Bridging virtual and real worlds: enhancing outlying clustered value creations

被引:2
作者
Bretones, Daniel D. [1 ]
Quinio, Bernard [2 ,3 ]
Reveillon, Gilbert [2 ]
机构
[1] Univ Ctr Val Loire ESCEM, Dept Management Strategie & Syst, 11 Rue Ancienne Comedie, F-86001 Poitiers, France
[2] Univ Paris Ouest, Dept Gest, F-92001 Nanterre, France
[3] ESCP EUROPE, Dept Informat Operat Management, Paris, France
关键词
bridge; clustered value creations; innovation; social networks; virtual worlds;
D O I
10.1080/0965254X.2010.529157
中图分类号
F [经济];
学科分类号
02 ;
摘要
Virtual worlds and virtual social networks provide real opportunities for companies to implement research in management dealing with immersive environment, interaction and co-creation of values (artefact, process, knowledge). New capabilities and new tools are emerging. The observations drawn from experiments allow categorizing them. We then propose an approach that could help companies to start activities inside these new environments of collaborative work. The cross fertilizing insights between the virtual and the real world are shown and introduced as the bridge. The 3D economy process is based on shorter cycles of decision making processes. The 'bridge model' integrates the added value chain and goes beyond it with the creation of outlying clustered values. The bridge mechanism shows a spectrum from low potential to high potential areas - of fulfillments. A company strategy may explain a positioning on one or the other limits of the spectrum.
引用
收藏
页码:613 / 625
页数:13
相关论文
共 39 条
  • [21] From real cities to virtual worlds using an open modular architecture
    Sergiy Byelozyorov
    Rainer Jochem
    Vincent Pegoraro
    Philipp Slusallek
    The Visual Computer, 2013, 29 : 141 - 153
  • [22] WHO NEEDS REAL-LIFE? EXAMINING NEEDS IN VIRTUAL WORLDS
    Barnes, Stuart J.
    Pressey, Andrew D.
    JOURNAL OF COMPUTER INFORMATION SYSTEMS, 2012, 52 (04) : 40 - 48
  • [23] CROSSROADS OF THE DIGITAL AND REAL WORLDS: VIRTUAL FIELD TRIPS FOR ONLINE AND BLENDED COURSES
    Neamtu, Rodica
    2011 4TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI), 2011, : 2243 - 2251
  • [24] Augmenting Virtual Worlds with Real-life Data from Mobile Devices
    Laaki, Heikki
    Kaurila, Karel
    Ots, Karl
    Nuckchady, Vik
    Belimpasakis, Petros
    IEEE VIRTUAL REALITY 2010, PROCEEDINGS, 2010, : 281 - +
  • [25] Virtual goods, real goals: Exploring means-end goal structures of consumers in social virtual worlds
    Jung, Yoonhyuk
    Pawlowski, Suzanne D.
    INFORMATION & MANAGEMENT, 2014, 51 (05) : 520 - 531
  • [26] Morality and involvement in social virtual worlds: The intensity of moral emotions in response to virtual versus real life cheating
    Gabriels, Katleen
    Poels, Karolien
    Braeckman, Johan
    NEW MEDIA & SOCIETY, 2014, 16 (03) : 451 - 469
  • [27] Monitoring and feedback of Learning Processes in Virtual Worlds through analytics architectures: a real case
    Cruz-Benito, Juan
    Theron, Roberto
    Garcia-Penalvo, Francisco J.
    Maderuelo, Cristina
    Samuel Perez-Blanco, Jonas
    Zazo, Hinojal
    Martin-Suarez, Ana
    PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014), 2014,
  • [28] Avatar-based innovation: Using virtual worlds for real-world innovation
    Kohler, Thomas
    Matzler, Kurt
    Fueller, Johann
    TECHNOVATION, 2009, 29 (6-7) : 395 - 407
  • [29] Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption
    Mantymaki, Matti
    Salo, Jari
    INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT, 2015, 35 (01) : 124 - 134
  • [30] Segmenting Brand Value Perceptions of Consumers in Virtual Worlds: An Empirical Analysis Using the FIMIX Method
    Barnes, Stuart J.
    Mattsson, Jan
    INTERNATIONAL JOURNAL OF ONLINE MARKETING, 2011, 1 (01) : 1 - 11