Shifting Innovation to Users via Toolkits
Management Science
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Cross-cultural differences in recognizing affect from body posture
Interacting with Computers
Avatars in social media: Balancing accuracy, playfulness and embodied messages
International Journal of Human-Computer Studies
Body and mind: a study of avatar personalization in three virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual worlds - past, present, and future: New directions in social computing
Decision Support Systems
Avatar-based innovation: Consequences of the virtual co-creation experience
Computers in Human Behavior
Satisfaction with virtual worlds: An integrated model of experiential value
Information and Management
International Journal of Information Management: The Journal for Information Professionals
Why aren't organizations adopting virtual worlds?
Computers in Human Behavior
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The full potential of Virtual Worlds is still far away from being reached. Whereas innovations are key factors for economic success, the increase of complexity in innovation processes, due to an internationalization of collaborations as well as to an increase in interaction between manufacturers and consumers, represents a major challenge for many companies. In this context Avatar-based Innovation Processes represent promising innovation drivers, as they provide a globally connected working environment for user-centred innovation processes. The use of Avatars and Virtual Worlds allows for an unprecedented form of web based collaboration during the entire innovation process. The paper provides an overview of recent developments in Virtual Worlds. Using three selected case studies, the paper analyses how companies may use virtual environments and Avatars during various steps of the innovation process.