Understanding Computers and Cognition: A New Foundation for Design
Understanding Computers and Cognition: A New Foundation for Design
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Designing Virtual Worlds
Toward a Theory of Knowledge Reuse: Types of Knowledge Reuse Situations and Factors in Reuse Success
Journal of Management Information Systems
Design science in information systems research
MIS Quarterly
The nature of theory in information systems
MIS Quarterly
The complex problem of monetizing virtual electronic social networks
Decision Support Systems
Information Systems Research
Communication and online business opportunities in virtual environment: Second Life
International Journal of Web Based Communities
Psychological needs and virtual worlds: Case Second Life
International Journal of Human-Computer Studies
Attracted to or Locked In? Predicting Continuance Intention in Social Virtual World Services
Journal of Management Information Systems
Communication in virtual world: Second life and business opportunities
Information Systems Frontiers
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Virtual worlds are now a reality, representing intriguing environments for researchers from multiple fields to pursue collaborative investigations. To provide a background, we first highlight the basic business and sociological phenomena occurring in virtual worlds. Real world institutions, ranging from business to governmental organizations, are already experiencing the effects of increased growth in the number of individuals participating in these virtual world environments. We consider research paths from four representative perspectives: (1) information systems, (2) neurobiology, (3) political science, and (4) organizational governance research. Virtual world environments offer significant opportunities for research in many fields for study, including demonstration and examination of intra-world and inter-world practice and behavior.