Presence: Teleoperators and Virtual Environments - Premier issue
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Multivariate data analysis (4th ed.): with readings
Multivariate data analysis (4th ed.): with readings
The media equation: how people treat computers, television, and new media like real people and places
The Elements of Friendly Software Design
The Elements of Friendly Software Design
Building Virtual Communities: Learning and Change in Cyberspace
Building Virtual Communities: Learning and Change in Cyberspace
HICSS '04 Proceedings of the Proceedings of the 37th Annual Hawaii International Conference on System Sciences (HICSS'04) - Track 7 - Volume 7
Information Systems Research
Synthetic Worlds: The Business and Culture of Online Games
Synthetic Worlds: The Business and Culture of Online Games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Virtual worlds: multi-disciplinary research opportunities
ACM SIGMIS Database
Why people buy virtual items in virtual worlds with real money
ACM SIGMIS Database
Marketing strategies in virtual worlds
ACM SIGMIS Database
Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
Computers & Education
Avatar e-mail versus traditional e-mail: Perceptual difference and media selection difference
Decision Support Systems
Virtual communities: A marketing perspective
Decision Support Systems
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
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Second Life is an online 3D virtual world imagined and created by its residents. The residents can communicate, explore, participate in social activities, create and trade virtual properties and services. The most common communication media used in Second Life are text, voice, instant messaging and video conferencing. The purpose of the current study is to investigate why people communicate in Second Life and opportunities of making real business value. An online survey from Second Life residents was performed to study communication behavior and business opportunities in Second Life. The theoretical backgrounds used in this study were the communication theory and social systems and word of mouth communications for consumer learning. The result was focused on the effectiveness and superiority of communication in Second Life among other social networking sites such as Facebook, Myspace and Youtube. The communication is significant to policy makers, managers and leaders for information sharing and decision making.