Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Towards a Theoretically-Grounded Framework for Evaluating Immersive Business Models and Applications

Analysis of Ventures in Second Life

Bibliographic Data

ID19544633
AuthorsHenry M Kim (York University), Kelly Lyons (0000-0001-6866-7301, University of Toronto), Mary Ann Cunningham (0000-0002-7087-6329)
Year1970
Volume1
Issue1
Publication date1970-01-01
Open AccessYes
TypeARTICLE
VenueJournal of Virtual Worlds Research (JOURNAL)
Journal identifiersISSN: 1941-8477 • E-ISSN: 1941-8477
PublisherVirtual Worlds Institute, Inc (PUBLISHER)
DOI10.4101/jvwr.v1i1.289
OpenAlexW2585110834
LanguageEN
Citations received3
References cited7

Second Life has emerged as the de facto virtual world for immersive business. However there is no de facto guideline or even corpus of knowledge about how to build an immersive business. We address this opportunity by presenting work that will lead to a theoretically-grounded evaluative framework for immersive business models and applications. We identify high profile examples from Second Life and analyze them using two theories that explain why a user may choose between ‘clicks,’ ‘bricks,’ or immersive: Rich Media Theory and Task Closure Theory. We then state propositions about characteristics of successful immersive business models and applications, and conduct an exploratory study of proposed Second Life business plans to identify and support the most appropriate propositions for future empirical enquiry. Finally, we conclude our study by positing the following characteristics of potentially successful immersive business models and applications: (a) feedback and interactions between users are not dissipated, (b) productive tasks can be started and closed within the virtual world, and (c) users are compelled to form a social presence, which is then leveraged

Business · Business model · De facto · Exploratory research · Grounded theory · Human–computer interaction · Knowledge management · Sociology · Computer Science · Digital Games and Media · Sexuality, Behavior, and Technology · Virtual Reality Applications and Impacts · Marketing

  • A Brief History of Virtual Economy

    Open Access•Mohamed Nazir, Carrie Siu Man Lui•Journal of Virtual Worlds Research•2016

  • The collective storytelling organisational framework for social media use

    Open Access•Zane Davids, Irwin Brown•Telematics and Informatics•2021

  • The metaverse, a new frontier for innovative business models

    Open Access•Nicoleta Cristache, Oana PRICOPOAIA et al.•Technological Forecasting and…•2024

  • Message Equivocality, Media Selection, and Manager Performance

    Richard L Daft, Robert H Lengel et al.•MIS Quarterly•1987

  • Organizational Information Requirements, Media Richness and Structural Design

    Open Access•Richard L Daft, Robert H Lengel•Management Science•1986

  • Firm resources and sustained competitive advantage

    Jay B Barney•Economics meets sociology in…•2004

  • La Tierra Es Plana

    Thomas L Friedman•La Tierra Es Plana•2007

  • Social Capital in the Creation of Human Capital

    James S Coleman•Networks in the knowledge economy•2003

  • Social Capital

    Open Access•Nan Lin, Bonnie Erickson•Social Capital•2001

  • A Dual-Capacity Model of Communication Media Choice in Organizations

    Open Access•Sim B Sitkin, Kathleen M Sutcliffe et al.•Human Communication Research•1992

Citations per year0.3
Citation span2016 - 2024 (9)
Highly citedNo

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae