TY - GEN
T1 - Gaming and the Metaverse
T2 - 43rd International Conference on Information Systems: Digitization for the Next Generation, ICIS 2022
AU - Nickerson, Jeffrey V.
AU - Seidel, Stefan
AU - Te'eni, Dov
AU - Zalmanson, Lior
N1 - Publisher Copyright:
© 2022 International Conference on Information Systems, ICIS 2022: "Digitization for the Next Generation". All Rights Reserved.
PY - 2022
Y1 - 2022
N2 - Video games and its industry are leading practice in a variety of digital domains including autonomous design (procedural generation with AI) and real-time user/community engagement mechanisms. The gaming industry has been experimenting with various business and revenue models, pioneering many areas of data-driven design and innovation management, and blurring the lines between work and leisure. With the rising interest in building Metaverses and immersive experience design, many firms look at open-world videogames as the default model. Despite their cultural and digital importance, game environments are rarely the subject of IS research. They still carry stigmas of not being serious business or generalized enough for scholarly consideration. The PDW aims to formulate the effect of games, their artifacts, environments, and business models on the larger IS scholarship and draw a way forward for greater engagement of IS scholarship within the video game industry.
AB - Video games and its industry are leading practice in a variety of digital domains including autonomous design (procedural generation with AI) and real-time user/community engagement mechanisms. The gaming industry has been experimenting with various business and revenue models, pioneering many areas of data-driven design and innovation management, and blurring the lines between work and leisure. With the rising interest in building Metaverses and immersive experience design, many firms look at open-world videogames as the default model. Despite their cultural and digital importance, game environments are rarely the subject of IS research. They still carry stigmas of not being serious business or generalized enough for scholarly consideration. The PDW aims to formulate the effect of games, their artifacts, environments, and business models on the larger IS scholarship and draw a way forward for greater engagement of IS scholarship within the video game industry.
KW - Gamification
KW - Innovation
KW - Metaverse
KW - Video Games
KW - Virtual Worlds
UR - http://www.scopus.com/inward/record.url?scp=85173996522&partnerID=8YFLogxK
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AN - SCOPUS:85173996522
T3 - International Conference on Information Systems, ICIS 2022: "Digitization for the Next Generation"
BT - International Conference on Information Systems, ICIS 2022
PB - Association for Information Systems
Y2 - 9 December 2022 through 14 December 2022
ER -