Co-Creation In Virtual Worlds: The Design Of The User Experience
2011 (English)In: Management Information Systems Quarterly, ISSN 0276-7783, E-ISSN 2162-9730, Vol. 35, no 3, 773-788 p.Article in journal (Refereed) PublishedText
Emerging virtual worlds, such as the prominent Second Life, offer unprecedented opportunities for companies to collaborate with co-creating users. However, pioneering corporate co-creation systems fail to attract a satisfying level of participation and engagement. The experience users have with the co-creation system is the key to making virtual places a vibrant source of great connections, creativity, and co-creation. While prior research on co-creation serves as a foundation for this work, it does not provide adequate guidance on how to design co-creation systems in virtual worlds. To address this shortcoming, a 20-month action research project was conducted to study the user's experience and to identify design principles for virtual co-creation systems. In two action research cycles, a virtual co-creation system called Ideation Quest was created, deployed, evaluated, and improved. The study reveals how to design co-creation systems and enriches research on co-creation to fit the virtual world context. Practitioners receive a helpful framework to leverage virtual worlds for co-creation.
Place, publisher, year, edition, pages
2011. Vol. 35, no 3, 773-788 p.
Virtual worlds, Second Life, co-creation, action research, experience design
IdentifiersURN: urn:nbn:se:hj:diva-31001ISI: 000294088300015ScopusID: 2-s2.0-80051732931OAI: oai:DiVA.org:hj-31001DiVA: diva2:953921