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Towards a Framework for Evaluating Immersive Business Models: Evaluating Service Innovations in Second Life

Classification
Dimension Value
  • Type of the Research Result
  • Theory
  • Current Status of Development
  • In Progress
    • Pilot Application not specified
  • Number of Cases
  • Not Specified
  • Functional Area
  • Core Processes
    • Core Processes First Level
      • Ideas Generation for Product-Service-Systems
      • Implementation of the Infrastructure for Product-Service-Systems
  • Company Size
  • Not Specified
  • Lifecycle Phase
  • Pre-Utilization
  • Types of Customers of Value Bundles
  • Not Specified
  • Industry Sector
  • Not Specified
  • Standardization
  • Not Specified

Virtual worlds may be enabling technologies for the next generation of business models, practices and innovations in service. Authors situate their research within the field of service science and aim to evaluate service innovations. Because of Second Life’s visibility as the de facto virtual world for commerce, they apply an immersive business evaluation framework against existing and hypothetical Second Life innovations. The authors then develop a framework based on Media Richness and Task Closure Theories to evaluate these cases. They thus progress toward theories of immersive business and concomitant evaluative frameworks for immersive business models. They posit the following characteristics of potential Second Life innovations based on their analysis: 1) feedback and interactions between users are not dissipated; 2) tasks that are profitable enough to support can be started and closed by users within Second Life; and 3) users are compelled to form a social presence, which is then leveraged.

This research result was described by Sanja Tumbas (12. June 2011 - 8:34)
This research result was last edited by Sanja Tumbas (13. November 2011 - 14:48)

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