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Virtual Worlds as Environments for Virtual Customer Integration
16 references·2 citing·49 second hop
Virtual Worlds as Environments for Virtual Customer Integration (2012)Virtual Worlds as Environments for Virtua…Designing Virtual Worlds (2025)Designing Virtual WorldsThe Open Innovation Marketplace: Creating Value in the Challenge Driven Enterprise (2011)The Open Innovation Marketpla…Avatar-based innovation: Using virtual worlds for real-world innovation (2009)Avatar-based innovation: Usin…Media, Tasks, and Communication Processes: A Theory of Media Synchronicity1 (2008)Media, Tasks, and Communicati…Engaging E-Learning in Virtual Worlds: Supporting Group Collaboration (2008)Engaging E-Learning in Virtua…Virtual product experience and customer participation—A chance for customer-centred, really new products (2006)Virtual product experience an…Managing the Risk of Customer Integration (2005)Managing the Risk of Customer…Growing Modular: Mass Customization of Complex Products, Services and Software (2005)Growing Modular: Mass Customi…Open Innovation: The New Imperative for Creating and Profiting from Technology (2003)Open Innovation: The New Impe…The virtual customer (2002)The virtual customerDesigning Virtual Customer Environments for New Product Development: Toward a Theory (2002)Designing Virtual Customer En…Virtual prototyping for customized product development (1998)Virtual prototyping for custo…Testing Media Richness Theory in the New Media: The Effects of Cues, Feedback, and Task Equivocality (1998)Testing Media Richness Theory…Customer Integration — Kundenintegration als Leitbild für das Business-to-Business-Marketing (1996)Customer Integration — Kunden…“Sticky Information” and the Locus of Problem Solving: Implications for Innovation (1994)“Sticky Information” and the …Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Virtuelle Kundenintegration (2018)Virtuelle KundenintegrationUse Cases for Gamification in Virtual Museums (2013)Use Cases for Gamification in…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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(1969)Bridging Space Over Time: Global Virtual Team Dynamics and Effectiveness (2000)Informational Influence in Organizations: An Integrated Approach to Knowledge Adoption (2003)Experimental Design: Procedures for the Behavioral Sciences (2013)The Knowledge-Creating Company (1995)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)The Knowledge-Creating Company (1998)Customer Engagement: Exploring Customer Relationships Beyond Purchase (2012)Service Innovation: A Service-Dominant Logic Perspective1 (2015)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Extended Self in a Digital World: Table 1. (2013)Explicating dynamic capabilities: the nature and microfoundations of (sustainable) enterprise performance (2007)Business Model Innovation: Opportunities and Barriers (2009)The Business Model: Recent Developments and Future Research (2011)
this work references cited by second hop

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology75,250 cited
  • 2003Open Innovation: The New Imperative for Creating and Profiting from Technology9,367 cited
  • 1994“Sticky Information” and the Locus of Problem Solving: Implications for Innovation3,752 cited
  • 2008Media, Tasks, and Communication Processes: A Theory of Media Synchronicity11,618 cited
  • 2025Designing Virtual Worlds1,173 cited
  • 1998Testing Media Richness Theory in the New Media: The Effects of Cues, Feedback, and Task Equivocality1,057 cited
  • 2002Designing Virtual Customer Environments for New Product Development: Toward a Theory1,025 cited
  • 2002The virtual customer527 cited
  • 2006Virtual product experience and customer participation—A chance for customer-centred, really new products388 cited
  • 2009Avatar-based innovation: Using virtual worlds for real-world innovation316 cited
  • 2005Managing the Risk of Customer Integration253 cited
  • 1998Virtual prototyping for customized product development84 cited
  • 1996Customer Integration — Kundenintegration als Leitbild für das Business-to-Business-Marketing66 cited
  • 2005Growing Modular: Mass Customization of Complex Products, Services and Software61 cited

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2008
Engaging E-Learning in Virtual Worlds: Supporting Group Collaboration
53 cited
  • 2011The Open Innovation Marketplace: Creating Value in the Challenge Driven Enterprise50 cited
  • Cited by

    • 2013Use Cases for Gamification in Virtual Museums21 cited
    • 2018Virtuelle Kundenintegration5 cited