The emergence of virtual worlds (VWs), parallel to the development of new technologies, comes with a shift in digital interaction, creativity, and innovation, opening new paths to the implementation of new generation technolo- gies, establishing VWs as a significant component of con- temporary digital culture (Bartle, 2003). Virtual Worlds are environments that blend virtual elements with aspects of reality, increasingly recognized for their potential to drive innovation and economic activities (Dionisio et al., 2013). As technology advanced and user expectations evolved, open innovation emerged as a relevant approach for their design and development (Kohler et al., 2011; von Hippel, 1986), offering new pathways for users to actively partici- pate in the creation process, reshaping how users interact and contribute with user-generated content (Wielinga & Robijn, 2023). This demands for new approaches to how design occurs into open, collaborative, and tech-enhan- ced environments. The popularity of UGC across these platforms is evident in platforms such as Roblox, that fosters a collaborative ecosystem where developers and creators monetize their user-generated content through virtual goods and game experiences (Gupta et al., 2022). Fortnite, blending enter- tainment and commerce with immersive virtual concerts and branded collaborations (Kastrenakes, 2020), And Decentraland that, leveraging blockchain technology, introduces decentralized governance and NFTs, enabling creators to establish ownership over virtual assets and engage in peer-to-peer transactions (Decentraland, 2017; Goanta, 2020). Based on the literature, despite the opportunities due to such VWs-empowered new ways of generating and uti- lizing knowledge, open innovation for UGC creation in VWs is facing three interrelated and multi-level challen- ges. There are (1) no comprehensive frameworks integra- ting technical, social, and creative dimensions; (2) Lack of support for effective creative participation in VWs, and (3) the need of balancing creative freedom with the gene- ration of solutions which are relevant to their end-users. (Nolte et al., 2022; Füller, Hutter, & Faullant, 2011; Graham et al., 2013; Rzeszewski & Evans, 2020; Friedman & Hendry, 2019; Graham et al., 2013; Maloney & Freeman, 2020) This study examines the capacity of game-related VWs to enable user-generated experiences (UGE) creation through open innovation processes, aiming to address critical gaps within these practices while balancing acces- sibility, creativity and governance through a design-driven approach and posing the following research question: How can creative processes be designed to provide uni- fied methods, enhance sustainable creativity, and support community engagement in open innovation processes for user-generated content creation within virtual worlds? The methodology combines literature review, case stu- dies, and participatory design approaches to propose an integrated, user-centered framework inspired by ser- vice design methodologies, designed for the creation of immersive experiences that enable innovation through a consistent and adaptable process and enhance effective collaborative practices supporting the democratization of content creation. The framework has been validated through a series of two one-day workshops, involving a group of six designers with different nationalities and backgrounds, each bringing varying levels of expertise in communication and interaction design. This selection was intentional, as it ensured representation across a spectrum of potential end-users, allowing for a more comprehensive evaluation of the framework’s applicability and effective- ness in real-world design scenarios. Leveraging insights from platforms such as Roblox, Decentraland and For- tnite, this study reflects on the dynamics of user partici- pation in creating immersive experiences and elaborates a framework for favouring open innovation in such envi- ronments. Practically, it provides guidelines for integrating emerging technologies into participatory design pro- cesses. Future research could explore AI ethics in UGC moderation, cross-platform interoperability, and the role of metaverse standards in scaling virtual economies. In conclusion, as VWs evolve into foundational compo- nents of the digital culture, addressing the challenges of open innovation demands holistic, adaptive solutions. By prioritizing user agency, and technological empowerment, this study contributes as a roadmap for building VWs that are not only creative playgrounds but also engines of inclusive growth.
L’emergere dei Virtual Worlds (VWs), parallelamente allo sviluppo delle nuove tecnologie, sta portando a un cambiamento nell'interazione digitale, nella creatività e nell’innovazione, aprendo nuove strade per l’implementazione di tecnologie di nuova generazione e affermando i VWs come una componente significativa della cultura digitale contemporanea (Bartle, 2003). I VWs sono ambienti che combinano elementi virtuali con aspetti della realtà, sempre più riconosciuti per il loro potenziale nell’innovazione e nelle attività economiche (Dionisio et al., 2013). Con l’avanzare della tecnologia e l’evoluzione delle aspettative degli utenti, l’open innovation è emersa come un approccio rilevante per la progettazione e lo sviluppo di questi ambienti (Kohler et al., 2011; von Hippel, 1986), offrendo nuove modalità di partecipazione attiva degli utenti nel processo di creazione e ridefinendo il modo in cui essi interagiscono e contribuiscono con User-generated-content (UGC) (Wielinga & Robijn, 2023). Ciò richiede nuovi approcci alla progettazione, in ambienti aperti, collaborativi e potenziati dalle nuove tecnologie. La popolarità di User-generated-content (UGC) è evidente in piattaforme come Roblox, che favorisce un ecosistema collaborativo in cui sviluppatori e creatori monetizzano i propri contenuti attraverso beni virtuali ed esperienze di gioco (Gupta et al., 2022), Fortnite, che fonde intrattenimento e commercio con concerti virtuali immersivi e collaborazioni con marchi famosi (Kastrenakes, 2020), e Decentraland, che sfrutta tecnologie blockchain per introdurre una governance decentralizzata e un sistema di commercio NFT, consentendo ai creatori di stabilire la proprietà sui beni virtuali e di partecipare a transazioni peer-to-peer (Decentraland, 2017; Goanta, 2020). Dalla letteratura emerge che, nonostante le opportunità offerte dai VWs, l'open innovation per la creazione di UGC in questi ambienti si scontra con tre sfide principali: (1) l’assenza di framework completi che integrino dimensioni tecniche, sociali e creative; (2) la mancanza di supporto per una partecipazione creativa efficace nei VWs; e (3) la necessità di bilanciare la libertà creativa con la generazione di soluzioni rilevanti per gli utenti finali (Nolte et al., 2022; Füller, Hutter, & Faullant, 2011; Graham et al., 2013; Rzeszewski & Evans, 2020; Friedman & Hendry, 2019; Graham et al., 2013; Maloney & Freeman, 2020). Questo studio analizza la capacità dei VWs legati al mondo del gaming di favorire la creazione di user-generated experiences (UGE) attraverso processi di innovazione aperta. L’obiettivo è affrontare le principali lacune esistenti, bilanciando accessibilità, creatività e governance attraverso un approccio design-driven. La ricerca si pone la seguente domanda: Come possono essere progettati i processi creativi per fornire metodi unificati, migliorare il supporto a sostegno della creatività e supportare il coinvolgimento della community nei processi di innovazione aperta per la creazione di UGE nei Virtual Worlds? La metodologia adottata combina una literature review, case studies e un approccio partecipativo al design per proporre un framework integrato e user-centered, ispirato alle metodologie di service design. Questo framework è stato concepito per supportare la creazione di esperienze immersive che favoriscano l’innovazione attraverso un processo coerente e adattabile, migliorando le pratiche collaborative e promuovendo la democratizzazione della creazione di contenuti. La validazione del framework è avvenuta attraverso due workshop di un giorno ciascuno, coinvolgendo sei designer di nazionalità e background diversi, con vari livelli di esperienza in design della comunicazione e design dell’interazione. Questa selezione è stata intenzionale per garantire una rappresentazione ampia di potenziali utenti finali, permettendo una valutazione più approfondita dell’applicabilità ed efficacia del framework in scenari di progettazione reali. Basandosi su insight provenienti da piattaforme come Roblox, Decentraland e Fortnite, questo studio riflette sulle dinamiche della partecipazione degli utenti nella creazione di esperienze immersive ed elabora un framework per favorire l’innovazione aperta in questi ambienti. Ulteriori ricerche future potrebbero approfondire temi come l’etica dell’AI nella moderazione degli UGC e l’interoperabilità cross-platform. Dando priorità all’agency degli utenti e al potenziamento tecnologico, questo studio si propone come una roadmap per costruire VWs che non siano solo spazi creativi, ma anche motori di crescita inclusiva.
User generated experiences in virtual worlds : a design-driven open innovation framework for ugc creation
Ventura, Riccardo
2023/2024
Abstract
The emergence of virtual worlds (VWs), parallel to the development of new technologies, comes with a shift in digital interaction, creativity, and innovation, opening new paths to the implementation of new generation technolo- gies, establishing VWs as a significant component of con- temporary digital culture (Bartle, 2003). Virtual Worlds are environments that blend virtual elements with aspects of reality, increasingly recognized for their potential to drive innovation and economic activities (Dionisio et al., 2013). As technology advanced and user expectations evolved, open innovation emerged as a relevant approach for their design and development (Kohler et al., 2011; von Hippel, 1986), offering new pathways for users to actively partici- pate in the creation process, reshaping how users interact and contribute with user-generated content (Wielinga & Robijn, 2023). This demands for new approaches to how design occurs into open, collaborative, and tech-enhan- ced environments. The popularity of UGC across these platforms is evident in platforms such as Roblox, that fosters a collaborative ecosystem where developers and creators monetize their user-generated content through virtual goods and game experiences (Gupta et al., 2022). Fortnite, blending enter- tainment and commerce with immersive virtual concerts and branded collaborations (Kastrenakes, 2020), And Decentraland that, leveraging blockchain technology, introduces decentralized governance and NFTs, enabling creators to establish ownership over virtual assets and engage in peer-to-peer transactions (Decentraland, 2017; Goanta, 2020). Based on the literature, despite the opportunities due to such VWs-empowered new ways of generating and uti- lizing knowledge, open innovation for UGC creation in VWs is facing three interrelated and multi-level challen- ges. There are (1) no comprehensive frameworks integra- ting technical, social, and creative dimensions; (2) Lack of support for effective creative participation in VWs, and (3) the need of balancing creative freedom with the gene- ration of solutions which are relevant to their end-users. (Nolte et al., 2022; Füller, Hutter, & Faullant, 2011; Graham et al., 2013; Rzeszewski & Evans, 2020; Friedman & Hendry, 2019; Graham et al., 2013; Maloney & Freeman, 2020) This study examines the capacity of game-related VWs to enable user-generated experiences (UGE) creation through open innovation processes, aiming to address critical gaps within these practices while balancing acces- sibility, creativity and governance through a design-driven approach and posing the following research question: How can creative processes be designed to provide uni- fied methods, enhance sustainable creativity, and support community engagement in open innovation processes for user-generated content creation within virtual worlds? The methodology combines literature review, case stu- dies, and participatory design approaches to propose an integrated, user-centered framework inspired by ser- vice design methodologies, designed for the creation of immersive experiences that enable innovation through a consistent and adaptable process and enhance effective collaborative practices supporting the democratization of content creation. The framework has been validated through a series of two one-day workshops, involving a group of six designers with different nationalities and backgrounds, each bringing varying levels of expertise in communication and interaction design. This selection was intentional, as it ensured representation across a spectrum of potential end-users, allowing for a more comprehensive evaluation of the framework’s applicability and effective- ness in real-world design scenarios. Leveraging insights from platforms such as Roblox, Decentraland and For- tnite, this study reflects on the dynamics of user partici- pation in creating immersive experiences and elaborates a framework for favouring open innovation in such envi- ronments. Practically, it provides guidelines for integrating emerging technologies into participatory design pro- cesses. Future research could explore AI ethics in UGC moderation, cross-platform interoperability, and the role of metaverse standards in scaling virtual economies. In conclusion, as VWs evolve into foundational compo- nents of the digital culture, addressing the challenges of open innovation demands holistic, adaptive solutions. By prioritizing user agency, and technological empowerment, this study contributes as a roadmap for building VWs that are not only creative playgrounds but also engines of inclusive growth.File | Dimensione | Formato | |
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VENTURA_POSTER.pdf
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VENTURA_FRAMEWORK.pdf
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VENTURA_THESIS.pdf
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https://hdl.handle.net/10589/234921