The creation and expression of identity (or of multiple identities) in immersive environments is rapidly transforming consumer behavior. The largest social networking site, Second Life, and the gaming-oriented site, world of Warcraft, have tens of millions of registered users. Increasingly, RL(real life) companies including GM, Dell, Sony, IBM and Wells fargo are staking their claim to computer-mediated environments (CMEs) such as Second Life. There.com and Entropia Universe. Corporate America's transition to the virtual world is an attempt to reach and entice the growing flood of consumers occupying these virtual worlds.
Despite this huge potential, experts know very little about the best way to talk to consumers in these online environments. How will well-established research findings from the offline world transfer to CMEs? That's where Virtual Social Identity and Consumer Behavior comes in. With cutting-edge research on the scope and impact of CMEs- where they are, and where they are going. There is no better source for understanding the impact of virtual social identities on consumers, consumer behavior, and electronics commerce.
Virtual Social Identity and Consumer Behavior
Rs. 825
Additional information
ISBN | 9788184050691 |
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Year of Publication | 2011 |
Binding | HardBound |
Pages | |
Edition | |
Language | English |
Introduction, Virtual Social Identity: Welcome to the Metaverse -------Michael R. Solomon and Natalie T. Wood
Part I. The Virtual Experience
1.