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Virtuelle Welten, wie z.B. das Online-Spiel World of Warcraft, existieren schon seit längerem. In den vergangenen Monaten ist durch die Berichterstattung in den Medien eine neue Variante dieses Internet-Phänomens der virtuellen Welten populär geworden: die virtuelle 3-D-Welt Second Life (SL)....
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Do virtual, yet informal and synchronous, interactions affect individual performance outcomes of organizational newcomers? We report results from a randomized field experiment conducted at a large global organization that estimates the performance effects of “virtual water coolers” for...
Persistent link: https://www.econbiz.de/10012586509
Virtual markets allow consumers to save time costs to purchase goods and services. Countries lose relative to the conventional welfare gain when they increase consumption of non-virtual goods under free trade. We include the classical gains from trade theorem as a special case. For two identical...
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Remote work arrangements and increased virtual communication are commonplace. Particularly in organizations, virtual communication has become an essential tool for collaboration and exchanging information. Virtual communication channels, such as text or video messages, provide different levels...
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Gerade kleinen und mittleren Unternehmen bietet überbetriebliche Zusammenarbeit in Produktionskooperationen oder Produktionsnetzwerken Chancen, um auch zukünftig am Markt erfolgreich zu sein. In den Kernbereichen des Verarbeitenden Gewerbes arbeitet immerhin die Hälfte der Betriebe bereits in...
Persistent link: https://www.econbiz.de/10011290334
We propose experiments in virtual reality (VR) as a new approach to examining behavior in an economic context, e.g., heterogeneity in dynamic tournaments. We simulate a realistic working situation in a highly immersive environment. Implementing a tournament in VR, we are able to mitigate the...
Persistent link: https://www.econbiz.de/10011946765