страницы 103-126

Company Specific Virtual Worlds

Тип публикацииBook Chapter
Дата публикации2011-01-01
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ISSN19352921, 1935293X
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The rapid rise of Virtual World technology poses exciting opportunities and complex challenges for businesses. Virtual World technology, for the purpose of business usage, can be defined as any 3D immersive and persistent environment that can be accessed concurrently by multiple people for the purposes of conducting E-Commerce. The purpose of this chapter will be to examine how Virtual Worlds are being used in business today. The authors will reflect on the first wave of companies entering Virtual Worlds, which has yielded some key lessons learned, as well as, evidence to its next phase. By defining the spectrum of different uses of Virtual Worlds, this chapter will cover key lessons learned and guidelines, current barriers to adoption, and the business value of using Virtual Worlds for business purposes. Lastly, the authors will examine future trends in Virtual World technology that relate to future Virtual World E-Commerce growth.

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Blowers P. Company Specific Virtual Worlds // Advances in Electronic Commerce. 2011. pp. 103-126.
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Blowers P. Company Specific Virtual Worlds // Advances in Electronic Commerce. 2011. pp. 103-126.
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TY - GENERIC
DO - 10.4018/978-1-61692-808-7.ch006
UR - https://doi.org/10.4018/978-1-61692-808-7.ch006
TI - Company Specific Virtual Worlds
T2 - Advances in Electronic Commerce
AU - Blowers, Paul
PY - 2011
DA - 2011/01/01
PB - IGI Global
SP - 103-126
SN - 1935-2921
SN - 1935-293X
ER -
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@incollection{2011_Blowers,
author = {Paul Blowers},
title = {Company Specific Virtual Worlds},
publisher = {IGI Global},
year = {2011},
pages = {103--126},
month = {jan}
}