This teaching case considers the challenges and opportunities faced by an entrepreneur in Second Life, one of the more popular virtual world environments. Second Life provides the economic and technological platform required for immersion, social interaction and the potential of private enterprise. Many entrepreneurs have taken advantage of the various business opportunities offered in Second Life and a number have earned significant real dollars through their in-world creations and services. Stuart O\u27Brian, the CEO and founder of VirtualCircle, was one of the early pioneers of virtual commerce. Over the last three years, his organization faced multiple business and technology challenges while negotiating the hypercompetitive and turbule...
This thesis was inspired by the VERCCO project of the city of Oulu and local enterprises as well as ...
The diffusion of ICT applications in virtual worlds as Second Life (SL), Forterra, There and Multive...
Virtual worlds are online communities in which individuals are able to interact with each other in r...
This teaching case considers the challenges and opportunities faced by an entrepreneur in Second Lif...
Second Life is the most popular 3-D virtual world in use worldwide. The authors describe the comple...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
Virtual worlds, computer-based simulated environment in which users interact via avatars, have becom...
Second Life (SL) is an immersive, virtual 3D social interaction environment developed by Linden Lab ...
Second Life (SL) is an immersive, virtual 3D social interaction environment developed by Linden Lab ...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
This exploratory research investigates the virtual world industry, explanations for its growth and e...
For the corporate world, virtual worlds (VWs) are still an unexplored land of opportunities. The fac...
Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions o...
The diffusion of ICT applications in virtual worlds as Second Life (SL), Forterra, There and Multive...
Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions o...
This thesis was inspired by the VERCCO project of the city of Oulu and local enterprises as well as ...
The diffusion of ICT applications in virtual worlds as Second Life (SL), Forterra, There and Multive...
Virtual worlds are online communities in which individuals are able to interact with each other in r...
This teaching case considers the challenges and opportunities faced by an entrepreneur in Second Lif...
Second Life is the most popular 3-D virtual world in use worldwide. The authors describe the comple...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
Virtual worlds, computer-based simulated environment in which users interact via avatars, have becom...
Second Life (SL) is an immersive, virtual 3D social interaction environment developed by Linden Lab ...
Second Life (SL) is an immersive, virtual 3D social interaction environment developed by Linden Lab ...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
This exploratory research investigates the virtual world industry, explanations for its growth and e...
For the corporate world, virtual worlds (VWs) are still an unexplored land of opportunities. The fac...
Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions o...
The diffusion of ICT applications in virtual worlds as Second Life (SL), Forterra, There and Multive...
Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions o...
This thesis was inspired by the VERCCO project of the city of Oulu and local enterprises as well as ...
The diffusion of ICT applications in virtual worlds as Second Life (SL), Forterra, There and Multive...
Virtual worlds are online communities in which individuals are able to interact with each other in r...