International audienceUsing virtual worlds, this paper examines the link that exists between individuals and their avatars in terms of identity. Our aim is to offer an initial framework in order to understand how new consumers in virtual worlds build their identity and more precisely whether total or partial identity transfers from the real to the virtual. An exploratory qualitative technique was employed, using instant messaging with 35 immersive interviews in the Second Life virtual world. The outcomes of the study suggest that virtual worlds and the social and business interactions they offer are tools to build consumer identity
International audienceThis study examines the symbolic meanings of the body concept in a virtual wor...
1 Abstract Current endeavors in the tech-industry to create the first true metaverse, alongside oth...
Three dimensional virtual world environments are becoming an increasingly regular feature of the edu...
Virtual worlds are becoming more and more recognized for its social capabilities. It\u27s making a s...
Virtual worlds are becoming more and more recognized for its social capabilities. It’s making a spla...
Virtual worlds such as Second Life (SL) are online computer-based world-like spaces, where users ass...
Virtual worlds—persistent virtual reality spaces—are becoming available to users, often for free, vi...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
Embodied identity, that is, who we are as a result of our interactions with the world around us with...
Virtual worlds are impacting on the lives of millions of people, reaching from communication to educ...
This article centres on understanding the issues of representation involved during identity construc...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
Avatars in Second Life Creating a Persona in a Virtual World Researcher like Donna J. Haraway or She...
How identity is communicated in forum-based Virtual Communities of Consumption (VCCs) and the role o...
Avatars are a key factor for immersion in a consumption experience. Though, little is known about th...
International audienceThis study examines the symbolic meanings of the body concept in a virtual wor...
1 Abstract Current endeavors in the tech-industry to create the first true metaverse, alongside oth...
Three dimensional virtual world environments are becoming an increasingly regular feature of the edu...
Virtual worlds are becoming more and more recognized for its social capabilities. It\u27s making a s...
Virtual worlds are becoming more and more recognized for its social capabilities. It’s making a spla...
Virtual worlds such as Second Life (SL) are online computer-based world-like spaces, where users ass...
Virtual worlds—persistent virtual reality spaces—are becoming available to users, often for free, vi...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
Embodied identity, that is, who we are as a result of our interactions with the world around us with...
Virtual worlds are impacting on the lives of millions of people, reaching from communication to educ...
This article centres on understanding the issues of representation involved during identity construc...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
Avatars in Second Life Creating a Persona in a Virtual World Researcher like Donna J. Haraway or She...
How identity is communicated in forum-based Virtual Communities of Consumption (VCCs) and the role o...
Avatars are a key factor for immersion in a consumption experience. Though, little is known about th...
International audienceThis study examines the symbolic meanings of the body concept in a virtual wor...
1 Abstract Current endeavors in the tech-industry to create the first true metaverse, alongside oth...
Three dimensional virtual world environments are becoming an increasingly regular feature of the edu...