The recent years have seen the emergence of a number of virtual worlds with various designs and purposes. Some have become very popular and have developed growing in-world economies. Real-world businesses are increasingly experimenting with doing virtual business there as well. In this paper, we present Avatar Business Value Analysis, a novel theoretical framework and a computational method and decision tool to help evaluate and strategically manage business value creation inside synthetic environments, and show how it can be applied to cost-benefit analysis in practical settings. The decision-tree-based method includes traffic metrics that may be used to empirically estimate the business value of virtual commerce ventures. We also investig...
Last couple of years, the numbers of games based on virtual worlds significantly increased. At the s...
Virtual Worlds are a significant new market environment for brand-building through experiential cust...
Virtual worlds are online communities in which individuals are able to interact with each other in r...
Value creation in virtual worlds is an area of increasing interest to scholars, marketing researcher...
Virtual Worlds seem to offer firms new opportunities for managing the convergence among technology, ...
The advent and prosperity of 3D virtual worlds provide insights for exploring business models in the...
Second Life has emerged as the de facto virtual world for immersive business. However there is no de...
Purpose – It is predicted that virtual business and related research possibilities will expand signi...
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the ...
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the ...
Purpose – It is predicted that virtual business and related research possibilities will expand signi...
Second Life has emerged as the de facto virtual world for immersive business. However there is no de...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users i...
Selling virtual goods is an increasingly popular revenue model for operators of social online servic...
This paper extends von Hippel’s (Manag. Sci. 32(7):791–805, 1986) concept of lead users to a virtual...
Last couple of years, the numbers of games based on virtual worlds significantly increased. At the s...
Virtual Worlds are a significant new market environment for brand-building through experiential cust...
Virtual worlds are online communities in which individuals are able to interact with each other in r...
Value creation in virtual worlds is an area of increasing interest to scholars, marketing researcher...
Virtual Worlds seem to offer firms new opportunities for managing the convergence among technology, ...
The advent and prosperity of 3D virtual worlds provide insights for exploring business models in the...
Second Life has emerged as the de facto virtual world for immersive business. However there is no de...
Purpose – It is predicted that virtual business and related research possibilities will expand signi...
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the ...
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the ...
Purpose – It is predicted that virtual business and related research possibilities will expand signi...
Second Life has emerged as the de facto virtual world for immersive business. However there is no de...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users i...
Selling virtual goods is an increasingly popular revenue model for operators of social online servic...
This paper extends von Hippel’s (Manag. Sci. 32(7):791–805, 1986) concept of lead users to a virtual...
Last couple of years, the numbers of games based on virtual worlds significantly increased. At the s...
Virtual Worlds are a significant new market environment for brand-building through experiential cust...
Virtual worlds are online communities in which individuals are able to interact with each other in r...