Re-Invention of Applicable Innovations: The Case of Virtual Worlds

Saggi Nevo, Daniel Nevo · 2011

Although 3D immersive virtual worlds such as Active Worlds, Second Life, and There have been in existence for several years, their organizational use is limited and falls short of their recreational use (e.g., social and entertainment activities). In this paper we build on the diffusion of innovations and lateralization of the brain literatures to link recreational and organizational use of virtual worlds. Specifically, we theorize that play-time with virtual worlds (i.e., their use under recreational context) is conducive for re-inventing these technologies as beneficial tools for the workplace, impacting intentions to use them in the work context. The empirical evidence provides encouraging support, suggesting that organizations can leverage play-time to enhance adoption and diffusion of virtual worlds. This paper contributes to our understanding of the interplay between work and life in the context of technology use.

Read the paper · More papers on PaperTik