Net gain: expanding markets through virtual communities
Net gain: expanding markets through virtual communities
Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
The Medium of the Video Game
The experienced "sense" of a virtual community: characteristics and processes
ACM SIGMIS Database
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Genre and game studies: toward a critical approach to video game genres
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Second Life: The Official Guide
Second Life: The Official Guide
Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
What Trust Means in E-Commerce Customer Relationships: An Interdisciplinary Conceptual Typology
International Journal of Electronic Commerce
The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces
Presence: Teleoperators and Virtual Environments
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
E-Marketing
Virtual item sales as a revenue model: identifying attributes that drive purchase decisions
Electronic Commerce Research
Brokerage, Boundary Spanning, and Leadership in Open Innovation Communities
Organization Science
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Spatial presence and perceived reality as predictors of motion-based video game enjoyment
Presence: Teleoperators and Virtual Environments
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This paper, published in large part in Ciaramitaro's 2011 Virtual Worlds and E-Commerce, reflects how gaming and virtual worlds have impacted on ecommerce in recent years. A dynamic commercial environment with massive growth in user numbers and an overspill into real worlds through gamification, virtual worlds have contributed new language, new ways of engaging customers in branded virtual experiences and new business models. Co-creation and co-production remain central themes within this environment. Convergence between online and offline proceeds apace, facilitated by ever more accessible technological interfaces such as mobile and tablets but also now micro-projection technologies that enable new ways of sharing and engaging. The paper reviews the convergence context and concludes with a discussion of how relationships between customers and businesses have changed, economies have emerged and boundaries between virtual and real have become blurred to form gamified commercial experiences.