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

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

Ned Kock (Texas A&M International University, USA)
Copyright: © 2008 |Pages: 13
DOI: 10.4018/jec.2008070101
OnDemand PDF Download:
$37.50

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.

Complete Article List

Search this Journal:
Reset
Open Access Articles: Forthcoming
Volume 13: 4 Issues (2017): Forthcoming, Available for Pre-Order
Volume 12: 4 Issues (2016)
Volume 11: 4 Issues (2015)
Volume 10: 4 Issues (2014)
Volume 9: 4 Issues (2013)
Volume 8: 4 Issues (2012)
Volume 7: 4 Issues (2011)
Volume 6: 4 Issues (2010)
Volume 5: 4 Issues (2009)
Volume 4: 4 Issues (2008)
Volume 3: 4 Issues (2007)
Volume 2: 4 Issues (2006)
Volume 1: 4 Issues (2005)
View Complete Journal Contents Listing