Issues and opinion on structural equation modeling
MIS Quarterly
Shifting Innovation to Users via Toolkits
Management Science
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Flow in games (and everything else)
Communications of the ACM
Components of human experience in virtual environments
Computers in Human Behavior
Cultivating Trust and Harvesting Value in Virtual Communities
Management Science
Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel
Computers in Human Behavior
Computers in Human Behavior
Computers in Human Behavior
The co-creation machine: managing co-creative processes for the crowd
EGOVIS'12/EDEM'12 Proceedings of the 2012 Joint international conference on Electronic Government and the Information Systems Perspective and Electronic Democracy, and Proceedings of the 2012 Joint international conference on Advancing Democracy, Government and Governance
Lost in space? Cognitive fit and cognitive load in 3D virtual environments
Computers in Human Behavior
Avatar-based Innovation Processes - Are Virtual Worlds a breeding ground for Innovations?
Proceedings of International Conference on Information Integration and Web-based Applications & Services
Electronic Commerce Research
International Journal of Information Management: The Journal for Information Professionals
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Virtual worlds, such as the prominent Second Life (SL), offer unprecedented opportunities for companies to tap the innovative potential of consumers and consumer communities. Despite the potential, the studied corporate open innovation initiatives fail to attract sustained engagement among co-creating participants. The underdeveloped state of these islands in terms of innovation tasks and the lack of knowledge about how to attract innovative avatars raise key concerns about the nature of the experience avatars have on corporate sites. In a quantitative study we examine the importance of the experience in encouraging active participation in the innovation tasks. When participants experience an inspiring, intrinsically motivating, involving and fun co-creation experience, they participate more intensely. Prior research on virtual new product development is extended to the virtual world context and insights of the virtual co-creation experience serve as guidelines for the conception of avatar-based innovation initiatives.