Looks at the application of existing consumer behavior marketing theory and techniques to the potential virtual world marketing at the website "Second Life".
Analytical Essay # 145768 |
3,895 words (
approx. 15.6 pages ) |
18 sources |
APA | 2010
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$ 63.95
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Abstract
This paper investigates whether the three-dimensional virtual worlds, such as "Second Life", a computer mediated community, can generate real-world revenues using existing traditional marketing models. Next, the author relates the history and the three-dimensional environment of the Linden Lab's proprietary website "Second Life", consumer behavior theory, experiential consumption behavior and the potential of using this platform for real world marketing. The paper concludes that "Second Life" does offer traditional marketing opportunities; however, companies must be aware of the past use of this site by terrorists and must develop a set of best practices to prevent identity theft and credit card fraud. This paper contains an appendix with photos.
Table of Contents:
Introduction
Purpose of the Study
Definition of Key Terms
Background/History/Overview of Situation
Consumer Behavior Theory
Consumer Perceptions of Value in Hyperreal Environments
Concepts of Experiential Consumption
Brand Value in the Cyber-World
Implications/Issues/Opportunities/Threats
Implications
Issues
Opportunities
Threats
Conclusion and Recommendations
Appendix: Sample Screen Shots from Second Life
From the Paper
"Following its debut to the public in 2003, Second Life has enjoyed rapid growth and is inhabited by millions of Residents from around the world today. Linden Lab is the proprietary software firm that developed Second Life which is now a massive multi-user virtual world in which users create much of the settings that the users themselves encounter routinely. According to Hogge (2006), although the environment is virtual, there is some serious real money involved in Second Life, with hundreds of thousands of dollars being spent every day in Second Life, in the form of Linden dollars, exchangeable privately, or on the LindeX, at a rate of roughly L$300 to US$1. In this regard, Hogge adds that, "Second Life is not a game. One can 'play' it, sure, but this is creative play, and there is no defined goal. Rather, Second Life is a space, much like the web space, whose contours create their own terms of engagement" (p. 50). Likewise, Van Horn emphasizes, "One of the unique features of Second Life is the economy it has built around the virtual 'Linden Dollars' or L$. "Today, you can go to various currency exchange websites and swap Linden Dollars for U.S. dollars. Currently, the exchange rate is L$1,000 equals $8.92" (2008, p. 407)."
Tags:avatar constraints community, educational institutions, popular venue
An essay which explores people's attraction and addiction to virtual worlds on the Internet.
Essay # 22787 |
1,544 words (
approx. 6.2 pages ) |
5 sources |
APA | 2002
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$ 30.95
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Abstract
The Internet is one of the fastest growing methods of communications, used for a variety of reasons. The paper shows that with the increased growth of internet communication, people find that the Internet is also a way to meet and socialize with new people. This is often done through chat rooms which have many advantages and disadvantages. The paper examines this new type of social interaction by exploring the pros and cons. It shows that people are attracted to this form of communication as it allows them to play with power, anonymity and different identities. The flip side, however, is that this behavior can become addictive.
From the Paper
"Because people can remain anonymous in a virtual world they can also feel free to explore with different types of their identity. You can alter your style of being just slightly different or indulge in wild experiments with your identity by changing your age, history, personality, physical appearance, and even your gender. According to the Nua Internet Surveys (2002), the number of women on the Internet is growing fast. However, the majority of the people that participate in virtual worlds such as The Palace are men. When you go through the rooms in The Palace you will notice a lot of feminine dolls. This could be because many men feel free (because of anonymity) to be female.
Gender swapping appears to be commonplace in the virtual world (Suler, 2002). In The Palace, I found more males switching gender than females. This may be because it may be difficult for some men to explore within themselves what society labels as "feminine" characteristics. These males may rely on the anonymity of the Internet to express their "feminine" side, which they feel they must otherwise hide."
Tags:e-mail, avatar, SNERT, Palace, cyber-sex, cyber-r0mance
This paper discusses virtual networking sites, with a focus on MySpace and FaceBook.
Term Paper # 97919 |
1,100 words (
approx. 4.4 pages ) |
12 sources |
MLA | 2007
|
$ 22.95
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Abstract
The paper looks at how the virtual world is becoming part of today's society. The paper relates that America's middle and upper-class young people use social networks as virtual community centers, a place to sit around and communicate. The paper describes the opportunities offered by the MySpace and FaceBook websites but points out that many adult users of these websites expose themselves to risk from identity thieves and hackers. The paper notes other concerns and advises taking safety precautions.
From the Paper
"It is not surprising that MySpace and later virtual networking sites, such as FaceBook have become popular. Teens and young adults spend a great deal of time on the computer. This is time where they used to watch TV or get together with friends in person. The controversy about the pros and cons of these social sites continues, as millions more people sign up as members."
"MySpace.com's membership has nearly quadrupled since in 2005 to 2006 to 40 million members. It ranked No. 15 on the entire U.S. Internet in terms of page hits according to Nielsen//NetRatings. Millions also hang out at other up-and-coming networks such as Facebook.com, for college students, and Xanga.com, with shared blogs. There are also 300 smaller sites, such as Buzz-Oven, Classface.com, and Photobucket.com (Business Week)."
Tags:members, online, profile, directory, identity
A discussion regarding the effects of on-line games on social skills.
Term Paper # 105450 |
1,609 words (
approx. 6.4 pages ) |
7 sources |
APA | 2008
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$ 31.95
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Abstract
This paper addresses the effects that virtual worlds and, more specifically, massively multiplayer online games (MMOGs) have on the individual's social skills. The paper asserts that it is crucial that we gain a better understanding of how such media can be embraced and or rejected by the broader community, or even tailored to better meet the needs of the learner, be it a learner in literacy or any other educational goal, including but not limited to social skills.
From the Paper
"The exponential growth of the Internet has created an astronomical number of options for entertainment and knowledge attainment, right at the fingertips of any connected individual. One of the most important functions of the internet is that it creates a virtual world where interaction is possible, be it to seek obscure messages or not so obscure pastime opportunities within the confines of ones own home. The stress of this function is that without leaving home an individual, theoretically could live nearly their entire life. This as a theory has both positive and negative outcomes, many of which are yet to be realized and or studied from a sociological and or psychological perspective. (Williams, Ducheneaut, Li, Zhang,Yee, & Nickell, 2006. pp. 338-339)"
Tags:entertainment, interactionpsychological
An overview of the virtual organization.
Term Paper # 129518 |
750 words (
approx. 3 pages ) |
0 sources |
APA |
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$ 16.95
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Abstract
This paper answers questions about the virtual organization and how people in the organization communicate with one another, noting that the term "virtual" refers to the entity that does not exist in the "real" world but instead is found only in cyberspace, usually on the Internet. The paper further explains how the virtual organization is a real organization, and it may have an actual facility somewhere in which some people work and communicate with others, however, most of the members of the organization "go" to the organization online, communicating by e-mail and Internet connection.
From the Paper
"The term "virtual" when talking about a virtual organization refers to the fact that the entity being discussed does not exist in the "real" world but instead is found only in cyberspace, usually on the Internet. A virtual organization is a real organization, and it may have an actual facility somewhere in which some people work and communicate with others. For most of the members of the organization, however, the only way they "go" to the organization is online, communicating by e-mail and Internet connection. If the organization is a store, it presents its wares and takes orders on the Internet. If it is a service, that service is accessed on the Internet and then provides its service in the same way, perhaps..."
Tags:virtual, organizations, communication
An analysis of two articles on virtuality or virtual literature.
Article Review # 71263 |
4,140 words (
approx. 16.6 pages ) |
5 sources |
MLA | 2005
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$ 66.95
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Abstract
This analysis focuses on two articles on virtuality or virtual literature, including "The Condition of Virtuality" by N. Katharine Hayles and "The Written Word" by Walter J. Ong. The analysis compares and contrasts the views of Ong and Hayles on computer or electronic literature and conventional printed texts. Both Ong and Hayles maintain that virtual literature expands not limits subjectivity and the learning process from the flow of information.
From the Paper
"Meaning is culturally constructed The word first orally transmitted then transmitted through print and now electronically transmitted remains paramount in the creation and transmission of meaning. Walter J Ong suggests that the .."
Tags:perception, Internet, World Wide Web, time, space, meaning, construction, deconstruction, reality, cyborgs, understanding, meaning, reading
Virtual Online Communities
This paper provides a report on the challenges faced by virtual/online communities.
Research Paper # 100860 |
2,080 words (
approx. 8.3 pages ) |
7 sources |
APA | 2007
|
$ 39.95
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Abstract
In this article, the writer notes that today's society has a compulsion to transform the material world into the digital. The writer points out that there is a need, clearly prominent in the modern world, to take what exists now and restructure it into a digital form. For instance, the conversions of a teacher, chalk and blackboard to the materials displayed on a computer screen and the alteration of vinyl analogue music to the creation of the digital compact disc. The writer maintains that now, and perhaps most profoundly, society has begun to convert part of itself into a digital format through the development of virtual communities. The writer concludes that within the hope and optimism for virtual communities, there is a profusion of challenges and issues that they must face to succeed.
Outline:
Introduction
Method
Results
Discussion
Conclusion
From the Paper
"Through the reading of studies relating to the topic, ones that were credible studies and of a qualitative nature, the extent to which the problems that virtual communities face was determined. Academic journals, online magazines and online blog columns all of a credible and relevant nature, were each used and contributed significantly to the conclusions made."
"The use of appropriately selected theory from several theorists provided the foundations from which to grasp the topic. These several theories were compared and contrasted to define what the fundamental conclusions were. The further research carried out by examining scholarly journals and other types, provided several stances on virtual communities, stances that were also compared and contrasted to determine the underlying conclusions in the studies."
Tags:digital, computer, citizen, public
This paper is a literature review discussing the virtual university, including online and distance education.
Research Paper # 59893 |
3,840 words (
approx. 15.4 pages ) |
15 sources |
MLA | 0
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$ 63.95
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Abstract
This paper explains that distance education (DE), an educational setting wherein the student is separate from the teacher or professor in time and/or space through television as the chief medium, is the most dramatic mode of access to education, specifically higher education, as executed by mega-universities located around the world. The author points out that the digital revolution has radically reshaped educational institutions; the "factory" university provides educational services at the time, place, pace, and style chosen by the client or student. The paper concludes that, by the year 2025, the virtual school is projected to be the most important education scheme.
Table of Contents
Introduction
Review of Literature
Theoretical Framework
Methodology
Findings and Summary
From the Paper
"Next only to health care, education is the second biggest civilian industry in the United States, which spends $500-700 billion every year. This means that most Americans spend on K-12, postsecondary, and education and reflects the importance opinion leaders place on education in shaping their future. Education, higher education in particular, has been available only to those in upper classes in many countries, but increased awareness of the significance of providing higher education to more people led to the development new ways of doing so. This came at a time that the computer and its countless applications came into the scene as foremost telecommunications tools in improving and expanding educational access. New educational enterprises were established and existing educational institutions reshaped by the unprecedented digital revolution that altered the way education was to be delivered from preschool through graduate school through continuing education."
Tags:factory, china, policies, assessments, economics
Presents a distinction between "virtual" and "physical" distance.
Essay # 41677 |
900 words (
approx. 3.6 pages ) |
2 sources |
2002
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$ 19.95
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Abstract
This paper will argue, when people speak of a "shrinking world" or a "global village", that they are more often speaking of a virtually shrinking world bound together by communication networks, as opposed to a physically shrinking world bound together by transportation networks.
An analysis of virtual networks.
Essay # 35585 |
2,900 words (
approx. 11.6 pages ) |
8 sources |
2002
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$ 51.95
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Abstract
This is an analysis of the present and future components of VPN's in the world of business and beyond.