Co-creation

Qualitative research

Quantitative research

Fieldwork (Panel of 10,000 residents)


Qualitative research

  Freeing the respondent from social constraints and taking advantage of the interactivity.

 


Second Life® is a medium that allows for such unprecedented degrees of engagement from the consumer thanks to the interactivity: the consumer is not just exposed to a concept or even a video, he is immersed in a simulation. Therefore, he has the possibility to effectively experience the product, its values, benefits… meaning that he can explore at his pace, go where he wants to and moreover share this experience with others. That raises the psychological engagement in a way a 2D medium (concept board, ad, video…) cannot.

 

 
  On the other hand, the anonymity of being present through the avatar makes some people more confident.  
 


EXAMPLE OF QUALITATIVE RESEARCH:

Virtual focus groups for the beta-test of Sims

 


Exploratory study via face-to-face in-world interviews to investigate the interactions between Real Life & Second Life®

 


Click here to access testimonial

 

 

Second Life® and Linden Lab® are registered tradmarks of Linden Research, Inc. No infrigement is intended.

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