This document discusses co-creation of e-services through virtual worlds. It begins with an overview of virtual worlds and how they allow for co-creation. It then outlines a research project studying co-creation workshops in virtual worlds to develop e-services. Preliminary findings suggest workshops should focus on usability, sociability, and hedonic aspects to be effective. Key open questions remain about how avatars influence contributions and what the real value of virtual co-creation is. The conclusion is that virtual worlds open new opportunities for co-creation but technological challenges remain.
Enabling co-creation of e-services through virtual worlds
1. Enabling
co-‐crea.on
of
e-‐
services
through
virtual
worlds
Thomas
Kohlera,
Robin
Teiglandb,
Elia
Giovacchinib
tkohler@hpu.edu
a
Hawaii
Pacific
University,
b
Stockholm
School
of
Economics
2. Is
Second
Life
sGll
alive?
EXPECTATIONS
MAY 1, 2006
July 24, 2007
Jan 28, 2010
TIME
TECHNOLOGY PEAK OF TROUGH OF SLOPE OF PLATEAUOF
TRIGGER INFALTED DISILLUSIONMENT ENLIGHTENMENT PRODUCTIVITY
EXPECTATIONS
SOURCE: GARTNER
3. Minds are like parachutes –
they only function when open.
Thomas R. Dewar
3
IMAGE SOURCE: tanja.guettersberger
4. Innovation processes are like parachutes –
they only function when open.
IMAGE SOURCE: hey mr glen 4
5. Wor k in Structure
rog ress
p
1
Co-‐creaGon
in
virtual
worlds
2
Research
project
3
Preliminary
findings
and
open
quesGons
12. Technological
advances
Technological
advances
Real-‐Gme
Media
Richness
InteracGve
collaboraGon
“When you are at Amazon.com you are actually there with 10.000 concurrent
other people, but you cannot see them or talk to them. At Second Life,
everything you experience is inherently experienced with others.” (P. Rosedale)
13. User-‐generated
content
NaGve
creaGvity
Playful
environment
Freedom
to
experiment
“ They could use their virtual-world sensibility „
to design products with real-world potential
(Hemp, 2006)
20. RunAlong
Swedish web startup
Web community for female runners
Goal: Enable knowledge exchange from disperse
locations about local markets
Travel for Change
Non-profit project
Volunteer travel platform
Goal: Co-Design of Service Experience
20
28. Provide clear navigation structure
USABILITY
Provide individual support
Design to inspire
PRAGMATIC
Create immersive environments
Provide challenging tasks
HEDONIC
Nurture playfulness
Encourage collaboration
SOCIABILITY
Engage in conversations
30. A
Open questions How does users’ representation as avatars
influence their contribution to the co-
creation workshop?
B
What is the real value of virtual co-
creation?
30
31. New opportunities for co-creation
Innovation-related knowledge
Conclusion
creation
Technological challenges remain
TheoreGcal
contribuGon
Inquiry into co-creation of e-services
enabled by virtual worlds
Managerial
implicaGons
Insights on how to manage co-
creation workshops
32. Interes te d in
shop?
jo ining a work
at
Please reg is ter
DISCUSSION
tiny.cc/t4c or e
me at
mail
u
tkohler@hpu.e d