Abstract
Virtual worlds can be defined as technology-created virtual environments that incorporate representations of real world elements such as human beings, landscapes and other objects. Recent years have seen the growing use of virtual worlds such as Second Life and World of Warcraft for entertainment and business purposes, and a rising interest from researchers in the impact that virtual worlds can have on patterns of e-collaboration behavior and collaborative task outcomes. This article looks into whether actual work can be accomplished in virtual worlds, whether virtual worlds can provide the basis for trade (B2C and C2C e-commerce), and whether they can serve as a platform for credible studies of e-collaboration behavior and related outcomes. The conclusion reached is that virtual worlds hold great potential in each of these three areas, even though there are certainly pitfalls ahead.
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Publication Info
- Year
- 2008
- Type
- article
- Volume
- 4
- Issue
- 3
- Pages
- 1-13
- Citations
- 107
- Access
- Closed
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Identifiers
- DOI
- 10.4018/jec.2008070101