不只是为了玩:为什么要利用虚拟世界进行共同创造

IF 5.8 3区 管理学 Q1 BUSINESS Business Horizons Pub Date : 2023-11-01 DOI:10.1016/j.bushor.2023.11.002
Yuna Kim
{"title":"不只是为了玩:为什么要利用虚拟世界进行共同创造","authors":"Yuna Kim","doi":"10.1016/j.bushor.2023.11.002","DOIUrl":null,"url":null,"abstract":"Co-creation acknowledges consumers as collaborators rather than mere recipients of products. While Web-based platforms have facilitated the co-creation process by enabling firms to interact with a large number of consumers directly, continuously, and in real-time, this article proposes that the metaverse, which refers to an interconnected network of virtual worlds that can be experienced synchronously by an unlimited number of users, should also be considered as a platform for co-creation. Although many firms are focusing on leveraging the metaverse to increase consumer engagement or enhance retail experiences, this article focuses on its potential to eliminate knowledge and experience boundaries, which has been identified as a limitation of co-creating with consumers. Specifically, the metaverse enables consumers to develop innovative new product ideas by creating immersive environments that blend physical and virtual worlds to provide near-realistic experiences that were once beyond the scope of consumers’ normal experiences. We propose that the metaverse allows firms to incorporate essential elements of co-creation in immersive environments and provide guidelines on how the metaverse can be used effectively by integrating new experiences (extended reality), new motivations (shared experiences), and new partners (Gen Z).","PeriodicalId":48347,"journal":{"name":"Business Horizons","volume":"20 6","pages":"0"},"PeriodicalIF":5.8000,"publicationDate":"2023-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Not just for play: Why the metaverse should be leveraged for co-creation\",\"authors\":\"Yuna Kim\",\"doi\":\"10.1016/j.bushor.2023.11.002\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Co-creation acknowledges consumers as collaborators rather than mere recipients of products. While Web-based platforms have facilitated the co-creation process by enabling firms to interact with a large number of consumers directly, continuously, and in real-time, this article proposes that the metaverse, which refers to an interconnected network of virtual worlds that can be experienced synchronously by an unlimited number of users, should also be considered as a platform for co-creation. Although many firms are focusing on leveraging the metaverse to increase consumer engagement or enhance retail experiences, this article focuses on its potential to eliminate knowledge and experience boundaries, which has been identified as a limitation of co-creating with consumers. Specifically, the metaverse enables consumers to develop innovative new product ideas by creating immersive environments that blend physical and virtual worlds to provide near-realistic experiences that were once beyond the scope of consumers’ normal experiences. We propose that the metaverse allows firms to incorporate essential elements of co-creation in immersive environments and provide guidelines on how the metaverse can be used effectively by integrating new experiences (extended reality), new motivations (shared experiences), and new partners (Gen Z).\",\"PeriodicalId\":48347,\"journal\":{\"name\":\"Business Horizons\",\"volume\":\"20 6\",\"pages\":\"0\"},\"PeriodicalIF\":5.8000,\"publicationDate\":\"2023-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Business Horizons\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1016/j.bushor.2023.11.002\",\"RegionNum\":3,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"BUSINESS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Business Horizons","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1016/j.bushor.2023.11.002","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0

摘要

共同创造将消费者视为合作者,而不仅仅是产品的接受者。虽然基于web的平台通过使企业能够直接、连续和实时地与大量消费者进行交互,促进了共同创造的过程,但本文提出,元世界(指可以由无限数量的用户同步体验的虚拟世界的互联网络)也应被视为共同创造的平台。尽管许多公司都专注于利用元宇宙来提高消费者参与度或增强零售体验,但本文关注的是它消除知识和经验边界的潜力,这被认为是与消费者共同创造的限制。具体来说,虚拟世界使消费者能够通过创造融合物理和虚拟世界的沉浸式环境来开发创新的新产品理念,从而提供曾经超出消费者正常体验范围的近乎真实的体验。我们建议,虚拟世界允许企业在沉浸式环境中整合共同创造的基本要素,并提供指导方针,说明如何通过整合新体验(扩展现实)、新动机(共享体验)和新合作伙伴(Z世代)来有效地利用虚拟世界。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Not just for play: Why the metaverse should be leveraged for co-creation
Co-creation acknowledges consumers as collaborators rather than mere recipients of products. While Web-based platforms have facilitated the co-creation process by enabling firms to interact with a large number of consumers directly, continuously, and in real-time, this article proposes that the metaverse, which refers to an interconnected network of virtual worlds that can be experienced synchronously by an unlimited number of users, should also be considered as a platform for co-creation. Although many firms are focusing on leveraging the metaverse to increase consumer engagement or enhance retail experiences, this article focuses on its potential to eliminate knowledge and experience boundaries, which has been identified as a limitation of co-creating with consumers. Specifically, the metaverse enables consumers to develop innovative new product ideas by creating immersive environments that blend physical and virtual worlds to provide near-realistic experiences that were once beyond the scope of consumers’ normal experiences. We propose that the metaverse allows firms to incorporate essential elements of co-creation in immersive environments and provide guidelines on how the metaverse can be used effectively by integrating new experiences (extended reality), new motivations (shared experiences), and new partners (Gen Z).
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Business Horizons
Business Horizons BUSINESS-
CiteScore
17.70
自引率
5.40%
发文量
105
期刊介绍: Business Horizons, the bimonthly journal of the Kelley School of Business at Indiana University, is dedicated to publishing original articles that appeal to both business academics and practitioners. Our editorial focus is on covering a diverse array of topics within the broader field of business, with a particular emphasis on identifying critical business issues and proposing practical solutions. Our goal is to inspire readers to approach business practices from new and innovative perspectives. Business Horizons occupies a distinctive position among business publications by offering articles that strike a balance between academic rigor and practical relevance. As such, our articles are grounded in scholarly research yet presented in a clear and accessible format, making them relevant to a broad audience within the business community.
期刊最新文献
Inside front cover - ed board CIBER Acknowledgment Business and Peace, Part I: Insights from the first 20 years of B+P scholarship Inside front cover - ed board Peacebuilding by MNE subsidiaries: The role of intangible capital and local initiative
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1