Download or read book Virtual Worlds and E commerce written by Barbara L. Ciaramitaro and published by IGI Global. This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of Internet technologies to create a more immersive experience for customers"--Provided by publisher.
Download or read book Virtual Worlds and E Commerce Technologies and Applications for Building Customer Relationships written by Ciaramitaro, Barbara and published by IGI Global. This book was released on 2010-08-31 with total page 397 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of internet technologies to create a more immersive experience for customers. Containing current research on various aspects of the use of virtual worlds, this book includes a discussion of the elements of virtual worlds; the evolution of e-commerce to virtual commerce (v-commerce); the convergence of online games and virtual worlds; current examples of virtual worlds in use by various businesses, the military, and educational institutions; the economics of virtual worlds: discussions on legal, security and technological issues facing virtual worlds; a review of some human factor issues in virtual worlds; and the future of virtual worlds and e-commerce.
Download or read book Law and Order in Virtual Worlds Exploring Avatars Their Ownership and Rights written by Adrian, Angela and published by IGI Global. This book was released on 2010-05-31 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the legal realities which are emerging from Massively Multiplayer Online Role-playing Games (MMORPGs) or virtual worlds that demonstrate many of the traits we associate with the Earth world: interpersonal relationships, economic transactions, and organic political institutions"--Provided by publisher.
Download or read book Online Worlds Convergence of the Real and the Virtual written by William Sims Bainbridge and published by Springer Science & Business Media. This book was released on 2009-12-08 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.
Download or read book E commerce written by Amir Manzoor and published by Amir Manzoor. This book was released on 2010 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: The growth of the Internet continues to influence our lives and businesses. Irrespective of their type and size, all firms and organizations are rethinking their strategies and operations. An increasing number of businesses are using e-commerce to gain competitive advantage. However, doing e-commerce is complex and requires understanding a vast array of topics. This book provides coverage of essential topics in E-commerce i.e. technology infrastructure, building blocks of e-commerce, online marketing, online payment systems, online business models, online business environment issues, website usability, e-commerce strategy, mobile commerce, and e-CRM/e-SCM. Compared with available texts on e-commerce, the perspective of this book is global e-commerce. The book is written in simple language, provides up-to-date coverage of material and associated research, and filled with examples to support material presented. This book is useful for undergrad and graduate students, professionals, and anyone looking to gain a solid foundation to continue their learning of dynamic e-commerce environment.
Download or read book The Law of Virtual Worlds and Internet Social Networks written by Andrew Sparrow and published by CRC Press. This book was released on 2016-03-03 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual worlds are the latest manifestation of the internet's inexorable appetite for development. Organisations of all kinds are enthusiastically pursuing the commercial opportunities offered by the growth of this phenomenon. But if you believe that there are no laws which govern internet social networks and virtual worlds this book will persuade you otherwise. There is law, and a good deal of it. Why would there not be? As with many other aspects of the world wide web, this new medium is unregulated and offers many opportunities for companies to damage their reputation, run into a whole host of problems relating to intellectual property, trade marks and copyrights, and compromise the rights of individuals participating within the virtual environment. By reading The Law of Virtual Worlds and Internet Social Networks you will gain a good understanding of the legal issues which govern this expanding and fascinating world - are you ready for the leap from internet plaything to meaningful social and business tool? The Law of Virtual Worlds and Internet Social Networks is an essential reference for advertising and media agencies; television broadcast producers; academic institutions including university law, knowledge and information departments. In fact, it has been written for anyone interested in virtual worlds and social networks whether commercially because you want to explore the possibilities such environments present, or for academic curiosity.
Download or read book Virtual Law written by Benjamin Tyson Duranske and published by American Bar Association. This book was released on 2008 with total page 484 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you are one of the many who have read about and heard about virtual worlds but do not really understand what a virtual world is, or even how to use appropriate terminology when discussing them, then this is the book for you."--Jacket.
Download or read book E collaboration written by Ned F. Kock and published by IGI Global Snippet. This book was released on 2009 with total page 1896 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This set addresses a range of e-collaboration topics through advanced research chapters authored by an international partnership of field experts"--Provided by publisher.
Download or read book The Virtual World and Marketing written by Enes Emre Başar and published by Cambridge Scholars Publishing. This book was released on 2018-07-27 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of essays is dedicated to reviewing, exploring, and reporting state-of-the-art virtual world and marketing issues in the broadest sense. It provides a readable, non-technical publication which offers a comprehensive presentation of marketing issues, trends, data, and likely developments in the virtual world. Readers will learn about analysis of the virtual ego, services, the concept of ethics, and virtual experiential marketing, among other pressing topics.
Download or read book Synthetic Worlds written by Edward Castronova and published by University of Chicago Press. This book was released on 2008-09-15 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education
Download or read book Designing Adaptive Virtual Worlds written by Ning Gu and published by Walter de Gruyter GmbH & Co KG. This book was released on 2014-09-18 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.
Download or read book Virtual Worlds written by Jack Myers and published by Lulu.com. This book was released on 2007 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Virtual Worlds: Rewiring Your Emotional Future is a preview of coming attractions which only guides the imagination on the rails provided by a reality which is not so virtual anymore.' - Taran Rampersad www.knowprose.comVirtual Worlds are becoming an embedded part of our culture and the implications for every aspect of society are unimaginable. This 122-page easy-to-read book discusses the potential that Virtual Worlds have to dramatically alter the emotional code of the human race, and also reviews the opportunities for individuals, corporations, advertising and media companies to build personal and corporate marketing campaigns in Virtual Worlds. This first reader generated book not only will open the eyes of readers to this completely new world but, in itself, will become an immersive experience for readers that could keep them involved, engaged and emotionally connected to a virtual world community experience for years ahead.
Download or read book Virtual Worlds written by Judy O'Connell and published by Aust Council for Ed Research. This book was released on 2010 with total page 66 pages. Available in PDF, EPUB and Kindle. Book excerpt: Each year, there are more and more avatars in rich virtual environments. These immersive worlds - where the world within the screen becomes both the object and the site of interaction - are on the increase, matching the promise of technology with the creative minds of students. Educators, keen to incorporate the evolving literacy and information needs of 21st century learners, will want to understand the opportunities provided by multi-user virtual environments (MUVEs), massively multiplayer online role-playing games (MMORPGs), and 3D immersive worlds, so as to be able to create more interactive library, educational, and cultural projects. The challenge is to accept that these interactive environments are here to stay and that schools can, and should, embrace learning in virtual worlds. (The Learning in a Changing World series by ACER Press addresses how the process of learning is evolving, including the array of resources available in the digital age, the changing curriculum, and the different teaching strategies needed in order to use new media and technologies. The series presents core areas for teachers, librarians, and school leaders to consider for 21st century learning which are: the digital world, virtual worlds, curriculum integration, resourcing, and the physical environment. All are essential elements to enable and empower students to be lifelong learners and active participants in society.)
Download or read book Designing Virtual Worlds written by Richard A. Bartle and published by New Riders. This book was released on 2004 with total page 768 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Download or read book Interdisciplinary Perspectives on E Collaboration Emerging Trends and Applications written by Kock, Ned and published by IGI Global. This book was released on 2010-02-28 with total page 472 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book focuses on e-collaboration technologies that enable group-based interaction, and the impact that those technologies have on group work"--Provided by publisher.
Download or read book Human Computer Interaction INTERACT 2011 written by Pedro Campos and published by Springer. This book was released on 2011-09-01 with total page 723 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four-volume set LNCS 6946-6949 constitutes the refereed proceedings of the 13th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2011, held in Lisbon, Portugal, in September 2011. The 47 papers included in the first volume are organized in topical sections on accessibility, affective HCI, computer-mediated communication, computer-supported cooperative work, evaluation, finding and retrieving, fun/aesthetic design, gestures, and HCI in the classroom.
Download or read book Cases on the Assessment of Scenario and Game Based Virtual Worlds in Higher Education written by Kennedy-Clark, Shannon and published by IGI Global. This book was released on 2014-04-30 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ever-growing creation of new internet technologies has led to a growing trend and use of scenario-based virtual environments and serious games in education. Along with these new technologies, there is an increasing interest in how students can be effectively assessed when using these virtual environments. Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education is a comprehensive collection that provides aspects of assessment in virtual worlds combined with lessons learned from critical reflection. These case studies present successes, challenges, and innovations to be utilized as a framework for practitioners and researchers to base their own effective forms of scenario-based learning. This publication would be of particular interest to practice-based disciplines such as education, nursing, medicine, and social work.