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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...
Persistent link: https://www.econbiz.de/10012685034
Changes in communication technology have allowed for the expansion of data collection modes in survey research. The proliferation of the computer has allowed the creation of web and computer assisted auto-interview data collection modes. Virtual worlds are a new application of computer...
Persistent link: https://www.econbiz.de/10011439035
owning company, Sony, considers everything created in the world to be its intellectual property. Unlike many internet … effects are as powerful here as they have been with other internet innovations, virtual worlds may be the next step in the … evolution of internet (and possibly human) culture. …
Persistent link: https://www.econbiz.de/10005579518
Several million people currently have accounts in massively multi-player online games, places in cyberspace that are effectively large-scale shared virtual reality environments. The population of these virtual worlds has grown rapidly since their inception in 1996; significantly, each world also...
Persistent link: https://www.econbiz.de/10011410451
Persistent link: https://www.econbiz.de/10011497768
This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large …
Persistent link: https://www.econbiz.de/10011507957
Persistent link: https://www.econbiz.de/10001738613
This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large …
Persistent link: https://www.econbiz.de/10001772724
Persistent link: https://www.econbiz.de/10002044475
Several million people currently have accounts in massively multi-player online games, places in cyberspace that are effectively large-scale shared virtual reality environments. The population of these virtual worlds has grown rapidly since their inception in 1996; significantly, each world also...
Persistent link: https://www.econbiz.de/10001711872