Multivariate data analysis (4th ed.): with readings
Multivariate data analysis (4th ed.): with readings
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Virtual item purchase behavior in virtual worlds: an exploratory investigation
Electronic Commerce Research
Retail spatial evolution: paving the way from traditional to metaverse retailing
Electronic Commerce Research
Virtual worlds - past, present, and future: New directions in social computing
Decision Support Systems
The complex problem of monetizing virtual electronic social networks
Decision Support Systems
Journal of Management Information Systems
Game vendors' influence on the monetary value of virtual goods
Proceedings of the 2011 ACM Symposium on Applied Computing
Does "Virtually being there" help? comparing collaborative work between 3D and 2D conditions
CRIWG'11 Proceedings of the 17th international conference on Collaboration and technology
Player performance and in game advertising retention
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Understanding use continuance in virtual worlds: Empirical test of a research model
Information and Management
Research Note---Using Real Options to Investigate the Market Value of Virtual World Businesses
Information Systems Research
Impact of Flow and Brand Equity in 3D Virtual Worlds
Journal of Database Management
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Online virtual worlds, such as Second Life, are rapidly becoming recognized as a technology of substantial future importance for marketers and advertisers. Many of these virtual worlds provide the potential medium for very rich and varied new and enhanced modes of advertising--all in one online channel. Such varied advertising experiences can be immersive or absorptive, active or passive. Potential modes of advertising include product placement of 3-D objects (such as brand-name clothing), billboards, radio, musical performances, movies and videos, advergames (typically mini-worlds or mini-games) and cross-promotional offers and activities. Little is known about the effectiveness of advertising in virtual worlds on purchasing intention towards a product. The purpose of this paper is to introduce the concept of advertising in virtual worlds and to create an agenda for future experimental research in this exceptionally new domain. As a result, we hope to encourage others to begin to further engage in research on this topic over the period from 2007-2014.