan aktivitas yang ada, serta kepuasan konsumen dan tingkat konversi pelanggan. 1. Efficiency Metrics * Throughput
Dunia virtual Second Life dapat mengirimkan jumlah informasi yang sangat banyak dalam setiap detiknya * Transaction speed
Second Life juga * System availability

* Information accuracy

* Response time

2. Effectiveness Metrics * Usability

* Customer satisfaction

* Conversion rates

* Financial

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