Second Life has emerged as the de facto virtual world for immersive business. However there is no de facto guideline or even corpus of knowledge about how to build an immersive business. We address this opportunity by presenting work that will lead to a theoretically-grounded evaluative framework for immersive business models and applications. We identify high profile examples from Second Life and analyze them using two theories that explain why a user may choose betwee
Purpose – It is predicted that virtual business and related research possibilities will expand signi...
Virtual worlds are online communities in which individuals are able to interact with each other in r...
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 may be enabling technologies for the next generation of business models, practices an...
Virtual Worlds seem to offer firms new opportunities for managing the convergence among technology, ...
With the growing awareness on the research of virtual worlds, it is claimed the development of virtu...
This paper addresses the question of designing a virtual world business. A popular and economically ...
This paper addresses the question of designing a virtual world business. A popular and economically ...
Second life (henceforward, SL) has captured the interest of many scholars and practitioners. Indeed,...
This paper addresses the question of designing a virtual world business. A popular and economically ...
This paper extends von Hippel’s (Manag. Sci. 32(7):791–805, 1986) concept of lead users to a virtual...
Second Life (SL) is an immersive, 3D social interaction virtual environment developed by Linden Lab ...
Second Life (SL) is an immersive, 3D social interaction virtual environment developed by Linden Lab ...
Due to its unique range of creative, experimental and commercial possibilities, the online persisten...
Purpose – It is predicted that virtual business and related research possibilities will expand signi...
Virtual worlds are online communities in which individuals are able to interact with each other in r...
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 may be enabling technologies for the next generation of business models, practices an...
Virtual Worlds seem to offer firms new opportunities for managing the convergence among technology, ...
With the growing awareness on the research of virtual worlds, it is claimed the development of virtu...
This paper addresses the question of designing a virtual world business. A popular and economically ...
This paper addresses the question of designing a virtual world business. A popular and economically ...
Second life (henceforward, SL) has captured the interest of many scholars and practitioners. Indeed,...
This paper addresses the question of designing a virtual world business. A popular and economically ...
This paper extends von Hippel’s (Manag. Sci. 32(7):791–805, 1986) concept of lead users to a virtual...
Second Life (SL) is an immersive, 3D social interaction virtual environment developed by Linden Lab ...
Second Life (SL) is an immersive, 3D social interaction virtual environment developed by Linden Lab ...
Due to its unique range of creative, experimental and commercial possibilities, the online persisten...
Purpose – It is predicted that virtual business and related research possibilities will expand signi...
Virtual worlds are online communities in which individuals are able to interact with each other in r...
Purpose – It is predicted that virtual business and related research possibilities will expand signi...