Innovation Gaming: An Immersive Experience Environment Enabling Co-creation
TypeChapitres d'ouvrages scientifiques
A number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User-Centred Design (Von Hippel, 2005), as well as User-Centred Open Innovation Ecosystems (Pallot, 2009a) are promoting distributed collaboration among organisations and user communities. However, project stakeholders are mainly trained for improving their individual skills through learning experience (i.e. practical exercises, role playing game) rather than getting a live user experience through immersive environments (e.g. Virtual Reality, Serious Games) that could unleash their creativity potential. This chapter introduces the findings of a study on serious gaming, which discusses various aspects of games and explores a number of issues related to the use of innovation games for enabling user co-creation in the context of collaborative innovation and experiential Living Labs.
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PILLAI, Jayesh S.; ATHAVANKAR, Uday A.; SCHMIDT, Colin; RICHIR, Simon (Springer, 2013)‘Presence’, the sense of being inside a virtual environment evoked with the help of computer mediation, has come to be a subject well explored in the field of virtual reality. Studies on mental imagery confirm that we can ...
PILLAI, Jayesh S.; SCHMIDT, Colin; RICHIR, Simon (Axel Cleeremans, Université Libre de Bruxelles, 2013)The sense of “Presence” (evolving from “telepresence”) has always been associated with virtual reality research and is still an exceptionally mystifying constituent. Now the study of presence clearly spans over various ...
PILLAI, Jayesh S.; RICHIR, Simon; SCHMIDT, Colin (2013)Art and technology always evolved simultaneously, often inspiring and complimenting each other. This can be observed at every point in the history of media technologies. We suggest that the evolution of media has always ...
TCHA-TOKEY, Katy; SCHMIDT, Colin; GESLIN, Erik; RICHIR, Simon (Association for Computing Machinery, 2020)In this paper, we argue in favour of using an immersive Virtual Environment (VE) in order to improve human capabilities. We develop this idea in order to advance the potential of VEs in enhancing humans. Training with VEs ...
EYNARD, Rémy; PALLOT, Marc; CHRISTMANN, Olivier; RICHIR, Simon (2015)Understanding the user experience has become over the last decade a major concern for both scientific community and industry. In the field of virtual reality, user experience models have already been established, however, ...