Virtual Worlds as Marketing Environments: The Case of Second Life

Author:

Polymeri Nicky Athina

Publisher

Springer Netherlands

Reference56 articles.

1. Arakji, Reina Y. and Karl Reiner Lang. 2008. Avatar business value analysis: A method for the evaluation of business value creation in virtual commerce. Journal of Economic Commerce Research 9 (3).

2. Atlas, S. 2008. Inductive metanomics: Economic experiments in virtual worlds. Journal of Virtual Worlds Research 1 (1).

3. Boostrom, R. Jr. 2008. The social construction of virtual reality and the stigmatized identity of the newbie. Journal of Virtual Worlds Research 1 (2).

4. Buchanan, J., and M. L. Jones. 2009. The use of computer supported analysis for interview data: A cross-cultural example from the electronic gaming industry. Intellectbase International Consortium IIC2009 (pp. 160–169). Nashville, USA. http://ro.uow.edu.au/cgi/viewcontent.cgi?article †=1740&context=commpapers. Accessed 20 Feb 2011.

5. Cagnina, M. R., and M. Poian. 2007. How to compete in the metaverse: The business models in second life. University of Udine Economics Working Paper No. 01.

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