Business by wire and gaming
by
Charlie Bess
Gaming and computing are headed for a collision course.
There have been articles stating that the number of students majoring in computer science (CS) has dropped by around 50 percent since the 1980s. Enrollment in the 2003-04 academic year was down 10 percent from a year earlier. And among female students, the dropoff is even worse: 70 percent fewer women are majoring in CS today than in the early 1980s. Using gaming to peak the interest of the students is interesting and will likely be useful in the long-term.
With the application of SOA in the enterprise, the possibility to tap into the information flow in real time exists. This ability should greatly inhance the accuracy and the timeliness of our understanding of what is actually going on. With that knowledge we can see the "normal" behavior of the enterprise. We can use simulation and modeling techniques to validate our understanding and predict the effect of change to that system, driving latency out of the decision making process.
These concepts of simulation, modeling and eventually proactive action have more to do with gaming than they have to do with the type of business computing that most organizations practice today. The business of tomorrow will likely resemble a MMOG than the silo'ed hairball that makes up most organization's IT portfolio today.
The concept of business by wire will use the information collected through the organizational message passing, the simulation of that environment that can now be validated, to allow a whole new level of understanding of the current environment and the implications of change.