EA relationships are real, not virtual
Virtual world online games, such as Second Life, have simulated seemingly all facets of human existence, even relationships. The Wall Street Journal, on August 10, 2007 reports that studies show that "virtual relationships mirror real life...people respond to interactive technology on social and emotional levels much more than we ever thought...on a neurological level, players may not distinguish between virtual and real world relationships studies suggest."
However virtual relationships are not real relationships, which is required for User-centric EA. EA requires building genuine real world relationships, gathering requirements, developing user-centric solutions, and communicating on all levels with stakeholders and partners.
Also, EA is not a game (obviously!). It has real world implications for an organization if done correctly (or not). The results of EA can be the difference between executing on mission and pretending to be fat and happy in Second Life.
How important are relationships to your EA program?
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