Lead users: a source of novel product concepts
Management Science
Lead user analyses for the development of new industrial products
Management Science
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Building consumer trust online
Communications of the ACM
The Economics of Electronic Commerce
The Economics of Electronic Commerce
Introduction to E-Commerce
Desktop virtual reality and electronic commerce: an empirical study of the impact of realism and perspective on usage intentions
Technologies for Trust in Electronic Commerce
Electronic Commerce Research
Determinants of User Innovation and Innovation Sharing in a Local Market
Management Science
Property rights, legal issues, and business models in virtual world communities
Electronic Commerce Research
Electronic Commerce Research
A framework for designing the enterprise-wide e-commerce portal for evolving organizations
Electronic Commerce Research
Absorption, dissociation, locus of control and presence in virtual reality
Computers in Human Behavior
Game vendors' influence on the monetary value of virtual goods
Proceedings of the 2011 ACM Symposium on Applied Computing
Handling subjective user feedback for reputation computation in virtual reality
UMAP'11 Proceedings of the 19th international conference on Advances in User Modeling
Electronic Commerce Research
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This paper extends von Hippel's (Manag. Sci. 32(7):791---805, 1986) concept of lead users to a virtual reality environment. Three lead user groups, site developers, business firms and avatars, have a synergistic role to play in extending virtual reality from a social networking platform to a commercial one. The paper proposes a framework for assessing the extent to which innovative practices have been demonstrated by lead user business firms in a virtual setting. It applies the framework to twenty pioneering firms that operated within Second Life in 2007, from an avatar's perspective. The study's findings indicate that business firms made little use of digital agents, and provided few examples of bricolage. However, they exhibited higher levels of innovation in their use of telepresence and interactivity, which contributed to the achievement of flow. As a single-avatar study, the paper has limited generalizability, however studies with a wider scope will enable further development of this framework.