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E-Collaboration and E-Commerce In Virtual Worlds: The Potential of Second Life and World of Warcraft

机译:虚拟世界中的电子协作和电子商务:第二生命和魔兽世界的潜力

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摘要

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.
机译:虚拟世界可以定义为技术创建的虚拟环境,其中包含现实世界元素(例如人类,风景和其他物体)的表示。近年来,越来越多的人将诸如“第二人生”和“魔兽世界”之类的虚拟世界用于娱乐和商业用途,并且研究人员对虚拟世界可能对电子协作行为和协作任务结果的影响产生了越来越高的兴趣。本文探讨了是否可以在虚拟世界中完成实际工作,虚拟世界是否可以提供贸易基础(B2C和C2C电子商务),以及它们是否可以用作可靠研究电子协作行为及相关行为的平台结果。得出的结论是,尽管未来肯定有陷阱,但虚拟世界在这三个领域中都具有巨大潜力。

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