The Future of Virtual Worlds in E-CommerceWilliam G. Burns (Andromeda Media Group, USA)
Copyright © 2011. 19 pages.
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DOI: 10.4018/978-1-61692-808-7.ch017, ISBN13: 9781616928087, ISBN10: 1616928085, EISBN13: 9781616928100 Sample PDFCite Chapter
MLA
Burns, William G. "The Future of Virtual Worlds in E-Commerce." Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships. IGI Global, 2011. 290-308. Web. 23 May. 2012. doi:10.4018/978-1-61692-808-7.ch017
APA
Burns, W. G. (2011). The Future of Virtual Worlds in E-Commerce. In B. Ciaramitaro (Ed.), Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships (pp. 290-308). Hershey, PA: Business Science Reference. doi:10.4018/978-1-61692-808-7.ch017
Chicago
Burns, William G. "The Future of Virtual Worlds in E-Commerce." In Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships, ed. Barbara Ciaramitaro, 290-308 (2011), accessed May 23, 2012. doi:10.4018/978-1-61692-808-7.ch017
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 Favorite | | TopAbstractThe future of the evolving, collaborative communications structure will be impacted to an enormous and ever increasing degree by the merging of e-commerce and virtual worlds. Such media outlets will bring new and innovative methods by which to interact with clients and customers, as well as business to business. As these technologies continue to evolve, bringing higher definition, realism, and the power to manipulate potential customer experiences, increasing numbers of people will come to the realization that virtual worlds and similar environments are an essential part of an online communications experience. Evidence of this paradigm shift can be noted in the multitudes of brand names which also inhabit these virtual environments through countless offerings and marketing campaigns. TopComplete Chapter List|
1.
| Virtual Worlds: Definition, History and the Elements that Compose Them
(pages 1-15)
David Oyarzun (Vicomtech, Spain), María del Puy Carretero (Vicomtech, Spain), Amalia Ortiz (Enne, Spain), Alex García-Alonso (University of the Basque Country, Spain)
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2.
| 3D3C Real Virtual Worlds Defined: The Commerce Challenge
(pages 16-41)
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3.
| From E-Commerce to V-Commerce
(pages 42-60)
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4.
| Convergence of Online Gaming and E-Commerce
(pages 61-89)
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5.
| Evolution of Business in Virtual Environments
(pages 90-102)
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6.
| Company Specific Virtual Worlds
(pages 103-126)
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7.
| Virtual Worlds and the Military
(pages 127-143)
Barbara L. Ciaramitaro (Ferris State University, USA), James Jones (Ferris State University, USA)
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8.
| Virtual Education
(pages 144-159)
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9.
| Virtual Market Economies and the Business of Virtual Worlds
(pages 160-185)
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10.
| Legal Issues in the Virtual World and E-Commerce
(pages 186-204)
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11.
| Achieving Realism in 3D Interactive Systems: Technological Issues
(pages 205-215)
Arman Gukasyan (3DreamTeam LLC, Russia), Nadezhda Ilyina (Vizerra, Russia), Alexander Lavrov (3DreamTeam LLC, Russia)
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12.
| Learning Space in Virtual Environments: Understanding the Factors Influencing Training Time
(pages 216-230)
M. Kyritsis (Brunel University, UK), S. R. Gulliver (University of Reading, UK), S. Morar (Consultant, UK)
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13.
| Opening the Content Pipeline for OpenSim-Based Virtual Worlds
(pages 231-243)
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14.
| Security and Privacy Concerns of Virtual Worlds
(pages 244-256)
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15.
| The Role of Standards for E-Commerce in Virtual Worlds
(pages 257-266)
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16.
| Culture-Sensitive Virtual E-Commerce Design with Reference to Female Consumers in Saudi Arabia
(pages 267-289)
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17.
| The Future of Virtual Worlds in E-Commerce
(pages 290-308)
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18.
| Virtual Worlds: Good Enough Substitute?
(pages 309-327)
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