Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/15048
Title: Introduction - The Hype Cycle Upswing: The Resurgence of Virtual Worlds
Contributor(s): Gregory, Sue  (author)orcid ; Tavares-Jones, Nancy (author); Jerry, Paul (author)
Publication Date: 2013
Handle Link: https://hdl.handle.net/1959.11/15048
Abstract: The works presented at the 3rd Global Conference on Experiential Learning in Virtual Worlds in Lisbon, Portugal represent a resurgence in the popularity of the use of virtual worlds. Utilizing the Gartner Hype Cycle, we hope to bring an awareness of the resurgence and expansion of the many affordances that virtual worlds offer. We use the Hype Cycle to outline the future of virtual worlds, and how they will continue to be used during this Hype Cycle 'upswing'. The organization Gartner Incorporated (Gartner) has a long-standing reputation for analysing, researching, and disseminating information regarding technology. Every year, Gartner publishes a statement on the state of technologies and their relative maturity according to their 'hype cycle'. The hype cycle has five distinct sequential zones in which technology passes through, and at various paces. The five phases are: A) Technology Trigger: 'A potential technology breakthrough kicks things off. Early proof-of-concept stories and media interest trigger significant publicity. Often no usable products exist and commercial viability is unproven.' B) Peak of Inflated Expectations: 'Early publicity produces a number of success stories - often accompanied by scores of failures. Some companies take action; many do not.' C) Trough of Disillusionment: 'Interest wanes as experiments and implementations fail to deliver. Producers of the technology shake out or fail. Investments continue only if the surviving providers improve their products to the satisfaction of early adopters.' D) Slope of Enlightenment: 'More instances of how the technology can benefit the enterprise start to crystallize and become more widely understood. Second- and third-generation products appear from technology providers. More enterprises fund pilots; conservative companies remain cautious.' E) Plateau of Productivity: 'Mainstream adoption starts to take off. Criteria for assessing provider viability are more clearly defined. The technology's broad market applicability and relevance are clearly paying off.'
Publication Type: Book Chapter
Source of Publication: Riding the Hype Cycle: The Resurgence of Virtual Worlds, p. ix-xiv
Publisher: Inter-Disciplinary Press
Place of Publication: Oxford, United Kingdom
ISBN: 9781848882348
Fields of Research (FoR) 2008: 130306 Educational Technology and Computing
130103 Higher Education
Fields of Research (FoR) 2020: 390405 Educational technology and computing
390303 Higher education
Socio-Economic Objective (SEO) 2008: 930203 Teaching and Instruction Technologies
930102 Learner and Learning Processes
Socio-Economic Objective (SEO) 2020: 160304 Teaching and instruction technologies
HERDC Category Description: B1 Chapter in a Scholarly Book
Publisher/associated links: https://www.interdisciplinarypress.net/online-store/ebooks/digital-humanities/riding-the-hype-cycle-the-resurgence-of-virtual-worlds
Series Name: Critical Issues
Editor: Editor(s): Paul Jerry, Nancy Tavares-Jones and Sue Gregory
Appears in Collections:Book Chapter
School of Education

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