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Can Virtual Worlds Support E-Collaboration and E-Commerce? A Look at Second Life and World of Warcraft
| Content Provider | Semantic Scholar |
|---|---|
| Author | Kock, Ned |
| Copyright Year | 2010 |
| Abstract | Virtual worlds can be defined as environments created by technologies that incorporate virtual representations of various elements found in the real world. Among those elements are virtual human beings with whom one can interact, virtual physical environments that include land and oceans, and virtual objects like chairs and tables. Recent years have seen a growing use of virtual worlds for entertainment and business purposes, and a corresponding growing interest from researchers in the impact of virtual worlds on e-collaboration behavior and outcomes (Bessière et al., 2007; Bonsu & Darmody, 2008; Kock, 2008; Mennecke et al., 2008; Pinckard, 2006; Traum, 2007). Some virtual worlds, like Second Life attempt to replicate elements of the real world with practical applications in mind (Bonsu & Darmody, 2008; Mennecke et al., 2008). Others, like World of Warcraft, are designed with the goal of making people forget about the real world and become immersed in multiplayer games (Bessière et al., 2007; Pinckard, 2006). Users of virtual worlds, sometimes referred ABSTRACT |
| Starting Page | 300 |
| Ending Page | 311 |
| Page Count | 12 |
| File Format | PDF HTM / HTML |
| DOI | 10.4018/978-1-61520-676-6.ch017 |
| Alternate Webpage(s) | http://www.igi-global.com/viewtitlesample.aspx?id=41556&ptid=37274&t=can+virtual+worlds+support+e-collaboration+and+e-commerce?+a+look+at+second+life+and+world+of+warcraft |
| Alternate Webpage(s) | https://doi.org/10.4018/978-1-61520-676-6.ch017 |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |