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Consumer Research in Virtual Worlds - Second Life

Source: sam.netzwerteserver.de
Topic: Consumer Research

Sort Desciption: Consumer Research in Virtual Worlds - Second Life Over the last couple of months a new internet phenomenon has gained significant attention: Second Life, a virtual 3D online world ...

Content Inside: Consumer Research in Virtual Worlds Second Life Over the last couple of months a new internet phenomenon has gained significant attention: Second Life, a virtual 3D online world which has meanwhile not only grown to about 7 million residents, but has also drawn the attention of major global brands such as IBM,  DELL,  SUN,  Sony BMG,  MTV,  Adidas,  BBC,  Toyota,  Nissan,  Reuters etc. All of these companies started their second lives in the year 2006, and since then, more than 40 international brands, dozens of universities, research facilities and public agencies have followed suit and opened their own virtual doors to ...

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This article originally appeared in: Elizabeth C. Hirschman & Morris B. Holbrook (eds.), Advances in Consumer Research, Vol. XII, 1985, pp.189-194.

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