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Virtual Goods: Good for Business?

机译:虚拟商品:对企业有利吗?

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Whilst 2008 saw the emergence of the virtual worlds sector, 2009 has to be called the year of the virtual good. With online destinations such as social networks seeing a creation of brand-new revenue steams and virtual worlds ‘giving the users want they want’, the virtual goods sector is one of the fastest growing areas of the Internet. In its most popular form, virtual goods relate to accessories for avatars–clothing, hair and other person-related apparel. These are purchased by users to customize their appearance and are popular across all types of virtual worlds, from kids and tweens right through grown-up worlds and also apply across all genres. There is an incumbent demand for users to want to change and control how they are seen in virtual worlds. But virtual goods don’t just include avatar appearance customization. Online communities are learning how to monetize all aspects of the user experience, including the ability, for example, to buy a bespoke user name or access specific areas inside a virtual world. On the SocNet side, virtual goods are being used to great effect with social/mini-games, providing ‘tools’ to complete a game faster/level-up.
机译:2008年见证了虚拟世界领域的兴起,而2009年则被称为虚拟商品年。随着诸如社交网络之类的在线目的地看到了崭新的收入流以及虚拟世界“满足了用户想要的需求”,虚拟商品领域是互联网发展最快的领域之一。虚拟商品以其最受欢迎的形式涉及化身的配件-衣服,头发和其他与人相关的服装。这些都是由用户购买的,用于自定义外观,并且在从孩子到青少年到成人世界的所有类型的虚拟世界中都很流行,并且也适用于所有类型。用户迫切需要更改和控制他们在虚拟世界中的显示方式。但是虚拟商品不仅仅包含头像外观定制。在线社区正在学习如何从用户体验的各个方面获利,例如能够购买定制的用户名或访问虚拟世界中的特定区域。在SocNet方面,虚拟商品正被广泛用于社交/迷你游戏,提供了“工具”以更快/更高级地完成游戏。

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