Virtual reality technology based corporates have been developing user-driven open markets for over a decade. The most
noticeable initial player was Linden Lab, the service provider of Second Life that launched its metaverse world in 2003.
The main features of the service were collaborative VR creation interfaces, individual asset management systems, and
the virtual currency named Linden dollar. By the main interaction/interface structure, the residents of Second Life could
create a pixel world of their own imagination, reserve the value of digital experiences, and exchange the value of
imagination, and experience individually or collectively. A decade of life experience of the virtual world gave us lessons of
how people interact, communicate, and evaluate virtual goods and experiences. The recent HMD technology emerged
the second round of consumer-based Social VR platform race that has become more immersive, realistic, and user-
centred.
Relating to the technological leap, recent appeals of Social VR platforms have drawn a great attention from public:
Project Sansar of Linden Lab, High Fidelity, and AltSpaceVR to name but a few. The social VR platforms commonly
installed co-presence, avatar embodiments, real-time collaborations, and communications over virtual spaces. Project
Sansar has conceptually inherited the idea of “the world by residents” from Second Life, its virtual monetisation pilot
system. Project Sansar launched creators preview in late 2016, and recruited 3D builders among Second Life business
owners, who have potentiality of opening a new business in the Project Sansar platform.
After over a year of creators preview operation, it tackled major technical issues of building worlds over a HMD enabled
VR system, and key storefront features of a consumer based creation system. Apart from their day-to-day trouble
shootings, it raised a couple of questions on critical facets of consumer based creation systems. First, the crowdsourced
world building needs a common ground of the planning body. How do they build the common ground to give a form of
imagination? Even though they run an extremely peripheral structure, ultimately they need an organizational steering
that maintains rules, and actions. In short, how can residents share common architecture in a speculative nature?
Eventually how does it transit to a planning, designing, building and consuming cycle?
To address these research questions, we conducted a design game research that gathered data from design game
participants who were second and third year students (N = 7) in an interaction design course. The participatory design
methodology installed a group simulation for creativity that appeared the influences of immersion, and collaboration to
a collective design quality. The research results highlighted the key elements of user-driven innovation in the virtual
world and consumer based platforms. It gives insightful design guidelines for consumer based virtual reality services
those are targeting decentralised monetary system developments in a practical perspective. Theoretically, it has a
potential contribution to the complexity area that assimilates innovation models for multi-agents in technical sectors