Showing 1 - 10 of 603
Persistent link: https://www.econbiz.de/10014248188
Persistent link: https://www.econbiz.de/10001405444
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/10011483429
This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large synthetic worlds which users can visit by piloting a computer-generated body, known as an avatar. Avatars can have an asset value, in that users can spend time to increase their...
Persistent link: https://www.econbiz.de/10011507957
Persistent link: https://www.econbiz.de/10011981183
Persistent link: https://www.econbiz.de/10011625881
Persistent link: https://www.econbiz.de/10011609525
Cyber technology represents digital military capability with the purpose of causing damage to the military strength and the social infrastructure of a potential enemy. War using conventional weapons may be preceded by or combined with a war using cyber technology. This paper introduces such...
Persistent link: https://www.econbiz.de/10011611284