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Corporate
use of Virtual Worlds needs careful evaluation
Five
Major Security and Risk-Management Issues to Consider
Egham,
UK, Media hype and enthusiasm for virtual worlds must be
tempered with a realistic assessment of the security and risk-management
issues they expose enterprises to, Gartner warned recently.
Companies that are sensitive to brand issues, as well as social
and ethical positioning, must exercise particular caution in uncontrolled
virtual worlds, such as Linden Labs Second Life, and should
consider more heavily moderated, targeted alternatives, such as
There, Kaneva and Activeworlds, analysts advised.
The risks enterprises face as a result of their involvement
in virtual worlds are real and can be significant. They shouldnt
be ignored - but neither should the potential opportunities and
benefits that arise from using these new environments for corporate
collaboration and communications, said Steve Prentice, vice
president and distinguished analyst at Gartner. When planning
enterprise activities in virtual worlds, an enterprises awareness
of the risks, as well as a reasoned and objective analysis of them,
will enable it to objectively evaluate the overall situation and
offset risks against often-nebulous benefits.
Mr Prentice said that the issues facing corporations could be broadly
grouped into five major categories and offered the following advice
to enterprises:
1. IT-Related Security Risks
IT-related security risks are primarily centered on unverified applications
being downloaded to managed desktop systems, and on issues regarding
firewall permeability. There are no indications that these client
applications represent a higher risk than other similar applications,
but Gartner said that at this time, the high frequency of updates
makes the control of a large application difficult.
2. Identity Authentication and Access
Management
Individuals interact in virtual worlds via avatars, which are computer-generated
representations of themselves. However, because new accounts can
be opened with ease (and at no cost), many individuals have multiple
avatars. Thus, its difficult (if not impossible) to ensure
that any specific avatar actually represents the person with whom
its associated. This lack of verifiable identity control or
access management is a major deficiency in public virtual worlds
and is having a significant impact on the potential use of virtual
worlds for internal collaboration purposes. Gartner recommends that
companies seriously evaluate the availability of private
virtual-world environments, which are hosted internally and exist
entirely inside the enterprise firewall.
3. Confidentiality
Virtual worlds arent secure environments. Gartner believes
that discussions involving confidential and commercially sensitive
information shouldnt take place inside Second Life or any
other virtual world - or in an open, internet-supported social-networking
site. Worldwide legal systems (especially in the US) have become
increasingly aggressive in demanding access to electronically stored
records. By moving to a private virtual world (built by using tools
such as GarageGames Torque Game Engine or Suns Java-based
Project Wonderland); or developed using established applications
(such as Forterra Systems Olive) that are entirely contained
inside the enterprise firewall, the issues of privacy, confidentiality
and identity can be controlled. Non-US organisations may wish to
avoid virtual worlds that are subject to US jurisdiction because
this may result in stored information being subject to legal scrutiny.
4. Brand and Reputation Risk Management
Uncontrolled virtual worlds represent an environment fraught with
danger for enterprises that are sensitive to brand and reputation
issues. Enterprises should exercise extreme caution in their virtual-world
activities. Enterprises that are sensitive to brand and reputation
issues should consider confining their activities to controlled
virtual environments to minimise (but not eliminate) their potential
exposure.
5. Productivity
Considerable scepticism remains regarding the practical benefits
of virtual worlds to enterprise activities, with many senior executives
viewing them as time- (and therefore money-) consuming diversions
that lead to significant amounts of wasted time as well as computing
and bandwidth resources. As social networking sites enter the mainstream
of daily life for a growing segment of the population, some enterprises
are re-evaluating their restrictions on the basis that networking
and collaboration are important elements of worker productivity
and morale. Gartners take is that productivity may decline
during the extensive learning and adoption phases of virtual worlds,
but this shouldnt prevent enterprises from looking beyond
the initial phases toward the productivity benefits that may ensue.
Whilst unconstrained use of virtual worlds for all staff is probably
inappropriate and unnecessary, enterprises should keep an open mind
and evaluate trials carefully to avoid premature and inappropriate
decisions regarding access and value.
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