Abstract
Virtual worlds are now a reality, representing intriguing environments for researchers from multiple fields to pursue collaborative investigations. To provide a background, we first highlight the basic business and sociological phenomena occurring in virtual worlds. Real world institutions, ranging from business to governmental organizations, are already experiencing the effects of increased growth in the number of individuals participating in these virtual world environments. We consider research paths from four representative perspectives: (1) information systems, (2) neurobiology, (3) political science, and (4) organizational governance research. Virtual world environments offer significant opportunities for research in many fields for study, including demonstration and examination of intra-world and inter-world practice and behavior.
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Networks and Communications,Management Information Systems
Reference42 articles.
1. Knowledge Transfer: A Basis for Competitive Advantage in Firms
2. Baker S. (2006). "IBM on Second Life: More than PR " BusinessWeek Retrieved June 1 2007 from http://www.businessweek.com/the_thread/blogspotting/archives/2006/11/ibm_on_second_l.html. Baker S. (2006). "IBM on Second Life: More than PR " BusinessWeek Retrieved June 1 2007 from http://www.businessweek.com/the_thread/blogspotting/archives/2006/11/ibm_on_second_l.html.
3. Bartle R. (2003). Designing Virtual Worlds Indianapolis IN: New Riders Publishing. Bartle R. (2003). Designing Virtual Worlds Indianapolis IN: New Riders Publishing.
4. Castronova E. (2005). Synthetic Worlds: The Business and Culture of Online Games Chicago IL: University of Chicago Press. Castronova E. (2005). Synthetic Worlds: The Business and Culture of Online Games Chicago IL: University of Chicago Press.
Cited by
27 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献