2008
DOI: 10.1080/17493460903020216
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Productivity and Play in Organizations: Executive Perspectives on the Real-World Organizational Value of Immersive Virtual Environments

Abstract: In exploring the productive potential of virtual worlds, one relevant line of inquiry is the degree to which immersive online environments can support the objectives of real-world enterprises. Despite the favorable treatment of virtual worlds in the popular and business press, organizations remain cautious in their acceptance and adoption of virtual environments. Since there is a dearth of academic literature on this facet of the virtual world phenomenon, this research aims to provide an assessment of executiv… Show more

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Cited by 4 publications
(2 citation statements)
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“…In this effort, one would find relevant research to be in a nascent stage and spread across many academic disciplines (Sairamesh et al 2004). What research there is can be characterized as cautiously optimistic with respect to the practical value of virtual environments to organizations (e.g., Davis et al 2009;Mennecke et al 2007), but also discussing a wide array of caveats relating to issues of trust, privacy, security, reputation, and the quality of content and applications (Boulos et al 2007;Hansen et al 2009;Sairamesh et al 2004). Indeed, Second Life and other virtual worlds have largely been designed as open systems in which many modes of experience are possible, rendering it impossible to foresee all applications and situations that will emerge as users pursue a variety of tasks (Galimberti et al 2001).…”
Section: The Equivocality Of Virtual Worldsmentioning
confidence: 99%
“…In this effort, one would find relevant research to be in a nascent stage and spread across many academic disciplines (Sairamesh et al 2004). What research there is can be characterized as cautiously optimistic with respect to the practical value of virtual environments to organizations (e.g., Davis et al 2009;Mennecke et al 2007), but also discussing a wide array of caveats relating to issues of trust, privacy, security, reputation, and the quality of content and applications (Boulos et al 2007;Hansen et al 2009;Sairamesh et al 2004). Indeed, Second Life and other virtual worlds have largely been designed as open systems in which many modes of experience are possible, rendering it impossible to foresee all applications and situations that will emerge as users pursue a variety of tasks (Galimberti et al 2001).…”
Section: The Equivocality Of Virtual Worldsmentioning
confidence: 99%
“…Researchers have highlighted the opportunities that virtual worlds provide for novel ways of interacting and working (e.g., Bray and Konsynski 2007;Hansen et al 2009;Ives and Junglas 2008), while others have developed research agendas for exploring the new capabilities of virtual worlds (e.g., Davis et al 2009;Mennecke et al 2008;Messinger et al 2009). Additionally, a number of IS journals have recently published calls for special issues dedicated to the topic of virtual worlds (e.g., MIS Quarterly and the…”
Section: Why Is This Phenomenon Interesting and Important For Informamentioning
confidence: 99%