Journal of Electronic Commerce Research back issues from August 2008:
VIRTUAL WORLDS RESEARCH: A CONCEPTUAL PRIMER
Aug 01, 2008; ... The development of Virtual Worlds is not really new and probably began with the first Multi-User Dungeon (MUD) in the late 1970s. The early text-based or simply animated Virtual Worlds were the spark, lightning a rapid development of increasing technologically sophisticated artifacts. Famous ...
BRAND VALUE IN VIRTUAL WORLDS: AN AXIOLOGICAL APPROACH
Aug 01, 2008; ... ABSTRACT Online virtual worlds, including Second Life, are rapidly becoming recognized as an important new channel for marketing and brand-building. However, the nature of the channel and its consumers or users is likely to be quite different to other channels, including the Web ....
AVATAR BUSINESS VALUE ANALYSIS: A METHOD FOR THE EVALUATION OF BUSINESS VALUE CREATION IN VIRTUAL COMMERCE
Aug 01, 2008; ... ABSTRACT The recent years have seen the emergence of a number of virtual worlds with various designs and purposes. Some have become very popular and have developed growing in-world economies. Real-world businesses are increasingly experimenting with doing virtual business there as well ....
WHY THEY ENJOY VIRTUAL GAME WORLDS? AN EMPIRICAL INVESTIGATION
Aug 01, 2008; ... ABSTRACT In the past decade, virtual worlds have demonstrated the potential to be the next generation of interface for entertainment, interaction, content, and e-commerce. As a major type of virtual worlds, online games become a huge business and engage millions of players around the ...
USER ACCEPTANCE OF VIRTUAL WORLDS
Aug 01, 2008; ... ABSTRACT Virtual Worlds enable new ways of communication, collaboration, and cooperation over the Internet by applying 3D environments and voice over IP technologies. This papers aims at assessing user acceptance of Virtual Worlds by applying the Technology Acceptance Model (TAM). Based ...