The co-creation can be defined both as ‘the joint creation of value by the customer and production, allowing the customer to co-construct the service experience to suit their context (Alexiou, 2020). Alexiou in 2020 defined co-creation as the joint creation of value by customer and production. And experience is the result from interactions Anton in 2017 also defined a co-creation experience is the sum of psychological event that a person goes through when they physically/mentally participate and interacting in the activities. • Experience-the result from the interactions • A co-creation experience is the sum of the psychological events a tourist goes through when actively contributing via physical/mental participation in activities and interacting with others in the experience environment (Anton, 2017).
II. Co – Creation Experience in Virtual Event:
The IU freshmen (customers) can join the game and give their idea to find the clues of the game in the escape room. Moreover, they can interact with other people and work together in their team by using their experience, knowledge. Then they have to search for hints of the final answer. However, the production must be doing work with the enthusiastic and energetic in managing the escape room and specific guiding for the participants. (=> The game admin has to be enthusiastic and energetic to guide the customers through the game). If the freshmen will not be joining and co-construct the service experience hence, they cannot achieve the experience, knowledge, and skills to develop themselves. Therefore, the co-creation experience needs the joint creation of value by the customer and production. (=> If the customers don’t join the game, they cannot achieve the experience, because this is also the chance for them to develop themselves) Recently, the effective (effect) of the pandemic COVID-19, the event will be created in virtual event and organization in online event.(Recently, with the effect of the COVID 19 pandemic, we decided to organize this game online on Zoom) Therefore, customers can only experience two basic senses: hearing and seeing. This brings limitations on fully experiencing, interacting, and participating in events like offline events. (=> This could limit the customers’ experience comparing with offline event)