Now showing 1 - 5 of 5
  • Publication
    Innovation Co-Creation In A Virtual World
    (Association for Information Systems (AIS), 2012-06-10) ; ;
    The emergence of web-based technologies has radically influenced the ways in which individuals around the world communicate, represent themselves, share ideas, and otherwise interact with one another (Ward and Sonneborn, 2009; Rogers, 2003). In particular, these technologies allow people to communicate directly with one another and to share and shape their own experiences; as a result, customers and other organisational stakeholders are increasingly involved in the design of products and services (Ramaswamy and Gouillart, 2010, p. 102). During innovation co-creation specifically, customers take an active and creative role in the intentional and successful adoption and application of ideas, processes, products or procedures that are new to the adopting organization. This study carries out six case studies of innovation co-creation in the virtual world of Second Life. Virtual worlds allow users to engage in highly active and participatory forms of co-creation that are difficult if not impossible to replicate in other environments. The study explores collaborative processes used for innovation co-creation in virtual worlds. In particular, the study presents an analysis of behaviours used to facilitate innovation co-creation in virtual world projects and the factors that affect it. The study leverages this analysis to derive practical recommendations for virtual world users and virtual world designers that can be used to stimulate and support innovation co-creation in virtual worlds.
  • Publication
    The Road Less Travelled: A New Perspective On Sustained Competitive Advantage Through Knowledge Creation
    Knowledge and intellectual capital have become the primary bases upon which organisations construct their core competencies and are increasingly seen as the key to superior organisational performance (Lubit, 2001). At the same time, both the need to and difficulty associated with developing sustainable competitive advantages are rapidly increasing (ibid.). This paper argues that two roads lead to sustained competitive advantage in firms. The well-travelled road is largely based on conceptualising knowledge in terms of information and data and attempting to leverage organisational knowledge by focusing on the management and utilisation of information in organisations. The road less travelled is based on recognising the power of knowledge in general, and knowledge creation in particular, to stimulate creativity and innovation in organisations leading to sustained competitive advantage. On this road, it is recognised that truly innovative organisations 'do not simply process information… they actually create new knowledge and information, from the inside out, in order to redefine both problems and solutions and, in the process, to re-create the environment' (Nonaka and Takeuchi, 1995, p.56). Despite the promise of the road less travelled, existing perspectives on knowledge creation are beset with a variety of epistemological and methodological problems. This paper develops a new perspective on knowledge creation by delving into existing conceptualisations and classifications of knowledge in literature, exploring the philosophical assumptions upon which they are based, probing the conceptual and methodological issues that surround these views and articulating a new perspective on knowledge creation to guide future research efforts.
  • Publication
    Business model innovation: a temporal perspective
    Recent years have seen an explosion in the number of academic and practitioner-oriented publications on business models and business model innovation. Indeed, companies that traditionally focused on product and service innovation, are turning toward business model innovation as an alternative orcomplement to product or process innovation. Nevertheless, companies struggle to innovate the business models through which commercialisable new ideas and technologies will pass. At the same time, the literature remains skewed toward product and process innovation rather than business model innovation. This paper highlights the need for a temporal view of the business model innovation process and proposes a conceptual model of the business model innovation process to enable organisations to identify, model and prioritise potential business models. It also develops a prioritisation framework to be used for ranking alternative business models and to form part of an IT-based business model decision support system.
  • Publication
    Where The Streets Have No Name: Exploration and exploitation in novel digital settings
    (Association for Information Systems, 2014-06-11) ; ;
    Organizations are caught in a struggle to capitalize on existing strengths and competencies whilst pursuing new opportunities. To succeed, they must strike a balance between exploration and exploitation (March, 1991). A significant amount of research looks at how ambidextrous organizations do both simultaneously; but fails to address key questions about exploration and exploitation (i) in novel settings, (ii) at a micro level, (iii) over time. In particular, few studies take the impact on environment novelty into account or look at the role of Information and Communication Technologies (ICTs). This study therefore investigates the dynamics of organizational exploration and exploitation in the virtual world of Second life. The study reveals that transitions between exploration and exploitation are triggered by changes in perceived environmental complexity over time. The paper presents a new conceptual framework which identifies some of the main factors affecting the dynamics of this process and shows how their significance changes over time.
  • Publication
    Virtual Worlds: S(t)imulating Creativity in Decision Making
    (Taylor and Francis, 2011-04) ;
    The significance of the earliest phase of decision making stems from the fact that decision makers 'frame' problems during this phase. These frames shape all subsequent decision making phases, fundamentally conditioning decision making outcomes. Avenues not considered at this stage are unlikely to be considered in the future. Further, decision making is most creative at these stages: there is a great deal of uncertainty at play but there are fewer constraints and there is less at stake. This paper argues that virtual worlds offer a potent combination of social, sensory and simulational capabilities that can stimulate creativity in decision making; and it also reports the findings of an investigation of the behavioural and cognitive aspects of creative decision making in Second Life®. The findings illustrate that Second Life users are faced with a kind of 'tyranny of freedom': if anything is possible, where does one start? The answer appears to lie in a kind of 'retrospective foresight' whereby decision makers draw upon prior experiences and use analogical reasoning to articulate metaphorical systems of thought.
      219Scopus© Citations 6