This document discusses innovation communication in virtual worlds, specifically in Second Life. It provides background on innovation communication and how virtual worlds can be used. Through a multiple case study analysis of 8 companies in Second Life, the document examines the potential uses of virtual worlds for innovation communication, including identifying trends, generating ideas, marketing new products, and positioning an organization as an innovator.
Do your employees think your slogan is “fake news?” A framework for understan...Ian McCarthy
Purpose – This article explores how employees can perceive and be impacted by the fakeness of their company slogans.
Design/methodology/approach – This conceptual study draws on the established literature on company slogans, employee audiences, and fake news to create a framework through which to understand fake company slogans.
Findings – Employees attend to two important dimensions of slogans: whether they accurately reflect a company’s (1) values and (2) value proposition. These dimensions combine to form a typology of four ways in which employees can perceive their company’s slogans: namely, authentic, narcissistic, foreign, or corrupt.
Research limitations/implications – This paper outlines how the typology provides a theoretical basis for more refined empirical research on how company slogans influence a key stakeholder: their employees. Future research could test the arguments about how certain characteristics of slogans are more or less likely to cause employees to conclude that slogans are fake news. Those conclusions will, in turn, have implications for the
morale and engagement of employees. The ideas herein can also enable a more comprehensive assessment of the impact of slogans.
Practical implications – Employees can view three types of slogans as fake news (narcissistic, foreign, and corrupt slogans). This paper identifies the implications of each type and explains how companies can go about developing authentic slogans.
Originality/value – This paper explores the impact of slogan fakeness on employees: an important audience that has been neglected by studies to
date. Thus, the insights and implications specific to this internal stakeholder are novel.
Do your employees think your slogan is “fake news?” A framework for understan...Ian McCarthy
Purpose – This article explores how employees can perceive and be impacted by the fakeness of their company slogans.
Design/methodology/approach – This conceptual study draws on the established literature on company slogans, employee audiences, and fake news to create a framework through which to understand fake company slogans.
Findings – Employees attend to two important dimensions of slogans: whether they accurately reflect a company’s (1) values and (2) value proposition. These dimensions combine to form a typology of four ways in which employees can perceive their company’s slogans: namely, authentic, narcissistic, foreign, or corrupt.
Research limitations/implications – This paper outlines how the typology provides a theoretical basis for more refined empirical research on how company slogans influence a key stakeholder: their employees. Future research could test the arguments about how certain characteristics of slogans are more or less likely to cause employees to conclude that slogans are fake news. Those conclusions will, in turn, have implications for the
morale and engagement of employees. The ideas herein can also enable a more comprehensive assessment of the impact of slogans.
Practical implications – Employees can view three types of slogans as fake news (narcissistic, foreign, and corrupt slogans). This paper identifies the implications of each type and explains how companies can go about developing authentic slogans.
Originality/value – This paper explores the impact of slogan fakeness on employees: an important audience that has been neglected by studies to
date. Thus, the insights and implications specific to this internal stakeholder are novel.
The 15th annual edition of the European Communication Monitor - the largest academic study worldwide on the strategic communications and PR profession - is based on interviewing 2,644 communication professionals from 46 European countries, providing valuable insights for public relations, corporate communications and public affairs.
As well as digital transformation of communications as the main topic, the survey explores the use of video-conferencing for stakeholder communications and changing roles of communicators when helping to create value for their organisations or clients. Salaries, key strategic issues as well as the characteristics of excellent communication departments have all been researched with more detailed analysis for 22 countries.
The study reveals that digital transformation is in progress, but few communication departments or agencies have reached maturity – 39.2 per cent of practitioners across Europe describe their unit as immature in both digitalising stakeholder communications and building digital infrastructure. Nonetheless, video-conferencing is here to stay – it is more frequently used for communication with employees and clients than with journalists and less valued by stakeholders in Eastern and South-Eastern Europe. Communication practitioners take on different roles simultaneously in their daily work – a trend to watch is the Advisor role who helps top management make better business decisions. Last but not least, professionals working in excellent communication departments are more engaged in coaching or advising executives and colleagues at all levels of the hierarchy
The strict selection of participants, a unique research framework based on established theories and statistical analyses fulfilling academic standards are key features of the ECM studies. Lead researchers Professors Ansgar Zerfass (Leipzig), Dejan Verčič (Ljubljana), Ralph Tench (Leeds), Ángeles Moreno (Madrid) and Alexander Buhmann (Oslo) are supported by national research collaborators who are professors at renowned universities across the continent.
The European Communication Monitor 2021 has been organised by the European Public Relations Education and Research Association (EUPRERA) and the European Association of Communication Directors (EACD), supported by premium partner Cision Insights and digital communications partner Fink & Fuchs. National partners are The Nordic Alliance for Communication & Management (#NORA) hosted by BI Norwegian Business School. Norway, and the Center for Strategic Communication (CECOMS) at IULM University in Milan, Italy.
Creating compelling content – in a beautiful infographic for
example – is only of value when it is seen by or shared with as
many people as possible. As social media matures, it is no
longer enough to post that infographic on your website and
trust that your search engine optimization team will add the
right magic to impact search results and reach your target
audiences. Today social networking sites such as Facebook
and Twitter are enabling a new, more sophisticated, human-led
system of connecting, organizing and distributing data. As a
result, companies now need to integrate social media features
into their online content to facilitate sharing and increase
distribution of valuable content across these networks.
Written by:
Rachelle Spero, Brunswick, New York
A number of research papers have documented the rapid success and growth of minority or ethnic media across a number of areas throughout the world, being most prominent in Western Europe and North America. This trend has been attributed by scholars with the tendency of expressing the increased patterns of migration across the globe (Bloomsbury 1992). A crucial awareness about an extremely participatory culture of global media across multi- cultural societies has been established as a significant tool for explaining the impact and success of minority or ethnic media, along with embracing the changing methods by which there is use of media by people (Sanders 2009). Being a profession extremely centralized to the sense of self across the society, there lies a crucial significance for understanding the impacts of changing conditions on labour, cultures of professionalism, and the technologies in appropriation. These factors form the crucial attribute of work within the profession of journalism. It has been argued by a number of researchers that the continuously converging technologies undermine the basic standards and skills of journalism, while the so- called multiple tasking is fostered within newsrooms, which is seen as the outcome of economy based pressures cutting back over resources while the work loads are increased (Curran et al. 2012).
In the current society where development has been taking place at a fast pace, a large number of people turn to their electronic devices that range from Social Media to predictions of weather (Curran 2010). As websites of social networking has been exploding and smart phones have been development, technology has quickly started to become the key way in order to receive information. The dependence on new technology for information have been providing huge benefits such as instant notification of emails and news allowing member of the society for being aware about what events are taking place across the globe in only a fraction of seconds.
From Prosumer to Produser: Understanding User-Led Content CreationAxel Bruns
Paper presented at Transforming Audiences conference, London, 3-4 Sep. 2009.
Abstract:
Alvin Toffler’s image of the prosumer (1970, 1980, 1990) continues to influence in a significant way our understanding of the user-led, collaborative processes of content creation which are today labelled “social media” or “Web 2.0”. A closer look at Toffler’s own description of his prosumer model reveals, however, that it remains firmly grounded in the mass media age: the prosumer is clearly not the self-motivated creative originator and developer of new content which can today be observed in projects ranging from open source software through Wikipedia to Second Life, but simply a particularly well-informed, and therefore both particularly critical and particularly active, consumer. The highly specialised, high end consumers which exist in areas such as hi-fi or car culture are far more representative of the ideal prosumer than the participants in non-commercial (or as yet non-commercial) collaborative projects. And to expect Toffler’s 1970s model of the prosumer to describe these 21st-century phenomena was always an unrealistic expectation, of course.
To describe the creative and collaborative participation which today characterises user-led projects such as Wikipedia, terms such as ‘production’ and ‘consumption’ are no longer particularly useful – even in laboured constructions such as ‘commons-based peer-production’ (Benkler 2006) or ‘p2p production’ (Bauwens 2005). In the user communities participating in such forms of content creation, roles as consumers and users have long begun to be inextricably interwoven with those as producer and creator: users are always already also able to be producers of the shared information collection, regardless of whether they are aware of that fact – they have taken on a new, hybrid role which may be best described as that of a produser (Bruns 2008). Projects which build on such produsage can be found in areas from open source software development through citizen journalism to Wikipedia, and beyond this also in multi-user online computer games, filesharing, and even in communities collaborating on the design of material goods. While addressing a range of different challenges, they nonetheless build on a small number of universal key principles. This paper documents these principles and indicates the possible implications of this transition from production and prosumption to produsage.
References:
Bauwens, Michel. (2005, 15 June) “Peer to Peer and Human Evolution.” Integral Visioning. http://integralvisioning.org/article.php?story=p2ptheory1 (accessed 1 Mar. 2007).
Benkler, Yochai. (2006) The Wealth of Networks: How Social Production Transforms Markets and Freedom. New Haven, Conn.: Yale University Press.
Bruns, Axel. (2008) Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage. New York: Peter Lang.
Toffler, Alvin. (1970) Future Shock. New York: Random House.
———. (1980) The Third Wave. New York: Bantam.
———. (1990) Powershift: Knowledge, Wealth, and Violence at the Edge of the 21st Century. New York: Bantam.
Abstract
Over the last decade, the way people communicate with each other has been changing astonishingly. The
extensive new plethora of media has given to customers more options to gather and provide information
about products and services. This study attempted to identify and measure the degree to which Social
Networking Sites influence people's professional lives, their social skills and work productivity and
ultimately boost effectiveness. Quantitative and qualitative methodologies were used for this research.
The results reveal that Social Networking Sites play an essential role in employees‟ relations with
customers, that Instant Messaging (IM) services offered by Social Networking Sites can be a crucial
element for organizations in disseminating information, enabling knowledge sharing, increasing
productivity and promoting teamwork. It seems that customer engagement and Customer Relationship
Management (CRM) are vital tools for organizational effectiveness, not only to maintain loyal clients but
also to survive and keep maintaining profitability.
Keywords: Social Media, Social Commerce, Social Networking, CRM, Instant Messaging (IM), Web
2.0, Facebook, Instagram, Linked In, Twitter, Marketing, Social Media Marketing, Cyprus.
The 15th annual edition of the European Communication Monitor - the largest academic study worldwide on the strategic communications and PR profession - is based on interviewing 2,644 communication professionals from 46 European countries, providing valuable insights for public relations, corporate communications and public affairs.
As well as digital transformation of communications as the main topic, the survey explores the use of video-conferencing for stakeholder communications and changing roles of communicators when helping to create value for their organisations or clients. Salaries, key strategic issues as well as the characteristics of excellent communication departments have all been researched with more detailed analysis for 22 countries.
The study reveals that digital transformation is in progress, but few communication departments or agencies have reached maturity – 39.2 per cent of practitioners across Europe describe their unit as immature in both digitalising stakeholder communications and building digital infrastructure. Nonetheless, video-conferencing is here to stay – it is more frequently used for communication with employees and clients than with journalists and less valued by stakeholders in Eastern and South-Eastern Europe. Communication practitioners take on different roles simultaneously in their daily work – a trend to watch is the Advisor role who helps top management make better business decisions. Last but not least, professionals working in excellent communication departments are more engaged in coaching or advising executives and colleagues at all levels of the hierarchy
The strict selection of participants, a unique research framework based on established theories and statistical analyses fulfilling academic standards are key features of the ECM studies. Lead researchers Professors Ansgar Zerfass (Leipzig), Dejan Verčič (Ljubljana), Ralph Tench (Leeds), Ángeles Moreno (Madrid) and Alexander Buhmann (Oslo) are supported by national research collaborators who are professors at renowned universities across the continent.
The European Communication Monitor 2021 has been organised by the European Public Relations Education and Research Association (EUPRERA) and the European Association of Communication Directors (EACD), supported by premium partner Cision Insights and digital communications partner Fink & Fuchs. National partners are The Nordic Alliance for Communication & Management (#NORA) hosted by BI Norwegian Business School. Norway, and the Center for Strategic Communication (CECOMS) at IULM University in Milan, Italy.
Creating compelling content – in a beautiful infographic for
example – is only of value when it is seen by or shared with as
many people as possible. As social media matures, it is no
longer enough to post that infographic on your website and
trust that your search engine optimization team will add the
right magic to impact search results and reach your target
audiences. Today social networking sites such as Facebook
and Twitter are enabling a new, more sophisticated, human-led
system of connecting, organizing and distributing data. As a
result, companies now need to integrate social media features
into their online content to facilitate sharing and increase
distribution of valuable content across these networks.
Written by:
Rachelle Spero, Brunswick, New York
A number of research papers have documented the rapid success and growth of minority or ethnic media across a number of areas throughout the world, being most prominent in Western Europe and North America. This trend has been attributed by scholars with the tendency of expressing the increased patterns of migration across the globe (Bloomsbury 1992). A crucial awareness about an extremely participatory culture of global media across multi- cultural societies has been established as a significant tool for explaining the impact and success of minority or ethnic media, along with embracing the changing methods by which there is use of media by people (Sanders 2009). Being a profession extremely centralized to the sense of self across the society, there lies a crucial significance for understanding the impacts of changing conditions on labour, cultures of professionalism, and the technologies in appropriation. These factors form the crucial attribute of work within the profession of journalism. It has been argued by a number of researchers that the continuously converging technologies undermine the basic standards and skills of journalism, while the so- called multiple tasking is fostered within newsrooms, which is seen as the outcome of economy based pressures cutting back over resources while the work loads are increased (Curran et al. 2012).
In the current society where development has been taking place at a fast pace, a large number of people turn to their electronic devices that range from Social Media to predictions of weather (Curran 2010). As websites of social networking has been exploding and smart phones have been development, technology has quickly started to become the key way in order to receive information. The dependence on new technology for information have been providing huge benefits such as instant notification of emails and news allowing member of the society for being aware about what events are taking place across the globe in only a fraction of seconds.
From Prosumer to Produser: Understanding User-Led Content CreationAxel Bruns
Paper presented at Transforming Audiences conference, London, 3-4 Sep. 2009.
Abstract:
Alvin Toffler’s image of the prosumer (1970, 1980, 1990) continues to influence in a significant way our understanding of the user-led, collaborative processes of content creation which are today labelled “social media” or “Web 2.0”. A closer look at Toffler’s own description of his prosumer model reveals, however, that it remains firmly grounded in the mass media age: the prosumer is clearly not the self-motivated creative originator and developer of new content which can today be observed in projects ranging from open source software through Wikipedia to Second Life, but simply a particularly well-informed, and therefore both particularly critical and particularly active, consumer. The highly specialised, high end consumers which exist in areas such as hi-fi or car culture are far more representative of the ideal prosumer than the participants in non-commercial (or as yet non-commercial) collaborative projects. And to expect Toffler’s 1970s model of the prosumer to describe these 21st-century phenomena was always an unrealistic expectation, of course.
To describe the creative and collaborative participation which today characterises user-led projects such as Wikipedia, terms such as ‘production’ and ‘consumption’ are no longer particularly useful – even in laboured constructions such as ‘commons-based peer-production’ (Benkler 2006) or ‘p2p production’ (Bauwens 2005). In the user communities participating in such forms of content creation, roles as consumers and users have long begun to be inextricably interwoven with those as producer and creator: users are always already also able to be producers of the shared information collection, regardless of whether they are aware of that fact – they have taken on a new, hybrid role which may be best described as that of a produser (Bruns 2008). Projects which build on such produsage can be found in areas from open source software development through citizen journalism to Wikipedia, and beyond this also in multi-user online computer games, filesharing, and even in communities collaborating on the design of material goods. While addressing a range of different challenges, they nonetheless build on a small number of universal key principles. This paper documents these principles and indicates the possible implications of this transition from production and prosumption to produsage.
References:
Bauwens, Michel. (2005, 15 June) “Peer to Peer and Human Evolution.” Integral Visioning. http://integralvisioning.org/article.php?story=p2ptheory1 (accessed 1 Mar. 2007).
Benkler, Yochai. (2006) The Wealth of Networks: How Social Production Transforms Markets and Freedom. New Haven, Conn.: Yale University Press.
Bruns, Axel. (2008) Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage. New York: Peter Lang.
Toffler, Alvin. (1970) Future Shock. New York: Random House.
———. (1980) The Third Wave. New York: Bantam.
———. (1990) Powershift: Knowledge, Wealth, and Violence at the Edge of the 21st Century. New York: Bantam.
Abstract
Over the last decade, the way people communicate with each other has been changing astonishingly. The
extensive new plethora of media has given to customers more options to gather and provide information
about products and services. This study attempted to identify and measure the degree to which Social
Networking Sites influence people's professional lives, their social skills and work productivity and
ultimately boost effectiveness. Quantitative and qualitative methodologies were used for this research.
The results reveal that Social Networking Sites play an essential role in employees‟ relations with
customers, that Instant Messaging (IM) services offered by Social Networking Sites can be a crucial
element for organizations in disseminating information, enabling knowledge sharing, increasing
productivity and promoting teamwork. It seems that customer engagement and Customer Relationship
Management (CRM) are vital tools for organizational effectiveness, not only to maintain loyal clients but
also to survive and keep maintaining profitability.
Keywords: Social Media, Social Commerce, Social Networking, CRM, Instant Messaging (IM), Web
2.0, Facebook, Instagram, Linked In, Twitter, Marketing, Social Media Marketing, Cyprus.
Exploring Social Media as a Resource for Value Co-Creation. Research perspect...Sanna Ketonen-Oksi
Presentation that was given at webinar on Value Co-Creation in the Digital Era, on 24th August, in Helsinki. Proj. Kyoichi Jim Kijima and Docent Marja Toivonen as keynotes, the recordings of the webinar will be available at the internet as well. See https://koulutus.ttl.fi/Default.aspx?tabid=688&id=4271
Social media? It's serious! Understanding the dark side of social mediaIan McCarthy
Research and practice have mostly focused on the “bright side” of social media, aiming to understand and help in leveraging the manifold opportunities afforded by this technology. However, it is increasingly observable that social media present enormous risks for individuals, communities, firms, and even for society as a whole. Examples for this “dark side” of social media include cyberbullying, addictive use, trolling, online witch hunts, fake news, and privacy abuse. In this article, we aim to illustrate the multidimensionality of the dark side of social media and describe the related various undesirable outcomes. To do this, we adapt the established social media honeycomb framework to explain the dark side implications of each of the seven functional building blocks: conversations, sharing, presence, relationships, reputation, groups, and identity. On the basis of these reflections, we present a number of avenues for future research, so as to facilitate a better understanding and use of social media.
Evaluating Impact: NLab, Amplified Leicester, and creative innovation via soc...Dr Sue Thomas
SEMINAR: Evaluating Impact: NLab, Amplified Leicester, and creative innovation via social media
Wednesday 8th June 2011, 4pm at the Institute of Creative Technologies De Montfort University, Leicester, UK .
Since 2005, DMU has initiated a series of projects which share a common focus of exploring social media as a means of stimulating creative innovation in business, non-profit, and community life in and around Leicester. They include NLab and CreativeCoffee Club (funded by HEIF, the Higher Education Innovation Fund) and Amplified Leicester (funded by NESTA, the National Endowment for Science, Technology and the Arts). Professor Sue Thomas has devised and directed these activities across the Faculty of Humanities and the Institute of Creative Technologies.
Emergence has been a dominant feature of all the projects and, despite being driven by different agendas, each has informed the shaping of the others. An important element has been the creation and evolution of spaces, both physical and intellectual, which support:
* the application of academic research to real-life problems
* the connection of cutting-edge research into social media innovation with local creative businesses
* the creation of a network linking De Montfort University with small businesses, non-profits, and local agencies
Dr Souvik Mukherjee has evaluated the impact of these projects both in relation to their importance for the Research Excellence Framework and with regard to indications of future developments building on current achievements. In the process, he has also gleaned valuable insights into the REF Impact agenda which will be of interest to colleagues in a wide range of disciplines.
Dr Mukherjee is a Research fellow in the Department of Media, Film and Journalism in the Faculty of Humanities. He is currently involved in analysing the impact of social media projects on communities, especially in relation to business innovation and transliteracy. Having completed his PhD on storytelling in New Media, especially focusing on videogame narratives, Souvik has published and presented papers on a range of related topics. Besides New Media, he also takes a keen interest in e-learning and has been involved in analysing online media and virtual learning network usage in higher education. After completing his project at DMU, Souvik intends to return home to India to develop New Media research networks there.
1. IntroductionSectionThe growth of new digital media in the .docxjackiewalcutt
1. Introduction
Section:
The growth of new digital media in the first decade of the twenty‐first century has seen a transformation of marketing communication, with 94 per cent of marketing executives responding to a 2010 survey indicating that they expect to spend more on social media over the following three years (Busbyet al., 2010). One of the newest forms of social media is micro‐blogging, most commonly associated with Twitter. Since its launch in 2006, Twitter has accumulated more than 175 million users (Twitter.com, 2011), with recent growth described as ‘explosive’ (Lefkow, 2010). Twitter and other social media platforms create additional marketing communications channels, but can also add to an organisation's costs: for example PepsiCo's Gatorade brand has five full‐time employees working in what the organisation calls “Mission Control”, monitoring Twitter conversations, blogs, and online and social media performance (Busbyet al., 2010; Ostrow, 2010). However the effectiveness or efficiency of the strategy is unclear, with Gatorade's major competitor, Coca‐Cola's Powerade, experiencing much larger growth in sales, despite a much lower social media presence (Bauerlein, 2010).
One of the challenges for organisations attempting to develop an effective and efficient Twitter strategy is the lack of theoretical or empirical evidence on use of Twitter. While there has been substantial research into why individuals use Twitter (e.g. Honeycutt and Herring, 2009; Javaet al., 2007), there are only a few studies on the use of Twitter by organisations, and, at the time of writing, most of these were published in conference proceedings, and no studies of organisational Twitter use were found in a search of marketing journals. Thus, despite its potential, importance for external communications, there is very little research evidence to guide managers in developing a cost‐effective strategy for organisational use of Twitter.
Previous research into the use of Twitter by organisations has included studies of Twitter use for internal communication (Ehrlich and Shami, 2010; Riemer and Richter, 2010; Zhao and Rosson, 2009), and for research, with Twitter described as an online listening tool (Crawford, 2009) and as a means of crowd sourcing (Ehrlich and Shami, 2010). Twitter's greatest potential for organisations is, arguably, for external communication with customers, but very few peer‐reviewed studies have analysed this usage: in this context, Twitter has been described as a tool to create electronic word of mouth (Jansenet al., 2009b), as a viral marketing mechanism (Asur and Huberman, 2010) and as a form of online word of mouth branding (Jansenet al., 2009a). Twitter is, however, different from other marketing communications media, which can be classified inter alia, as one‐to‐one (e.g. e‐mail), one‐to‐many (e.g. mass media) and many‐to‐many (e.g. the web and online groups) (Hoffman and Novak, 1996). In contrast, tweets by an organisation will typical ...
Introduction to Society Chapter Thirteen Weekly Assignments TMargaritoWhitt221
Introduction to Society
Chapter Thirteen Weekly Assignments
The Functions of Government
1. List five primary functions of government
2. Identify three contrasting views of government
3. Explain the liberal, conservative, radical, reactionary, and anarchist philosophies of government
4. Distinguish a democracy from an autocracy
5. List some distinguishing characteristics of a democracy
6. Explain the democratic concept of the individual
7. List the common justifications for an autocracy
8. List four characteristics of autocracy
9. Summarize the three views of the nature of government
10. List the seven exaggerated characterizations on how the role of government is viewed
11. Draw a diagram illustrating the continuum of autocracies
The digital entrepreneurial ecosystem
Fiona Sussan & Zoltan J. Acs
Accepted: 21 March 2017 /Published online: 11 May 2017
# Springer Science+Business Media New York 2017
Abstract A significant gap exists in the conceptualiza-
tion of entrepreneurship in the digital age. This paper
introduces a conceptual framework for studying entre-
preneurship in the digital age by integrating two well-
established concepts: the digital ecosystem and the
entrepreneurial ecosystem. The integration of these
two ecosystems helps us better understand the interac-
tions of agents and users that incorporate insights of
consumers’ individual and social behavior. The Digital
Entrepreneurial Ecosystem framework consists of four
concepts: digital infrastructure governance, digital user
citizenship, digital entrepreneurship, and digital market-
place. The paper develops propositions for each of the
four concepts and provides a theoretical framework of
multisided platforms to better understand the digital
entrepreneurial ecosystem. Finally, it outlines a new
research agenda to fill the gap in our understanding of
entrepreneurship in the digital age.
Keywords Entrepreneurship . Ecosystem .
Matchmakers . Digital infrastructure . Digital
governance . Digital citizenship . Multisided platforms .
Information technologies
JEL classification L26 . 011 . P40 . P00
1 Introduction
As the Economist magazine went to press the lead story
was about reinventing the company.1 This new compa-
ny type is at the heart of a growing debate on how to
understand the digital economy. Ever since the launch of
Uber, Snapchat, and AirBnB and the earlier success of
Google, Amazon, and Facebook, a new breed of
company has emerged that uses digital technology,
entrepreneurship, and innovation to upend industries
on a global scale (Stone 2017).2 Most of these compa-
nies are matchmakers (Evans and Schmalensee 2016,
p.1).3 What these companies have in common is that
they all connect members of one group with another
group. The core competencies of these companies are
their ability to match one group of customers with
another group of customers by reducing the transaction
cost of a match (Coase 1937). These multisided plat-
forms would not exis ...
International Journal of Marketing Studies; Vol. 6, No. 5; 201TatianaMajor22
International Journal of Marketing Studies; Vol. 6, No. 5; 2014
ISSN 1918-719X E-ISSN 1918-7203
Published by Canadian Center of Science and Education
21
Digital Strategies of Consumer Involvement and Innovation Dynamics:
A Cross-Sector Explorative Study
Eleonora Paolocci1
1 IULM University, Milan, Italy
Correspondence: Eleonora Paolocci, IULM University, Milan, Italy. E-mail: [email protected]
Received: May 24, 2014 Accepted: June 26, 2014 Online Published: September 28, 2014
doi:10.5539/ijms.v6n5p21 URL: http://dx.doi.org/10.5539/ijms.v6n5p21
Abstract
The study aims at exploring the collaborative dynamics between firms and consumers through Web tools. At
present, there is limited empirical research aimed at investigating if and how the involvement of consumers in
the implementation of open approaches, mediated by digital technologies, is actually implemented. The study
presents a recent multifactorial investigation of the topic where literature lacks in. Through the Web-analysis of
practices of a sample group of 180 companies operating in different market sectors, the author wants to explore
spread and type profiles of collaborative strategies, investigating the existence of a possible correlation with the
served markets and other moderator variables. Findings, identifying a ‘spectrum’ of engagement and co-creation
mechanisms, suggest forms of aggregation and profiling in the approach followed by the firms and illustrate how
the characteristics of virtual spaces allow them to explore new frontiers in the implementation of open
approaches, with different degrees of involvement.
Keywords: co-creation, consumer insight, empirical research, open innovation (OI), virtual integration
1. Introduction
Existing academic literature suggests a significant potential of collaboration with consumers in the process of
market value creation through ICTs (von Hippel, 2001; von Hippel & Katz, 2002; Sawhney, Verona, & Prandelli,
2005; Prandelli, Verona, & Raccagni, 2006; Bilgram, Brem, & Voigt, 2008; Füller & von Hippel, 2008;
Prandelli, Sawhney, & Verona, 2008; Füller, Muhlbacher, Matzler, & Jawecki, 2009; Morgan & Wang, 2010).
Considerable attention has been given to the benefits offered by the advent of digital technologies: low-cost
interaction; increase in the speed and duration of the engagement process; easier sharing processes if compared
to what can be done offline, where dynamics are limited to contexts of physical closeness (Dahan & Hauser,
2002; Afuah, 2003). The importance of collaborating with consumers in the development of innovative products
and services has been recognised for many years and there has been a steady proliferation of studies on this topic
(von Hippel, 1976, 1978, 1986, 1988; Grönross, 1990; Day, 1991; Bruce, Leverick, Littler, & Wilson, 1995;
Gales & Mansour-Cole, 1995; Prahalad & Ramaswamy, 2004a; Vargo & Lusch, 2004). However, it is only
recently that the attention g ...
Corporate Communication & Social Media: A study of its usage patterninventionjournals
Social media helps corporate communication professionals to build and maintain relationships with
all the publics. Nowadays a company’s reputation also depends on the image built by the company in social
media. This study aims to examine; on how corporate communication professionals use social media for
corporate communications. The data for the study was collected from 125 corporate communication
professionals across Bengaluru city through a scientific survey method and sampling procedures. The research
study found that Facebook, Twitter and LinkedIn were extensively used for corporate communication. The most
popular uses of social media for corporate communications were employee communication, customer/consumer
relations, relationship with general public and media relations. Majority of the messages shared on social
media were pertaining to events organised by the company, achievements, news, promotional messages and
corporate social responsibility. Social media is the future; hence, corporate communication and PR
professionals should exploit this media for all their corporate communication uses, needs and campaigns
Current Research Questions in Word of Mouth CommunicationAlexander Rossmann
Word of mouth (WOM) communication, long recognized as a highly influential source of information, has taken on new importance with the proliferation of online WOM. The rise of online forums and communities has dramatically increased the scope of word of mouth marketing, allowing consumers greater access to information from subject matter experts and other key influentials who impact new purchases. Online WOM data have been widely used in the literature to examine topics such as the impact of WOM recommendations and reviews, brand community involvement, and product adoption. For all the valuable contributions made by WOM research, a lot of important questions still remain unexplored. One is delineating the preconditions for user engagement in WOM communication; another is exploring the role of WOM content and WOM context on the efficacy of WOM in general. And there is final area where research is needed, focusing on organizational capabilities firms need in order to foster the impact of WOM communication on purchasing behavior.
The paper describes a conceptual approach for a next-generation innovation paradigm in the Digital Economy called “Embedded Innovation” Innovation 3.0). The notion of “embeddedness” is introduced to mark the increasing challenge of integrating firms into their surrounding communities to
assure the absorption of their exploitable knowledge. Trust is supposed to be the enabling parameter in balancing multiple relationships with communities.
1. Innovation Communication
in Virtual Worlds:
A Multiple Case Study
Analysis in Second Life
Bettina Maisch
Institute for Media and Communications
Management
University of St.Gallen, CH
bettina.maisch@unisg.ch
Katrin Tobies
Center of Excellence for Innovation
and Technology Communication
University of Leipzig, DE
katrin@tobies.cc
VOL.7 NO. 9 * November 29 2010 * ISSN 1549-9049
www.innovationjournalism.org
2. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
2
Contents
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3. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
3
Innovation Communication in
Virtual Worlds:
A Multiple Case Study Analysis in
Second Life
mmunicated
appropriately in their innovation ecosystems. Virtual worlds offer interesting
possibilities in this context. On the basis of a multiple case study analysis,
this paper examines the fields of use, the potential and the limits of
innovation communication in the virtual sphere. The area of study was the
realistic design and far-reaching business opportunities and has, moreover,
already provided first examples of how companies have used such online
communication in innovation management processes. With the help of case
studies of eight companies from different industry sectors, the potential for
innovation communication available in virtual worlds will be illustrated: these
include the identification of trends, the generation of ideas, marketing new
products and positioning the organization behind these products as an
innovator.
1 Introduction
In order to achieve sustainable economic success in the context of global
competition, companies need to optimize their communication activities within the
innovation process. In addition to identifying relevant trends at an early stage and
generating marketable ideas, it is becoming increasingly important for
organizations to sufficiently communicate the usage and the meaning of their
novelties and to position themselves as reliable innovators. Virtual worlds offer
far-reaching possibilities within the innovation management process. Although
several companies have ended their involvement in Second Life since the media
hype surrounding it in 2006/2007 (e.g. AOL, Apple and Pontiac), virtual 3D
worlds are experiencing a resurgence in popularity. Social online networks are
becoming established, multi-player online role-playing games are considerably
growing, and virtual 3D worlds are still of interest in the economy, society and the
media. Furthermore, research institutes and companies are also discovering the
potential such online environments provide for interaction with internal and
external stakeholders and audiences. Virtual worlds appear to open up a wide range
of options for innovation communication. To date, however, these have not been
examined in any depth.
This article contributes to the systematic analysis of the potential, the limits to and
the challenges facing innovation communication in 3D worlds using the example
of Second Life. The purpose of this study is to provide a basis for the evaluation of
4. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
4
current and future involvement in online social media by outlining the use of
virtual worlds in innovation communication.
2 Research Issues
2.1 State of Research
There are already some studies which explore the use and potential of 3D virtual
worlds in innovation management. Several papers investigate the virtual product
experience and customer participation in designing and manufacturing new
products (Chase, 2008; Franz & Wolkinger, 2003; Füller & Matzler, 2007).
-
analyze the challenges and opportunities of Open Innovation approaches with the
online integration of customers (Kohler, Matzler, & Füller, 2009). Other
investigations focus on marketing aspects of 3D worlds (Hemp, 2006) including
public relations, advertising (Barnes, 2007; Thomas & Stammermann, 2007) and
branding (O'Guinn, Allen, & Semenik, 2008).
As for existing researches on innovation communication, they analyze conceptual
frameworks (Nordfors, 2006; Zerfaß, 2005b; Zerfaß & Huck, 2007), the
interlinking between corporate communication and journalism (Mast, Huck, &
Zerfaß, 2005; Mast, Huck, & Zerfaß, 2006) as well as different communication
instruments and formats in a focused view (Zerfaß & Möslein, 2009).
To date, however, the metaverse has not been explored as a platform for innovation
communication. Neither has been investigated which role virtual worlds can play
for companies when interacting with the public attention, various stakeholders and
audiences in their innovation eco systems.
2.2 Innovation Communication
The concept of innovation communication addresses a relatively new field within
the area of corporate communication. The term and concept was coined and
strongly carried forward by German researcher from the University of Hohenheim
and of Leipzig. In their understanding which we follow innovation
as symbolic interactions between organizations and
their internal and external stakeholders, dealing with new products, services, and
technologies (Mast, et al., 2005; Mast & Zerfaß, 2005; Zerfaß, Sandhu, & Huck,
2004). It covers all systematic communication activities which have the objective
to foster technological, economic and social novelties; this includes activities as
communicating the novelty itself, creating an understanding and trust in it,
influencing its socially shared meaning pattern, and positioning the organization
behind it as an innovator ( Zerfaß, 2009).
Even though innovation communication is a sphere of activity in corporate
communication, it demands own methods and concepts being tailored to the special
features of novelties. As researches show (Mast, et al., 2005; Zerfaß, Swaran, &
5. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
5
Huck, 2004), the challenge lies in the fact that new ideas and inventions are
difficult to explain: for the most part they are complex and abstract while their
benefits and final target groups are initially unclear. Mainly because of their
novelty, there is a lack of examples and experiences that could be used for
explaining. Thus, one task of innovation communication is to anchor a clear,
positive image of the new product, service, process, or technology and its added
value in the minds of relevant stakeholders. People must have the opportunity to
acquaint themselves with it and to trust the innovative power of the company
behind. Moreover, communicative interactions between the organization and its
audiences need to create social practices of the novelty. This is important as
(Toumi, 2002).
This means, innovation communication is not simply transmitting information
about a new product or service to relevant stakeholders as classical researches in
innovation management and marketing focus on (e.g. Mohr, Sengupta, & Slater,
2009; Trommsdorff & Steinhoff, 2007). In a social scientific understanding,
innovation communication is rather also about creating common meaning pattern
and establishing joint social practices (Zerfaß, 2005b, 2009).
However, communication is key to make an innovation system work (Nordfors,
2004, 2006). An innovation system is built up by a complex set of interactions
between those people, enterprises, institutions, research bodies, investors etc. that
are essential to an innovation process (Lundvall, 1985). Therefore, the
incorporation of all internal and external stakeholder groups and a close
collaboration between employee communication, marketing and public relation
(PR) are needed. To partner with innovation journalism plays also an essential part
here.
The objectives of innovation communication differ according to the stakeholder
group (Zerfaß, 2005b, 2009). The purposes of internal innovation communication
are primarily to support employees but also to assist research and development
(R&D) partners in searching for ideas and concepts, in initiating dialogue and to
enhance product and process development. The task of innovation marketing is to
optimize the introduction to the market and thus the diffusion and adoption of new
products among customers, partners and competitors. The purpose of innovation
public relation (PR), meanwhile, is to ensure an innovation-friendly environment
throughout the entire innovation process in order to avoid potential opposition from
decision-makers in politics, interest groups and the mass media (see Figure 1).
6. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
6
Figure 1: Innovation Communication and Related Stakeholders (Zerfaß, 2005a)
2.3 Virtual 3D Worlds
Virtual 3D worlds are artificial environments simulated via computer with a three-
dimensional look and feel in which users can interact with the help of a player,
called an avatar (Kim, Lyons, & Cunningham, 2008). In terms of their appearance,
these may mimic the real world, but can also represent fantasy worlds. The
common feature of all virtual worlds is that, due to their digital realization, they are
not subject to any of the physical laws of reality.
There is a variety of different virtual worlds (Book, 2009), which, in theory, can be
accessed from every Internet-enabled computer, irrespective of location and time.
According to Fred Cavazza (2007), virtual worlds can be allocated to one of four
forms of use:
Social: worlds in which the main focus is on community building;
Game: worlds that first and foremost serve online gaming;
Entertainment: worlds consisting of music, videos and films;
Business: worlds that specifically fulfill business purposes, including
worlds for the exchange and sale of goods or to simulate training.
These four categories are not selective; a single world may serve more than one use
aspect. The field of study selected in this study, Second Life, brings together all
7. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
7
four forms of use, as this virtual 3D world combines social interaction, gaming
aspects, entertainment, and business applications.
Second Life is an interactive 3D online environment, which is not restricted to a
specific subject and which was designed and created by its users. It was set up in
1999 by the American Philip Rosedale, but only went online on 23 June 2003.
Since then, it has undergone continuous development. Currently, Second Life is
seen as one of the most well known 3D world of its kind. Within 60 days more
than 1.15 million residents logged-in worldwide (as per February 2010)
(Linden Lab, 2010). According to a 2007 study conducted by the German research
institute, Fittkau & Maaß, 62 percent of members are male, with an average age of
below 30 and are characterized by a high degree of affinity to computers
(Fittkau & Maaß, 2007). In addition to individuals and due largely to intense
media interest also companies, research institutes, private and state organizations
have become involved in Second Life. As own researches reveal, amongst them
belong companies such as Adidas, BMW, IBM, Sony and Vodafone, research
institutes including the Fraunhofer Gesellschaft, Harvard University, and
Greenpeace, and organization as the German federal state Baden-Württemberg, the
Swedish consulate and many more.
To take advantage of the variety of development and activity options of Second
Life users need to install a free available software and create their own avatar.
Members can contact each other socially in this world in a multitude of ways
(chatting, gaming, trading, organizing events etc.) and, in the case of paying
members, can create virtual landscapes and objects (buildings, homes, clothing,
etc.). The operators behind Second Life have not specified any differentiated
gaming scenario, fixed rules, framework actions or a purpose. In fact, the
inhabitants are rather free to design the platform according to their own ideas,
interests and objectives, and can create their own games of all sizes and genres
within this world.
In addition, Second Life can also be used for targeted business purposes. It has a
complete economic system in which goods and services are produced and traded,
with the Linden Dollar (L$) as its own currency. This virtual currency can be
purchased on stock markets and can, in turn, be exchanged for real currency. The
exchange rate is approximately 260 Linden Dollar to 1 US Dollar (as per February
2010) (Linden Research, 2010). The option of exchanging the virtual gaming
money into real money has led to the creation of various forms of income in and
around Second Life. The platform itself constitutes a distribution channel, as
avatars can sell virtual and real products direct to other avatars. Sales branches and
flagship stores have been set up to this end in-world, and online market places for
Second Life products have been created outside the platform, including
www.xstreetsl.com (UK) and www.slmarket.de (Germany). Furthermore, the
advertising communication opportunities mean that it is also possible to achieve
indirect income in Second Life.
8. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
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2.4 Virtual 3D Worlds in Innovation Communication
Systems
Several companies are already using Second Life within different fields of
communication; including activities as to present themselves, their products and
services, and to interact with their stakeholder groups (Chase, 2008; Ehsani &
Chase, 2009; Franz & Wolkinger, 2003; Füller & Matzler, 2007; Kohler, et al.,
2009). The various opportunities for communicating and interacting in this virtual
3D world can also be used for innovation communication purposes. Yet, in order to
receive the needed attention, innovations need to be communicated properly within
the innovation system.
A few studies have investigated successful strategies. Most promising is deemed an
innovation communication which emotionalizes and entertains and which
visualizes and presents the specific uses, benefits, and meanings of the new product
or service in a multisensual, experienceable way (Mast, et al., 2006). Novelties
demand simple, logical examples and an appealing, clear language (Maisch &
Meckel, 2009; Mast, 2005). Embedding in stories (storytelling), linking-in with
current trends, a gripping dramaturgy and sensationalism are also considered
helpful (Huck-Sandhu, 2009).
Furthermore, it is advisable to use dialogue-oriented and direct channels apart from
the mass media (Zerfaß, 2005b). Experience-based forms of communication in the
real sphere and product samples for testing are particularly well-suited to fulfilling
these requirements (Tobies, 2009). For reasons of time and cost, however, these are
often dispensed with. Here, the authors believe that, due to its design and use
dimensions, the virtual world Second Life provides useful options to close this gap.
While it may not be possible to actually touch, taste, or smell new products, these
can nevertheless be depicted true-to-life and simulated in virtual processes.
Through their avatars, interested parties like in the real world can actively try
out new products and procedures and enter into dialogue with the companies or
innovators. In a virtual environment, this is considerably easier, faster, more cost-
effective, and entails less risk. This is significant for the management of
innovations, since time and budget are seen as the most crucial factors for success.
The research questions that arise in this context are as follows:
How can the virtual 3D world Second Life be used for communication
within the innovation process?
Which opportunities and challenges arise from innovation communication
in virtual worlds?
To what extent does innovation communication in 3D worlds help
companies to position themselves as innovators?
These questions will be explored in the following case study analysis.
9. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
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3 Research Framework
3.1 Research Design
As research method for the present project, case study analysis was selected, since
it is especially well-suited to describing real phenomena in practice (Yin, 2003).
Due to its open nature, data from various sources and collection methods can be
included and linked with each other (Eisenhardt, 1989). In particular, a
comparative case study analysis was carried out in the survey here, since this
allows the research questions to be analyzed in various environments and the
gained results can be brought into specific context, allowing for generalized
conclusions (Yin, 2003). In order to gain the most comprehensive understanding
possible of the research subject and to achieve precision in the results, the
methodical approaches employed by Yin (2003) and Eisenhardt (1989) were
applied.
3.2 Data Collection and Analysis
As the basis for the case study analysis primary and secondary data were collected
from January 2008 to March 2009. First, cases were identified by means of desk
research and observations in Second Life. Of these, a total of eight companies were
selected according to the technique of theoretical sampling. This means that the
sample was chosen stepwise and based on theoretical pre-considerations, and not
by statistical random selections. Thus, those cases were chosen for further analysis
which were relevant for the research questions and which ensured the broadest
variety in results. Hence, there are cases from different companies and industries,
with different scopes in format, features, time periods, and fields of innovation
communication (see Table 1). Due to the nature of exploratory studies, the results
do not claim to be representative.
Second, the selected cases and their references to innovation communication were
examined. To collect primary data, online observations were taken. As secondary
sources were articles from academic journals and public magazines as well as
corporate communication / public relation material.
The cases investigated has been analysed in two phases. In the first phase of the
case studies are analyzed self-contained, in the second phase there is a comparative
analysis between the cases. The collected data was processed using qualitative
content analysis methods. The processing was carried out according to Mayring
(2008) to the following process:
Summarizing through reduction and abstraction of the material;
Expanding the understanding by reference to additional material;
Filtering and subsequent evaluation of relevant aspects.
10. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
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Company Industry Case
Adidas Manufacturer
of sports
apparel
Product
launch A3
Microride
Deutsche Post Logistic
Services
Provider
Post Island
and Testbox
EnBW Energy
provider
EnergyPark
Mercedes-
Benz
Automotive Mercedes
Island
QUELLE Mail-order
company
ErfinderLand
Reebok Manufacturer
of sports
apparel
Reebok Shoe
Configurator
Starwood
Hotels
Hotel business aloft Hotel
Sony Ericsson Consumer
Electronic
Booth at
CeBIT 2007
Table 1: Examined Case Studies in Second Life
4 Results of the Cross-Case Analysis
The companies from the eight cases examined already incorporate Second Life into
their innovation communication. They use the virtual world in all phases of the
innovation process, from ideating to marketing introduction and public relations
(see
Table 2).
The case studies examined display the potential and limits of Second Life for
innovation communication. With the help of this 3D world, companies can identify
trends, generate ideas, develop and test new products (innovation development:
discovering trends and generating ideas). Furthermore, the three-dimensional
visualizations and the involvement of service avatars provide new marketing
possibilities for new products and services (product communication: marketing
new products) and also represent an opportunity to position the organizations
behind these goods and services as innovative (public relations: image profiling as
11. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
11
innovative player). These individual areas of use of innovation communication in
the virtual 3D world Second Life will be presented in detail in the following.
Company Features of the
case
Fields of
innovation
communication
Adidas Testing sale of
shoe innovations
Innovation
marketing, Public
Relations
Deutsche
Post
Ordering
physical-
deliveries
containing new
products
Generation of
ideas, Innovation
marketing, Public
Relations
EnBW Information and
entertainment
services related
to energy
Innovation
marketing, Public
Relations
Mercedes-
Benz
Launch of the
C-Class
Innovation
marketing, Public
Relations
QUELLE Platform for
ideas
Generation of
ideas, Innovation
marketing, Public
Relations
Reebok Design and
purchase of shoe
innovations
Generation of
ideas, Innovation
marketing, Public
Relations
Starwood
Hotels
Testing hotel
rooms
Market research,
Generation of
ideas, Innovation
marketing
Sony
Ericsson
Testing trade
fair exhibits
Innovation
marketing, Public
Relations
Table 2: Application Domains of Innovation Communication in Second Life
12. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
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4.1 Innovation Development: Discovering Trends
and Generating Ideas
Second Life is used as a development laboratory for new ideas, products and
services (Chase, 2008; Kohler, et al., 2009). With a fairly modest investment in
terms of staff and costs, companies can collect ideas within the 3D world and
develop them further in collaboration, in line with the Open Innovation approach
(Chesbrough, 2006). The joint basis of understanding is facilitated by the
graphical, three-dimensional presentation of the product developments and the
option of testing these virtually. Possible alterations can be taken into account at an
early stage of development at correspondingly low cost. The product designs can
subsequently be implemented for real and sent to selected target groups (lead
users), to test their potential in the real world.
Sporting goods manufacturer Reebok allows its customers to individually design
their shoes purely virtually for their avatar and, if they like them, as real one-
off designs for themselves (Tedeschi, 2007). The Reebok shoe configurator allows
individual components such as the sole, tongue, laces and upper to be designed in
various ways (mainly in terms of the colours). By making the customer to Co-
Producer or Prosumer (Toffler, 1980), the manufacturer was able to identify
trends and requirements at an early stage. The logistics and transport services
provider Deutsche Post investigated new design and distribution ideas in Second
Life by allowing visitors to cr , to take
photographs and send them as a postcard to anywhere in the world (Jacob, 2008).
-inventor
and in March 2007 launched the first virtual laboratory in the world for inventors
and creative individuals, supporting them in the development of their ideas into
market-
and marketing, a partner search facility for ideas and a sculpture garden in which
users should evaluate current projects (Quelle InnovationsPartner, 2007b). In
addition, inventor congresses and competitions are organised, e.g. expert chats on
the subjects of inventing, designing and setting up a company
(Quelle InnovationsPartner, 2007a).
The ideas and feedback in the Second Life community is also utilized by American
hotel chain Starwood Hotels to develop and beta-test new products. The prototype
second world in autumn 2006. Avatars were able to evaluate sample rooms, assess
structural plans and have a say in the fittings, interior design and color palette used.
The feedback obtained flowed into the planning for the construction of the first real
aloft hotel, of which the Starwood group intends to open a total of 500 worldwide
by 2012 (Jana, 2006; Kim, et al., 2008).
However, the case study analysis also shows that those wishing to generate and test
ideas and new developments in Second Life must always take account of the risk
that competitors will quickly be able to copy them, since confidentiality of
information is not sufficiently guaranteed here. The highly sensitive nature of
novelties and innovations at the pre-market stage could be one reason why, to date,
13. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
13
only a small number of companies have used Second Life as a test platform,
relying instead on a secure development environment.
4.2 Product Communication: Marketing New
Products
Second Life also serves the marketing of fully-developed product innovations. For
example, Sony Ericsson presented their product innovations in 2007 at consumer
electronic convention CeBIT and in Second Life at the same time
(b+d new media GmbH, 2007). Furthermore companies can demonstrate products
and services in this virtual environment and present them to their target groups also
even before these innovations have been put into place in the real world. Potential
customers can view new products in this environment in three-dimensional form
(representation level) and interact with them or test them virtually in a
straightforward manner (action level). The advantage of this is that companies can
find out prior to the real, physical market introduction and the costs and risks this
entails, whether the product innovation would meet with approval from potential
partners, co-producers and customers.
Adidas, for instance, created a virtual store in which the latest shoes from the
current collection can be tested on a training course and purchased for avatars. In
2007, the sports supplier promoted its new shoe, the A3 Microride, in Second Life.
The shoes were purchased around 23,000 times, thereby boosting real sales
(Andhra Cafe.com, 2007). In 2007, Sony Ericsson set up an interactive copy of its
CeBIT trade fair stand on its own island in Second Life. All product innovations
could be examined in detail and avatars could request advice from specially-trained
Sony Ericsson promoters (Sony Ericsson, 2007). Users can communicate with one
another through various forms of expression and can provide direct, swift
feedback. For example, information can be transmitted in Second Life in written
form via a chat window, orally through voice chat or by way of the body language
and gestures of an avatar (Kim, et al., 2008). This immediate feedback in various
levels allows not only almost true-to-life customer support, but also turns Second
Life according to the Media Richness Theory by Daft and Dengel (1986) into a
rich medium.
Three-dimensional, multimedia realization of this kind allows for a realistic
impression and improved understanding of the shape and dimensions of new
products. This approach is particularly compatible with innovations that require
some explanation. The energy company EnBW, for example, uses Second Life to
outline its innovative energy generation systems, including a geothermal power
h,
visitors can find out about the varying heat levels of the earth and the use of
geothermal energy as a regenerative source of energy (Schultze, 2008). It would
not be possible, on account of the cost involved and the health and safety
for real. Through the virtual depiction, however, the costs can be reduced and the
safety risks avoided. In addition, the users can also be shown abstract elements that
cannot be viewed with the naked eye. This means, on the one hand, that completely
14. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
A Multiple Case Study Analysis in Second Life
14
new perspectives that cannot be achieved in reality can be opened up and, on the
other hand, that innovations can be communicated to the target group in a more
comprehensible way.
Further to the realistic depiction, the advantage of Second Life also lies in the fact
that innovations can be clearly simulated in use scenarios. This not only means that
product benefits and added value are made clearer for the stakeholder group, but
also that the immersion here is considerably higher than on other Internet
platforms. For example, the latest model launched by a car manufacturer, such as
the Mercedes Benz C-Class (eMercedesBenz.com, 2007), can be experienced in
Second Life in a much more direct fashion than in a vehicle configurator on a
Website. After a virtual test-drive, a visitor to Second Life could say that he had
real world (Kim, et al., 2008). Through this ostensibly direct handling of the object
the users are given the illusion of directly experiencing it. Reservations regarding
the product can be reduced or even eliminated entirely, as there is no risk involved
in testing the products and there is no damage or wear and tear to the product.
To market new products, Deutsche Post delivered test packages containing a
selection of up-to-the-minute branded products. Those who requested the
Testbox on Post Island in Second Life received a free innovation package
containing products relating to a variety of changing subjects, such as wellbeing,
entertainment or cosmetics, which contained real products for testing. The Testbox
provided customers with information on the latest trends in a broad variety of
subject areas. Well-known manufacturers, including Nestlé, Wilkinson, Unilever
and the Burda Publishing company used this method to publicize new products,
test their sales potential, and gain feedback (Deutsche Post World Net, 2007).
Users could leave comments about the products on a separate evaluation page.
However, when virtually communicating and presenting product innovations, it
must be borne in mind that haptic experience and the real optical and acoustic
experience cannot be truly depicted on a 3D platform, despite the advanced
technical options now available. The examined virtual world Second Life is thus
only suitable to a limited extent for the presentation of new products. Despite
ongoing improvements, the platform is still unstable and plagued by system
crashes. Furthermore, the necessity to install a software, even if free available, and
to create an avatar is a barrier. Also the usability of Second Life, the use of avatars
and the behavior in this world has proven not to be intuitive, and are still not
intuitive, which keeps people away from this 3D environment.
4.3 Public Relations: Image Profiling as an
Innovative Player
In addition to the communication of new ideas and products, companies use
Second Life first and foremost as part of their PR work, for the purposes of image
profiling. If a company is active in the area of new, innovative media, it is likely to
be perceived by the public as an innovative player. The creation of a virtual
representation in itself, or the implementation of special 3D web measures, often
15. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
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garners free media coverage. For many companies, this was the original motivation
behind their involvement in Second Life. With the help of a virtual world, the
image of an innovative player can be strengthened twofold: first, by innovative
In order to consistently present itself as an innovation leader using this modern
form of Internet presence, the energy company EnBW set up a virtual branch, the
EnBW EnergyPark. It lives from interactive exhibits, film screenings, recruitment
events, lecture series and quiz shows. The EnBW EnergyPark combines innovative
communication measures with communication about company energy innovations,
which can be discovered interactively in the integrated InnovationCenter. While
the monthly quiz on everything relating to the topic of energy, where Linden
Dollars can be won and in which more than 75,000 visitors have taken part since
Autumn 2007, generates a relatively high level of traffic (EnBW Energie Baden-
Württemberg, 2009), the quantitative number of contacts in Second Life remains
low. In spring 2008, around 250 avatars daily were counted in the EnergyPark,
while the EnBW company homepage has approximately 15,000 visitors daily.
Nevertheless, the energy company succeeded in positioning itself in the public
perception as a well-versed Second Life expert. This played a significant part in
awakening interest in other company areas, so that new use options in virtual
worlds are also being considered for internal innovation communication
(Quelle InnovationsPartner, 2007a, 2007b; Schultze, 2008).
Deutsche Post also values the Web 3D as a suitable environment for an innovative
market presence. Thus, the consideration at the forefront in its involvement in
Second Life was that the communication for proven products, brands and services
could be carried out in a completely new way, allowing new creative perspectives
for communication to be uncovered. In this way, the logistics company hoped to
underline its position as an innovative communications service provider. In May
2007, the company opened its virtual presence as a true-to-life copy of its
headquarters in Bonn and tested new ideas by means of interactive promotions and
competitions. At all times attempts were made to connect both worlds, to provide
added value both online and offline, e.g. with the delivery of Testboxes and
postcards in the real world. While these promotions were extremely popular among
Second Life inhabitants, the actual use remained well below expectations, despite
extensive marketing measures. Only a couple of hundred avatars visited Post Island
weekly a total of just over 10,000 visitors within 9 months. The number of
postcards sent per week was only in triple figures. Yet, in spite of the lack of
response, Deutsche Post clearly displays how involvement in 3D wolds like
Second Life can help a company demonstrate its innovative power, imbue the
brand with emotions and position the company as an innovator (Jacob, 2008). It is
to be mentioned in this context that it is not so easy anymore for companies to
generate news value and thereby generate public relations benefit with a new one
with a presence in Second Life, because the public interest regarding Second Life,
has dropped significantly since 2007 (Google Trends, 2010).
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5 Conclusions and Future Research
The research study shows that Web 3D holds potential for innovation
communication. Because they are interactive, multimedia and three-dimensional,
virtual 3D worlds offer far-reaching opportunities to communicate innovations to
the various stakeholder groups of companies in a more easily comprehensible way.
By making product and service innovations available to users free of charge to be
tested without risk, users are given a clear and comprehensible idea of the
innovation. They can gain experience in handling the innovation and determine its
usefulness to them personally.
Several companies have recognized the usefulness of 3D worlds for innovation
communication. They use Second Life primarily as an innovative research
laboratory: to generate new ideas, to test innovations in products and services; to
experiment with modern modes of communication; to try out a new form of market
presence and thereby position themselves as an innovative company. Many of the
advantages of communication in Web 3D are based on the Internet as the method
of communication information is available, with context, irrespective of time and
location and content can be processed using a variety of media. What distinguishes
Web 3D from traditional online communication is the three-dimensional depiction
and use of objects and the interaction with avatars in this kind of world. Through
this form of presentation users gain a better idea of the innovation; they can test it
without any risk and thereby determine its usefulness. In this way, even before the
physical introduction to the market, companies can collect relevant information
regarding acceptance and use in the target groups.
Due to the increasing diffusion of online 3D games like World of Warcraft it can
be assumed that 3D online worlds will gain a fixed place in the digital sphere. They
are still at the beginning of a huge process of development, but they have the
potential to develop into the Internet of the future over the next few years. But even
if the number of progressive media users and gamers will continue to be
significantly greater, it not can be assumed from the current perspective that a
virtual 3D world like Second Life will become established as important
communication and co-creation platforms regarding innovation. From the point of
view of companies, the design options of the platform are still too limited. The
instability of the platform is also seen as a major disadvantage. The system often
crashes in the middle of a product presentation, leaving the users unable to login
again for several hours. Overall, company presences in Second Life are still used
too rarely by its inhabitants. Barriers to Internet users becoming a part of such 3D
world are, among other things, the need to install special software, set up a user
account and design a personal avatar. Additional hindrances are that the system has
very advanced technical requirements and that some users find operating or acting
via the avatar in this world too complicated. Of the case studies examined, only
EnBW is still active in Second Life. Starwood Hotels (July 2007), Adidas
(Summer 2007), Deutsche Post (February 2008), and Mercedes-Benz (March
2008) all withdrew from this parallel world.
17. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
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Although from today's perspective, the future of Second Life in particular is
unclear, there are several indicators that virtual worlds in general will continue to
develop themselves. New virtual worlds are still being developed and opened, for
Company, Metaversum. Further technological development of technological
platforms promises a more stable system environment and more comfortable and
intuitive operation in 3D worlds in the future. New visualization technologies will
result in improved graphics, with almost photo-realistic depiction of objects. Also
there are already promising developments in order to reduce the boundaries
between the different virtual worlds. IBM and Linden Lab are working
collaboratively on the Open Grid Protocol (Linden Research, 2008) which will
allow
without restriction.
The potential applications and the popularity of the upcoming virtual 3D worlds
will determine the extent to which companies integrate such platforms into their
innovation communication. On the basis of the potential and limitations of 3D
worlds for innovation communication identified and outlined in this study, further
research is required in order to illustrate, in quantitative terms, the benefits and
corporate added value of such platforms. This will entail the further systematic
study of virtual worlds in media science, communications science and economic
science.
Bettina Maisch holds a degree in electronic business as well as a degree in social
and business communication from the University of the Arts in Berlin, Germany. She
gained several years of work experience in the international advertising network of
Ogilvy and in the marketing department of the German research and development
network of Fraunhofer Society before commencing her PhD candidature at the
Institute for Media and Communications Management at the University of St.Gallen,
Switzerland. Her current research focuses on the potential of web 2.0 applications
such as wikis, weblogs and social networks for the communication of innovations. In
her dissertation, Bettina investigates the influencing factors of Facebook on the
market introduction of electric cars. During her PhD study she also spend one year
as a visiting researcher at the Center for Design Research at Stanford University.
Katrin Tobies studied communication management, business science, sociology,
and politics in Berlin before starting her PhD at the Excellence Center for Innovation
and Technology Communication at the University of Leipzig. Her dissertation
investigates the subject of communication in space as an instrument of innovation
communication. Her further research interests comprise innovation management, live
communication, design & innovation, and open government. Katrin Tobies is
currently working for the Berlin Senate Department for Economics and
Technology where she manages European projects on open innovation, innovation
support and cluster development in the fields of digital media and creative industries.
Prior to this, she has gained several years of work experience as a researcher and
public relations consultant to several organizations in industry, science and culture.
Lastly, she was research assistant and lecturer at the Games & Interactive Media
Competence Centre of the Berlin University of Applied Sciences.
18. Innovation Journalism Vol 7(9) November 21 2010 Maisch & Tobies: Innovation Communication in Virtual Worlds:
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