Journal For Virtual Worlds Research (Texas Digital Library - TDL E-Journals)
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Virtual World Affordances: Enhancing Brand Value
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the existing Internet. Although many businesses are jumping on the bandwagon to maintain a presence in virtual worlds, there is no well-established knowledge or theory to guide businesses in their involvement in these environments. In this paper, we identify affordances in the virtual worlds that can be used to increase the state of flow experienced in a business virtual site, which in turn may enhance brand equity, or the perceived added value of a brand to customers. We present a conceptual model that can be used to guide future research and industry practice on business implications of the virtual worlds
Surveillance, Consumers, and Virtual Worlds
This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question:
"Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of \u27old wine in a new bottle\u27?
Virtual communities - exchanging ideas through computer bulletin boards
This is an essay originally published in Whole Earth Review, Winter, 1987.
Reprinted in the Journal of Virtual Worlds Research, Vol.1, issue 1 by permission of author
Real Virtual Worlds SOS (State of Standards) Q3-2008
This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. For this series of essays we propose the following question:
"Consumer behavior in virtual worlds, is it really any different to the real world, or is it simply a case of \u27old wine in a new bottle\u27?
Defining Virtual Worlds and Virtual Environments
This is a brief essay, we call "think-pieces", designed to stimulate a discussion on a particular topic. The topic for this series of essays is "defining virtual worlds"
3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce
oai:jvwr-ojs-utexas.tdl.org:article/278The goal of this paper is to define the ter
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Virtual worlds are fantastic places for people all over the world to come together and collaborate, socialize, as well as buy and sell goods. Unfortunately, criminals have discovered that virtual worlds can be used to commit crimes and violence against the citizens of the virtual worlds. This paper reviews many of those crimes and steps users must take to protect themselves from becoming a victim of fraud or other crimes that occur in Second Life
Towards a Theoretically-Grounded Framework for Evaluating Immersive Business Models and Applications: Analysis of Ventures in Second Life
Second Life has emerged as the de facto virtual world for immersive business. However there is no de facto guideline or even corpus of knowledge about how to build an immersive business. We address this opportunity by presenting work that will lead to a theoretically-grounded evaluative framework for immersive business models and applications. We identify high profile examples from Second Life and analyze them using two theories that explain why a user may choose betwee
The Social Construction of Virtual Reality and the Stigmatized Identity of the Newbie
Persistent virtual spaces are becoming available to users, often for free, via internet connections. Due to the immersive character and malleability of these communities, new forms of technology-mediated social interaction are emerging. In this paper, ethnographic research done in Second Life is used to outline (1) how the reality within these virtual worlds is constructed, (2) what role elements of the secondary socialization play in these groups, and (3) the way the stigmatized identity of the neophyte user, th