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The Virtual Experience Economy: A Service-Dominant Logic Perspective

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The Virtual Experience Economy: A Service-Dominant Logic Perspective. / Gadalla, Eman.
Handbook on 3D3C Platforms: Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce. ed. / Yesha Sivan. Springer, 2015. p. 271-292.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

Gadalla, E 2015, The Virtual Experience Economy: A Service-Dominant Logic Perspective. in Y Sivan (ed.), Handbook on 3D3C Platforms: Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce. Springer, pp. 271-292. https://doi.org/10.1007/978-3-319-22041-3_10

APA

Gadalla, E. (2015). The Virtual Experience Economy: A Service-Dominant Logic Perspective. In Y. Sivan (Ed.), Handbook on 3D3C Platforms: Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce (pp. 271-292). Springer. https://doi.org/10.1007/978-3-319-22041-3_10

Vancouver

Gadalla E. The Virtual Experience Economy: A Service-Dominant Logic Perspective. In Sivan Y, editor, Handbook on 3D3C Platforms: Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce. Springer. 2015. p. 271-292 doi: 10.1007/978-3-319-22041-3_10

Author

Gadalla, Eman. / The Virtual Experience Economy : A Service-Dominant Logic Perspective. Handbook on 3D3C Platforms: Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce. editor / Yesha Sivan. Springer, 2015. pp. 271-292

Bibtex

@inbook{820028b761674e28a05bbda2d6df350a,
title = "The Virtual Experience Economy: A Service-Dominant Logic Perspective",
abstract = "Marketers and advertisers are interested in using 3D3C worlds as sites for engaging consumers in deeper and more sustaining ways. In this chapter, an integrated conceptual model for the virtual experience grounded in the emerging service-dominant (S-D) logic is developed. This integrated conceptualization offers a broadened view of 3D3C worlds through evaluating the Pine and Gilmore (Harvard Business Review, July–August:97–105, 1998) conceptualization of the experience economy within the 3D3C context. It becomes evident that this conceptualization is less relevant to the virtual context and cannot be applied without modifications. The model developed and presented identifies that the virtual experience is centered on two dimensions: first, the type of interaction within the virtual experience, that is, individual versus collaborative interaction and second, the context of interaction: virtual consumption versus real life consumption (i.e., the interplay between 3D3C worlds and real life). The emerging concepts of service-dominant logic are presented as a means to reframe and improve the marketing experience for increased relevance and impact within 3D3C worlds.",
author = "Eman Gadalla",
year = "2015",
doi = "10.1007/978-3-319-22041-3_10",
language = "English",
isbn = "9783319220406",
pages = "271--292",
editor = "Yesha Sivan",
booktitle = "Handbook on 3D3C Platforms",
publisher = "Springer",

}

RIS

TY - CHAP

T1 - The Virtual Experience Economy

T2 - A Service-Dominant Logic Perspective

AU - Gadalla, Eman

PY - 2015

Y1 - 2015

N2 - Marketers and advertisers are interested in using 3D3C worlds as sites for engaging consumers in deeper and more sustaining ways. In this chapter, an integrated conceptual model for the virtual experience grounded in the emerging service-dominant (S-D) logic is developed. This integrated conceptualization offers a broadened view of 3D3C worlds through evaluating the Pine and Gilmore (Harvard Business Review, July–August:97–105, 1998) conceptualization of the experience economy within the 3D3C context. It becomes evident that this conceptualization is less relevant to the virtual context and cannot be applied without modifications. The model developed and presented identifies that the virtual experience is centered on two dimensions: first, the type of interaction within the virtual experience, that is, individual versus collaborative interaction and second, the context of interaction: virtual consumption versus real life consumption (i.e., the interplay between 3D3C worlds and real life). The emerging concepts of service-dominant logic are presented as a means to reframe and improve the marketing experience for increased relevance and impact within 3D3C worlds.

AB - Marketers and advertisers are interested in using 3D3C worlds as sites for engaging consumers in deeper and more sustaining ways. In this chapter, an integrated conceptual model for the virtual experience grounded in the emerging service-dominant (S-D) logic is developed. This integrated conceptualization offers a broadened view of 3D3C worlds through evaluating the Pine and Gilmore (Harvard Business Review, July–August:97–105, 1998) conceptualization of the experience economy within the 3D3C context. It becomes evident that this conceptualization is less relevant to the virtual context and cannot be applied without modifications. The model developed and presented identifies that the virtual experience is centered on two dimensions: first, the type of interaction within the virtual experience, that is, individual versus collaborative interaction and second, the context of interaction: virtual consumption versus real life consumption (i.e., the interplay between 3D3C worlds and real life). The emerging concepts of service-dominant logic are presented as a means to reframe and improve the marketing experience for increased relevance and impact within 3D3C worlds.

U2 - 10.1007/978-3-319-22041-3_10

DO - 10.1007/978-3-319-22041-3_10

M3 - Chapter

SN - 9783319220406

SP - 271

EP - 292

BT - Handbook on 3D3C Platforms

A2 - Sivan, Yesha

PB - Springer

ER -