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Database for Advances in Information Systems articles from November 2007

305 total articles

A quarterly publication focusing on the business uses of information systems. Covers management of these systems and technologies.

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Database for Advances in Information Systems back issues from November 2007:

FROM THE EDITORS

Nov 01, 2007; ... Interesting times and interesting research at Data Base this year. We'll be providing coverage of a new Chinese Information Systems conference, courtesy of Global Co-Editor Patrick Chau. We have an issue on software testing in process with Al Hevner, and this promises to provide some interesting ...

FROM THE CHAIR

Nov 01, 2007; ... A warm invitation to attend ... "The Seventh Annual ACM-SIGMIS Reception," will be held as an ACM-SIGMIS event prior to the International Conference on Information Systems (ICIS2007) in Montreal, Quebec, Canada, December 9-12, 2007. Light refreshments will be served. Where: International ...

From Technology Engineering to Social Engineering: 15 Years of Research on Virtual Worlds

Nov 01, 2007; ... Abstract Virtual worlds have a long history, and it also includes various technologies. Yet research interest towards them has diverged over the years. It seems that nowadays they are on focus again with the evolution of socially oriented and community-supporting virtual worlds. Instead ...

Setting the Research Agenda

Nov 01, 2007; ... In June of 2007, a group of industry persons and academics assembled at the Columbia Institute for Tele-Information, Columbia Business School. There was standing room only for the meeting, and it was necessary to create a video "overflow" room for other meeting attendees wishing to take a look ...

Sustainable Virtual World Ecosystems

Nov 01, 2007; ... Abstract This paper outlines an agenda for research that contributes to the development of sustainable virtual world ecosystems. It provides direction for understanding the social aspects of both trust and conflict. Trust is often referred to in research to examine the social ...

Virtual Worlds: Multi-Disciplinary Research Opportunities

Nov 01, 2007; ... Abstract Virtual worlds are now a reality, representing intriguing environments for researchers from multiple fields to pursue collaborative investigations. To provide a background, we first highlight the basic business and sociological phenomena occurring in virtual worlds. Real world ...

The Virtual Sandbox

Nov 01, 2007; ... Abstract Modern virtual environments are three-dimensional, simulated worlds. Inside of them, avatars live the equivalent of a human life: they walk, talk, and interact with other avatars, thus exposing what is considered to be social behavior. As a result, virtual worlds lend themselves ...

The Virtual Cathedral and the Virtual Bazaar

Nov 01, 2007; ... Abstract Applying economic analysis, we explore the potential benefits and risks associated with firm-based and social production models and derive conditions that determine when open or closed innovation models are more appropriate. We contrast the newly emerging "user-generated ...

Diffusion of Virtual Innovation

Nov 01, 2007; ... Abstract Drawing on Rogers' diffusion of innovations theory, specifically his innovation decision process model, this paper develops a research framework that identifies the accelerators and inhibitors of virtual world technology adoption. Categorized by level of analysis, specific ...

Virtual Worlds as a Medium for Advertising

Nov 01, 2007; ... Abstract Online virtual worlds, such as Second Life, are rapidly becoming recognized as a technology of substantial future importance for marketers and advertisers. Many of these virtual worlds provide the potential medium for very rich and varied new and enhanced modes of ...

vCRM: Virtual Customer Relationship Management

Nov 01, 2007; ... Abstract Virtual worlds provide companies opportunities for valuable co-creation and co-production with their customers. In order to harness this potential, companies need to design effective entry strategies for virtual customer relationship management or vCRM. Understanding how ...

Team Collaboration in Virtual Worlds

Nov 01, 2007; ... Abstract Are virtual worlds more or less effective for virtual team collaboration? We suggest that the answer to this question is complicated and dependent upon a number of factors, and we propose a research agenda with theoretical bases to guide researchers in the area of virtual team ...

Why People Buy Virtual Items in Virtual Worlds with Real Money

Nov 01, 2007; ... Abstract Virtual worlds, such as Second Life and Everquest, have grown into virtual game communities that have economic potential. In such communities, virtual items are bought and sold between individuals for real money. The study detailed in this paper aims to identify, model and test ...

Marketing Strategies in Virtual Worlds

Nov 01, 2007; ... Abstract More and more businesses are selling products and providing services through multiple channels. 3D virtual worlds are emerging to be one of the channels for companies to communicate with their customers. Being able to simulate similar experiences as customers have in real ...

Expressive Communication and Social Conventions in Virtual Worlds

Nov 01, 2007; ... Abstract Technological innovation is always social innovation, if the application will be used by people. Yet, many technologies have been introduced with little concern for the social side of the innovation. Virtual worlds are intended to be immersive social experiences that can offer ...

User Acceptance of Virtual Worlds: The Hedonic Framework

Nov 01, 2007; ... Abstract Research on information technology (IT) adoption focuses almost entirely on productivity-oriented IT such as word processing. Little attention has been directed at investigating adoption of entertainment-oriented IT such as virtual worlds. Contending that it is important to ...

Identity Formation, Learning Styles and Trust in Virtual Worlds

Nov 01, 2007; ... Abstract Avatars in virtual worlds exhibit many of the social behaviors found in real life. As such, we can learn much about our own behaviors from them based on prior theories. But social psychological theories that help researchers understand real life behaviors may not necessarily ...

Lesbian, Gay, Bisexual and Transgender (LGBT) Issues in Virtual Worlds

Nov 01, 2007; ... Abstract In virtual worlds, users interact with each other by creating virtual identities through avatars. As the avatar creation process is constrained by the assumptions of designers who develop the avatar creation tools, some potential participants in virtual worlds are forced into ...

Islamic Perspective: Virtual Worlds as a Western-Centric Technology

Nov 01, 2007; ... Abstract Although the number of virtual worlds and their participants is growing rapidly, this phenomena is primarily a Western Culture dominated environment There is little if any attention paid to other cultures. This article examines this issue from an Islamic perspective? It examines ...

Virtual Worlds: A Political Incubator

Nov 01, 2007; ... Abstract This article raises the question of political innovation that can potentially emerge within, and spread from, the virtual worlds. Locating the signs of political change in the surfacing of innovative political concepts, the article proposes the investigation of keywords in the ...

The Dismal Economics of Virtual Worlds

Nov 01, 2007; ... Abstract This article analyzes the economics of virtual worlds in order to assess their viability. It identifies eight basic business models. Most of those will not be profitable in a competitive and open general virtual world. However, the owner/operator of the virtual world can ...