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Preconditions of Avatar-Based Innovation Creating a Compelling Experience Thomas Kohler University of Innsbruck ::  Department of Strategic Management, Marketing and Tourism
Research Topic Virtual Worlds  +  Open Innovation   =   Avatar-Based Innovation
Understanding Open Innovation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Opportunities Avatar Based Innovation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Pathfinding Companies Alcatel innovation competiton  Steelcase chair designs  Philips co-creation design   Aloft testing the virtual hotel
The Problem < Participation
Research Question What creates a compelling co-innovation  experience within virtual worlds?
Approach ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Focus Groups ,[object Object],[object Object],[object Object]
Overview Factors ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Interactivity ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Social Dimension – Person Interactivity ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Activities ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Visual appearance ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Usability ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Telepresence and Media Richness ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Conclusion ,[object Object],[object Object],[object Object],[object Object]
Open Questions Co-Innovation specifics Change in attitude (e.g. WOM,  Revisit intent) Co-Innovation specifics Emotions (e.g. Fun, Enjoyment, Satisfaction) Intensity/ Duration More than Flow? Site features  or cognitive characteristics Media characteristics Consequences Operationalization Antecedents
Discussion
Is there anything that we should have talked about but didn’t? Think about all that we have talked about today. What do you think is most important for a compelling Second Life place? Ending In the case of a highly interactive place, would you be motivated to participate in new product development tasks?  Let’s assume a place is highly interactive. Does this place have any influence on your attitude or  behavior ? If so, what’s the difference? Consequences We are going to be putting together a list of interactive features. What features should be on this list? Could you rate them according to your importance and drop me a note card? Let’s talk about how places should be designed to have a high level of interactivity.  Is interactivity important for a compelling SL experience? Why do you think it is important?  What does the concept of interactivity in the context of SL mean? Antecedents In the last few years, we’ve often heard the word interactivity. When you hear this term, what comes to mind? Key Questions - Interactivity What do you think are the reasons why many commercial spots fail to attract attention? If you were in charge, what kind of changes would you make and what key points would you stress? Think about the last time you visited an exceptionally compelling place. Assume this place could talk, what would it say about itself? Let’s think about why highly visited places are more successful than others. What are the reasons for avatars to visit a place, spend time in that place and return back to the same place? Key Questions - Elements of a compelling virtual world place Which place comes to your mind, if you think of your favourite SL location? What do you spontaneously associate with it? Opening Questions
Dissolving Boundaries „ They could use their  virtual-world sensibility  to design products  with  real-world potential “ (Hemp, 2006)
 

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Avatar Based Innovation End

  • 1. Preconditions of Avatar-Based Innovation Creating a Compelling Experience Thomas Kohler University of Innsbruck :: Department of Strategic Management, Marketing and Tourism
  • 2. Research Topic Virtual Worlds + Open Innovation = Avatar-Based Innovation
  • 3.
  • 4.
  • 5. Pathfinding Companies Alcatel innovation competiton Steelcase chair designs Philips co-creation design Aloft testing the virtual hotel
  • 6. The Problem < Participation
  • 7. Research Question What creates a compelling co-innovation experience within virtual worlds?
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18. Open Questions Co-Innovation specifics Change in attitude (e.g. WOM, Revisit intent) Co-Innovation specifics Emotions (e.g. Fun, Enjoyment, Satisfaction) Intensity/ Duration More than Flow? Site features or cognitive characteristics Media characteristics Consequences Operationalization Antecedents
  • 20. Is there anything that we should have talked about but didn’t? Think about all that we have talked about today. What do you think is most important for a compelling Second Life place? Ending In the case of a highly interactive place, would you be motivated to participate in new product development tasks? Let’s assume a place is highly interactive. Does this place have any influence on your attitude or behavior ? If so, what’s the difference? Consequences We are going to be putting together a list of interactive features. What features should be on this list? Could you rate them according to your importance and drop me a note card? Let’s talk about how places should be designed to have a high level of interactivity. Is interactivity important for a compelling SL experience? Why do you think it is important? What does the concept of interactivity in the context of SL mean? Antecedents In the last few years, we’ve often heard the word interactivity. When you hear this term, what comes to mind? Key Questions - Interactivity What do you think are the reasons why many commercial spots fail to attract attention? If you were in charge, what kind of changes would you make and what key points would you stress? Think about the last time you visited an exceptionally compelling place. Assume this place could talk, what would it say about itself? Let’s think about why highly visited places are more successful than others. What are the reasons for avatars to visit a place, spend time in that place and return back to the same place? Key Questions - Elements of a compelling virtual world place Which place comes to your mind, if you think of your favourite SL location? What do you spontaneously associate with it? Opening Questions
  • 21. Dissolving Boundaries „ They could use their virtual-world sensibility to design products with real-world potential “ (Hemp, 2006)
  • 22.  

Editor's Notes

  1. Welcome to my presentation and I really appreciate the opportunity to present my research in front of such an expert audience. My name is thomas kohler and I am currently a phd candidate at the university of innsbruck in Austria. Part of my research fits well into the context of this conference theme, part of it only indirectly, but I will try to focus on that part. What I would like to discuss with you today is the question of how companies have to design their virtual world sites in order to create a compelling experience for their users. There are a number of media characteristics that, I believe play a crucial for understanding the factors that constitue a compelling experience. Before diving in to these factors and sharing the results of the conducted research, I will give you some brief background information about my research topic in order to understand the research context.