Value creation in virtual worlds is an area of increasing interest to scholars, marketing researchers, and business practitioners. However, existing research centers upon value to businesses, while there is a lack of such research for consumer value in virtual worlds. Virtual worlds present a unique platform for business functions due to their high interactivity and openness, thus it is important to understand how value to the consumer is generated. This article therefore attempts to examine consumer value in virtual worlds. We established our research scope by defining the concepts of the terms “virtual world” and “consumer value”. Next we identified the utilitarian value and hedonic value as the two main components of consumer value. I...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
The recent years have seen the emergence of a number of virtual worlds with various designs and purp...
As the user-base of virtual worlds such as Second Life continue to grow, marketers and advertisers a...
The advent and prosperity of 3D virtual worlds provide insights for exploring business models in the...
Virtual Worlds are a significant new market environment for brand-building through experiential cust...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Consumers create a great deal of content in the Internet. As they do not get a monetary compensation...
International audiencePurpose - Drawing from recent work on online social networking and communities...
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the ...
In recent times there has been a growth of the number of gamers around the world who actively partic...
The development of virtual worlds began long before the invention of computers; the minds of childre...
Huikko, Iiro Virtual goods and value perception Jyväskylä: University of Jyväskylä, 2011, 28 p. I...
Part 2: Long and Short PapersInternational audienceVirtual worlds are three-dimensional (3D) persist...
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the ...
Virtual worlds offer great potential for supporting the collaborative work of geographically distrib...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
The recent years have seen the emergence of a number of virtual worlds with various designs and purp...
As the user-base of virtual worlds such as Second Life continue to grow, marketers and advertisers a...
The advent and prosperity of 3D virtual worlds provide insights for exploring business models in the...
Virtual Worlds are a significant new market environment for brand-building through experiential cust...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
Consumers create a great deal of content in the Internet. As they do not get a monetary compensation...
International audiencePurpose - Drawing from recent work on online social networking and communities...
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the ...
In recent times there has been a growth of the number of gamers around the world who actively partic...
The development of virtual worlds began long before the invention of computers; the minds of childre...
Huikko, Iiro Virtual goods and value perception Jyväskylä: University of Jyväskylä, 2011, 28 p. I...
Part 2: Long and Short PapersInternational audienceVirtual worlds are three-dimensional (3D) persist...
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the ...
Virtual worlds offer great potential for supporting the collaborative work of geographically distrib...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
The recent years have seen the emergence of a number of virtual worlds with various designs and purp...
As the user-base of virtual worlds such as Second Life continue to grow, marketers and advertisers a...