Description of my Virtual Worlds & Virtual Reality Module in the course Contemporary Research Issues in Marketing at the Stockholm School of Economics in November 2014.
This group of slides covers Marketing Communications Research in Strategic Communication. The research uses databases, books, websites and statistics as tools to gather material and accomplish research outcomes.
This ppt is made to study the marketing ethics. This ppt will tell us about the various wrong practices in market and what should be sone to stop them. Who to complain and what to do.
This group of slides covers Marketing Communications Research in Strategic Communication. The research uses databases, books, websites and statistics as tools to gather material and accomplish research outcomes.
This ppt is made to study the marketing ethics. This ppt will tell us about the various wrong practices in market and what should be sone to stop them. Who to complain and what to do.
Exploring Social Media as a Resource for Value Co-Creation. Research perspect...Sanna Ketonen-Oksi
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The urgency of the problem, the general anxiety of enterprises and the public, and the ability to refresh are a path and remedy for alleviating anxiety. Dynamic capability methods can not only solve the problem of digital transformation but also serve as a universal rule for enterprises to continuously evolve and win through cycles.
Dynamic capability is a core law that approaches the bottom and the way to help businesses navigate through the cycle. Just like the editor's evaluation of this book, the topic is not only of practical guidance but also has the potential to be a bestseller and a timeless classic. Demand will always exist. The perspective of dynamic capability is particularly valuable, and although my narrative may not be eloquent enough, it does not affect you from seeing the world from this perspective. Please believe me.
The problems and values addressed in this book are:
Business is transitioning from the paradigm of the industrial age to the knowledge-based innovation-oriented digital age. However, the industry is still stuck in conceptual discussion, without providing a clear path and method for the transition between the old and new paradigms. This book provides a path and method for enterprise transformation between the old and new paradigms, to help you explore practical applications.
The core power of digital transformation is the digital capability of the enterprise, but the industry has not yet provided a clear puzzle and structure of the future core capability. This book presents a universal DAC capability model and emerging trends of core capabilities in the era of digital intelligence, to help companies identify gaps and build sustainable competitive advantages for the future.
This book also provides practical advice on how to change the ability of enterprises. In general, transformation and change are difficult, but changing the inertia of corporate capabilities is even more difficult. We must start from multiple perspectives such as cognition, mentality, psychology, behavior, and incentives to effectively refresh the dynamic capabilities of the enterprise.
Digital transformation is being carried out vigorously, and it is urgent to migrate from the traditional core capability paradigm of the industrial age to the new capabilities of the era of artificial intelligence and blockchain, and to make structured changes. The evolution of new business species should look to the future, propose new core capabilities, and only companies possessing the core capabilities required for the future can survive and gain a sustainable competitive advantage in a broader time dimension.
Reinterpreting dynamic capability or looking at digital transformation from the perspective of dynamic capability will be a realistic problem that enterprises must face for a considerable period, which may take 10 to 20 years to complete the paradigm shift of dynamic capabilities.
A look at how people think, feel and react to digital campaigns. How do people experience digital as architecture? How does emotion affect a medium that is both still and moving? And how can we utilise people's feelings and turn them into action?
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ChallengeRocket recently released the ebook focused on connecting hackathons (programming events) with sustainable development (CSR) for organizations active in all sectors. Case studies in publication show how innovative and socially responsible may be companies if they open the door for stakeholders to engage them in joint creation of ideas and solutions. Hackathon as a form of gaining unconventional ideas and reaching out to talented professionals is an important part of the modern corporate social responsibility strategy.
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Contemporary Research Issues in Marketing: Virtual Worlds & Virtual Reality Module
1. Contemporary Research Issues in Marketing
Virtual Worlds & Virtual Reality Module
Dr. Robin Teigland
Department of Marketing & Strategy
Stockholm School of Economics
@robinteigland
robin.teigland@hhs.se
Virtual worlds and immersive environments, such as Second Life, Stardoll, World of
Warcraft, and those based on OpenSimulator open source software, have been around for
quite some years now. After the initial hype that virtual worlds would unleash new unlimited
commercial success, the focus is now on more pragmatic and serious applications of virtual
environments in areas such as marketing and PR, virtual markets/shopping, consumer
research, and innovation. Furthermore with the recent developments in virtual reality, such as
the acquisition of Oculus Rift by Facebook for USD 2 bln, new applications of virtual reality
in healthcare, science education, and other areas are emerging, and many foresee the potential
of virtual reality for marketing as well. The purpose of this session is to introduce participants
to virtual worlds and virtual reality and what they mean for the future of marketing.
Group Assignment: Prepare a report (max 2 pages) discussing the below questions and
submit to robin.teigland@hhs.se no later than Tuesday, November 11, 12.00 pm. Write the
name and student number of all group members who participated in the assignment on the
report. The report will be scored on a scale ranging from 0 to 2. Be prepared to discuss the
results in this module seminar on November 12.
1. Learn about virtual worlds and virtual reality through the below sources. How do you
think virtual worlds and virtual reality will change the nature of marketing in the next
5-10 years? Which industries are most likely to leverage virtual worlds and virtual
reality in their marketing activities and why? How do you think organizations will
incorporate virtual worlds and virtual reality in their marketing activities?
2. Select an existing brand that is currently not using virtual worlds or virtual reality in
its marketing activities. Develop suggestions for how this brand could leverage virtual
worlds and/or virtual reality in these activities. Pay attention to the segments that this
brand is targeting and discuss how your suggestions align with the brand and its
marketing strategy. Connect your suggestions to the readings.
Stockholm School of Economics . Sveavägen 65 . Box 6501. 113 83 Stockholm . Tel 08 736 90 00 . www.hhs.se
2. 3. What challenges do you foresee for organizations using virtual worlds and virtual
reality in their marketing activities in the future? How do you think these can be
overcome?
Readings & Videos
Helms, R., E. Giovacchini, & R. Teigland. 2010. A design research approach to
developing user innovation workshops in Second Life. Journal For Virtual Worlds
Research, 3,1. Available at
https://journals.tdl.org/jvwr/index.php/jvwr/article/view/819.
Hoffman, D. L., & T. P. Novak. 2009. Flow online: Lessons learned and future
prospects. Journal of Interactive Marketing, 23,1, 23-34.
Teigland, R. 2009. Born Virtuals and Avapreneurship: A case study of achieving
successful outcomes in Peace Train–a Second Life organization. Journal For Virtual
Worlds Research, 2,4. Available at
https://journals.tdl.org/jvwr/index.php/jvwr/article/viewArticle/866.
Nah, F.F-H., B. Eschenbrenner, & D. DeWester. 2011. Enhancing brand equity
through flow and telepresence: A comparison of 2D and 3D virtual worlds. MIS
Quarterly, 35, 3, 731-747.
Wasko, M., R., Teigland, S. Jarvenpaa, & D. Leidner. 2011. Stepping into the internet:
New ventures in virtual worlds. MIS Quarterly, 35, 3, 645-652. Available at
www.misq.org/misq/downloads/download/editorial/546/.
Yetis, Z., R. Teigland, & P. M. Di Gangi. 2013. Exploring Stakeholders of Open-
Source Virtual Worlds through a Multimethod Approach. In L. Phillips & U. Plesner,
eds. Researching Virtual Worlds: Methodologies for Studying Emergent Practices.
Routledge, 14, 145.
Virtual Worlds for User Innovation: Co-creation Workshop:
http://www.youtube.com/watch?v=2kMNWBU1Yb8.
3D Teaming in a Virtual World: http://www.youtube.com/watch?v=Quh2OiPHkm8.
Experiencing is believing: what virtual reality could mean for ads and brands:
http://www.theguardian.com/media-network/media-network-blog/
2014/aug/28/marketing- virtual-reality-facebook-oculus-rift.
Virtual Reality For Marketers: 5 Ways To Succeed With Oculus Rift:
http://www.fastcocreate.com/3037109/virtual-reality-for-marketers-5-ways-to-succeed-
with-oculus-rift.
Additional Information (Optional)
Teigland, R., & D. Power, eds. 2013. The Immersive Internet: Reflections on the
Entangling of the Virtual with Society, Politics and the Economy. Palgrave Macmillan.
Hooker, R. E. 2010. Going with the Flow: Linking Flow, Brand Attitudes, and
Purchase Intent in Virtual Worlds. PhD Dissertation. Available at
http://diginole.lib.fsu.edu/etd/3790/.
Stockholm School of Economics . Sveavägen 65 . Box 6501. 113 83 Stockholm . Tel 08 736 90 00 . www.hhs.se