Skip to main content
Log in

Virtual worlds as settings for avatar-based innovation processes

  • Published:
Journal of Service Science Research

Abstract

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 a review of recent developments in Virtual Worlds, analyses how companies may exploit virtual environments and collaborate with Avatars during different stages of the innovation process, and underpins those alternatives with examples.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Institutional subscriptions

Similar content being viewed by others

References

  • Adrian A (2008) No one knows you are a dog: Identity and reputation in virtual worlds. Computer Law and Security Report 24:366–374.

    Article  Google Scholar 

  • Badler NI (1997) Real-Time Virtual Humans. IEEE Workshop on Non-Rigid and Articulated Motion:1–13.

    Google Scholar 

  • Bainbridge WS (2007) virtual worlds. Science 317(5837): 472–476.

    Article  Google Scholar 

  • Bernet M (2010) Social Media in der Medienarbeit-Online PR im Zeitalter von Google, Facebook und Co. 1. Aufl., VS Verlag/Springer. Wiesbaden.

    Google Scholar 

  • Brennan V (2010) Navigating Social Media in the Business World. The Licensing Journal 1: 8–11.

    Google Scholar 

  • Brockhoff K (1999) Forschung und Entwicklung: Planung und Kontrolle. 5. Aufl., Oldenbourg Verlag, München.

    Book  Google Scholar 

  • Brown RA, Recker JC, & West S (2011) Using virtual worlds for collaborative business process modelling. Journal of Business Process Management 17(3):546–564.

    Article  Google Scholar 

  • Castronova E (2005) Synthetic Worlds-The Business and Culture of Online Games. The University of Chicago Press. Chicago, USA.

    Google Scholar 

  • Coca-Cola Company Press Release (2007) Coca-Cola Launches Competition to Design Online-Virtual Thirst-Coke Maschine. Coca-Cola News Releases, Atlanta.

    Google Scholar 

  • De Mesa A (2009) Brand Avatar-Translating Virtual World Branding into real World Success. Palgrave Macmillan. Basingstoke, UK, 2009.

    Google Scholar 

  • Ducheneaut N, Wen MD, Yee N, & Wadley G (2009) Body and Mind: A Study of Avatar Personalization in Three Virtual Worlds. CHI 2009-New Media Experiences 1:1151-1160, Boston, Massachusetts, USA.

    Google Scholar 

  • Eisenbeiss M, Blechschmidt B, Backhaus K, & Freund PA (2012) The (Real) World Is Not Enough, Motivational Drivers and User Behavior in Virtual Worlds. Journal of Interactive Marketing 26:4–20.

    Article  Google Scholar 

  • ESA-Entertainment Software Association (2013). 2013 Sales, Demographic and Usage Data — Essential Facts about the Computer and Video Game Industry. ESA.

    Google Scholar 

  • Füller J, Faullant R, & Matzler K (2010) Triggers for virtual customer integration in the development of medical equipment-From a manufacturer and a user’s perspective. Industrial Marketing Management 39:1376–1383.

    Article  Google Scholar 

  • Ghandi S (2010) IBM dives into Second Life-Meeting, collaborating, and brainstorming in a virtual world. IBM-developers Works.

    Google Scholar 

  • Hemp P (2006) Avatar-Based Marketing. Harvard Business Review 84(6):48–57.

    Google Scholar 

  • Hoyer WD, Rajes C, Dorotic, M, Krafft M, & Siddharth SS (2010) Consumer Cocreation in New Product Development. Journal of Service Research 13:283–296.

    Article  Google Scholar 

  • Kaplan AM & Haenlein M (2009) The fairyland of Second Life: Virtual social worlds and how to use them. Business Horizons 52:563–572.

    Article  Google Scholar 

  • Kaplan AM & Haenlein M (2010) User of the world unite! The challenges and opportunities of Social Media. Business Horizons 53:59–68.

    Article  Google Scholar 

  • Kleinsmith A, DeSilva PR, & Bianchi-Berthouze N (2006) Cross-cultural differences in recognizing affect from body posture. Interacting with Computers 18:1371-1389.

  • Kohler T, Matzler K, & F¨¹ller J (2009) Avatar-based innovation: Using virtual worlds for real-world innovation. Technovation 29:395–407.

    Article  Google Scholar 

  • Kohler T, Füller J, Stieger D, & Matzler K (2011) Avatar-Based Innovation: Consequences of the Virtual Co-Creation Experience. Computers in Human Behavior 27:160–168.

    Article  Google Scholar 

  • Messinger PR, Stroulia E, Lyons K, Bone M, Niu RH, Smirnov K, & Perelgut S (2009) Virtual worlds-past, present, and future: New directions in social computing. Decision Support Systems 47:204–228.

    Article  Google Scholar 

  • Mladenow A, Bauer C, & Strauss C (2014) Social Crowd Integration in New Product Development: Crowdsourcing Communities Nourish the Open Innovation Paradigm. Global Journal of Flexible Systems Management 15(1):77–86.

    Article  Google Scholar 

  • Novak NM, Mladenow A, Strauss C (2013) Avatar-based Innovation Processes-Are Virtual Worlds a breeding ground for Innovations?, The 15th International Conference on Information Integration and Web-based Applications and Services (iiWAS2013), Vienna, Austria, ACM:174–178.

    Google Scholar 

  • OECD (2011) Virtual Worlds: Immersive Online Platforms for Collaboration, Creativity and Learning. OECD Digital Economy Papers, OECD Publishing, 184.

    Book  Google Scholar 

  • Picard RW (1997) Affective Computing. M.I.T Media Laboratory Perceptual Computing Section Technical Report 321:1–16.

    Google Scholar 

  • Prahalad CK & Ramaswamy V (2004) Co-creating unique value with customers. Strategy and Leadership 32(3):4–9.

    Article  Google Scholar 

  • Rickel J & Johnson WL (1999) Virtual Humans for Team Training in Virtual Reality. Proceedings of the Ninth World Conference on AI in Education, IOS:578–585.

    Google Scholar 

  • Schlosser AE (2003) Experiencing Products in the Virtual World: The Role of Goal and Imagery in Influencing Attitudes versus Purchase Intentions. Journal of Consumer Research 30(2):184–198.

    Article  Google Scholar 

  • Schröder H (1992) Grundwortschatz Erziehungswissenschaft. Ehrenwirth Verlag, lMünchen.

    Google Scholar 

  • Turner J & Davis D (2013) Second Life’s Second Life for Social Innovation-Researchers explore the effects of virtual embodiment among people with Parkinson’s disease. Blog in Stanford Social Innovation Review: March 25, 2013.

  • Vasalou A, Joinson A, Bänziger T, Goldie P, & Pitt J (2008) Avatars in social media: Balancing accuracy, playfulness and embodied messages. International Journal of Human-Computer Studies 66:801–811.

    Article  Google Scholar 

  • Verhagen T, Feldberg F, Van den Hooff B, Meents S, & Merikivi J (2011) Satisfaction with virtual worlds: An integrated model of experiential value. Information and Management 48:201–207.

    Article  Google Scholar 

  • Von Hippel E & Katz R (2002) Shifting Innovation to Users via Toolkits. Management Science 48(7):821–833.

    Article  Google Scholar 

  • Von Hippel E (2005) Democratizing Innovation. The MIT Press. Cambridge, Massachusetts, USA.

    Google Scholar 

  • Yoon TE & George JF (2013) Why aren’t organizations adopting virtual worlds?. Computers in human Behaviour 29:772–790.

    Article  Google Scholar 

  • Zhou Z, Jin X, Vogel DR, Fang Y, & Chen X (2011) Individual motivations and demographic differences in social virtual world uses: An exploratory investigation in Second Life. International Journal of Information Management 31:261–271.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Niina Maarit Novak.

Additional information

Niina Maarit Novak is member of the research group Electronic Business at the Faculty of Business, Economics and Statistics, University of Vienna. She holds a master’s degree in International Business Administration from the University of Vienna and is currently pursuing her second master degree in Business Informatics at the University of Vienna. Her research focuses on the field of electronic business with particular focus on web-based collaboration.

Andreas Mladenow received a master’s degree in Business Administration at the Faculty of Business, Economics and Statistics, University of Vienna. He is a researcher at the research group on Electronic Business at the University of Vienna and a doctoral candidate at the Vienna University of Economics and Business. His research focuses on the field of electronic business and collaboration.

Christine Strauss is Associate Professor at the Faculty of Business, Economics and Statistics, University of Vienna. She holds a master’s degree in Business Informatics from the University of Vienna and a doctoral degree in economics from the University of Zurich. She is the head of the research group on Electronic Business at the University of Vienna. Her current research focuses on the field of electronic business.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Novak, N.M., Mladenow, A. & Strauss, C. Virtual worlds as settings for avatar-based innovation processes. J Serv Sci Res 6, 71–98 (2014). https://doi.org/10.1007/s12927-014-0003-7

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s12927-014-0003-7

Keywords

Navigation