scholarly journals Virtual Goods: Good for Business?

1970 ◽  
Vol 2 (4) ◽  
Author(s):  
Nic Mitham

Whilst 2008 saw the emergence of the virtual worlds sector, 2009 has to be called the year of the virtual good. With online destinations such as social networks seeing a creation of brand-new revenue steams and virtual worlds ‘giving the users want they want’, the virtual goods sector is one of the fastest growing areas of the Internet. In its most popular form, virtual goods relate to accessories for avatars–clothing, hair and other person-related apparel. These are purchased by users to customize their appearance and are popular across all types of virtual worlds, from kids and tweens right through grown-up worlds and also apply across all genres. There is an incumbent demand for users to want to change andcontrol how they are seen in virtual worlds. But virtual goods don’t just include avatar appearance customization. Online communities are learning how to monetize all aspects of the user experience, including the ability, for example, to buy a bespoke user name or access specific areas inside a virtual world. On the SocNet side, virtual goods are being used to great effect with social/mini-games, providing ‘tools’ to complete a game faster/level-up.

Author(s):  
Vicente Galiano ◽  
Victoria Herranz

In this chapter, the authors describe the project of a virtual world that they developed in their university and with their students. In this work, they joined concepts like social networks and virtual reality, creating a virtual model of the University Miguel Hernandez (UMH), where students are able to walk around the campus, inside the buildings, chat with other students, and moreover, use videoconferencing rooms where students talk and see other students in the same virtual world. The authors describe this project, called UMHvirtual (available in http://virtual.umh.es), which has been supervised by the authors, implemented by a group of students, and focused on all the university students.


Author(s):  
Devan Rosen

Virtual communities that allow many users to interact in a virtual world, often called multi-user virtual worlds (MUVWs), allow users to explore and navigate the virtual world as well as interact with other users. The communicative interaction within these virtual worlds is often text-based using Internet relay chat (IRC) and related systems. IRC has posed a difficulty for researchers looking to evaluate the interaction by analyzing and interpreting the communication since data is stored in the form of chatlogs. The current chapter explicates methodological procedures for the measurement and visualization of chat-based communicative interaction in MUVWs as social networks. A case study on an educational MUVW, the SciCentr programs sponsored by Cornell University, is used to elaborate methods and related findings.


2014 ◽  
Vol 10 (4) ◽  
pp. 65-79 ◽  
Author(s):  
Sylvaine Castellano ◽  
Insaf Khelladi ◽  
Amélie Chipaux ◽  
Célia Kupferminc

With the increased importance of the Internet and the use of social media, new opportunities and challenges emerge to manage the relationship with audiences and online communities. While the professional world already acknowledged such dynamics, further analysis is needed in the academic scene. A survey conducted in the sports setting shows that the perception of social networks influences athletes' e-reputation. However, the motives for following athletes online have no influence on their e-reputation. Finally, the results highlight that e-reputation is not affected by negative content on the internet. This research has both academic and managerial contributions regarding online reputation and social media.


2021 ◽  
Vol 19 (34) ◽  
Author(s):  
Jelena Jevtić ◽  
Milan S. Dajić

Social networks are a way of creating a virtual identity and entering into relationships with strangers in a series of interactions that were not known to a man before the existence of the Internet. Mobile phones and the virtual world often create a personality of a person that is not the same in the real world. It can be said that technology has changed the course of humanity and human consciousness and contributed to many changes in the mentality of society, especially among the youth. Children are often overwhelmed by materialism and jealousy, which further encourages them to become an unconscious, immoral and unambitious population. One of the negative effects of social networks is the abuse of privacy, which is also becoming a growing problem everywhere in the world and should not be ignored. However, a positive attitude should be maintained when it comes to social networks, because they facilitate communication, access to information and learning, greater availability of services and free advertising of some products or services. High school students use the Internet intensively every day, and the work raises the question of whether they use it constructively or destructively. The research was conducted in 2019, the population of high school students was observed and 100 students were included on the territory of Belgrade, Niš and Vitina.


1999 ◽  
Vol 3 (4) ◽  
pp. 303-306
Author(s):  
William Mitchell

With the coming of computers and the Internet, the relationship of the physical and virtual worlds has shifted. Virtual environments will not replace physical ones, but the nature, location, and function of the latter will change, creating both challenges and opportunities for architects.


2021 ◽  
pp. 183-204
Author(s):  
Timur Badmatsyrenov ◽  
Fedor Khandarov ◽  
Alexander Tsydenov

The study of the features of the reproduction of political ideologies in social networks and the formation of user communities united by adherence to some political ideas is an urgent problem of contemporary political science. Social media has become an agent for the development of new forms of political activity, providing unprecedented opportunities for transferring and exchanging information, broadcasting political ideas, and involving people in virtual and real communities. Today, social media have become not just a means of transmitting information and a form of entertainment, but a special global form of social political interaction, increasingly penetrating into the most diverse aspects of society. In political interactions, the online services of new media can be described as a “third space”, a development of Ray Oldenburg's concept, in which he singles out a part of the social space not related to housing (“first place”) and work (“second place”). Online communities on social networks have become a mixed form of institutionalized political and informal non-political interactions, as exemplified by ideologically based social media groups. The transformations caused by the rapid development of the Internet and “new social media” are giving rise to a fundamentally new reality of social interaction, which combines two contradictory trends. On the one hand, the Internet and social media have expanded people's access to information and significantly increased the field of social interaction and communication, thereby creating the basis for uniting users on various grounds, including political and ideological views. On the other hand, such changes led to a crisis of trust between the participants. Users belonging to different political ideologies form stable “echo chambers” in their Internet environment, rigidly filtering the information they receive, locking themselves in and reproducing the attributes of only their political ideology and not allowing outsiders there. In our opinion, this requires a study that provides for a close study of ideological “echo chambers”, which seems necessary for understanding the processes of political communication and ways of reproducing political and ideological views in the online sphere.


KWALON ◽  
2015 ◽  
Vol 20 (2) ◽  
Author(s):  
Harald Warmelink ◽  
Joost Beuving ◽  
Fred Wester

Ethnography in the virtual world: a methodological struggle (with introduction and debate) Ethnography in the virtual world: a methodological struggle (with introduction and debate) The author discusses problems in the ethnographic study of online, virtual worlds through a presentation of his research of the internet game EVE Online. It attracts many millions of players worldwide, who navigate in a sciencefiction type of environment in which they compete for dominant positions and scarce resources. The author problematizes three aspects of EVE, that are relevant for discussions of ethnography in online, virtual worlds: (1) the place of interaction, (2) the design of the game, and (3) access to the EVE corporations: organisational units in which players collaborate. Based on this, the author advocates a novel methodological approach in the study of online, virtual worlds, which he terms ‘virtual-organisational ethnography’. It combines elements of organization science and Christine Hine’s virtual ethnography, and that presents a step away from classical ethnography. Fred Wester and Joost Beuving present a reply to the article, and the author responds to this.


2018 ◽  
Vol 45 (3) ◽  
pp. 387-397 ◽  
Author(s):  
Elias Pimenidis ◽  
Nikolaos Polatidis ◽  
Haralambos Mouratidis

This article identifies the factors that have an impact on mobile recommender systems. Recommender systems have become a technology that has been widely used by various online applications in situations where there is an information overload problem. Numerous applications such as e-Commerce, video platforms and social networks provide personalised recommendations to their users and this has improved the user experience and vendor revenues. The development of recommender systems has been focused mostly on the proposal of new algorithms that provide more accurate recommendations. However, the use of mobile devices and the rapid growth of the Internet and networking infrastructure have brought the necessity of using mobile recommender systems. The links between web and mobile recommender systems are described along with how the recommendations in mobile environments can be improved. This work is focused on identifying the links between web and mobile recommender systems and to provide solid future directions that aim to lead in a more integrated mobile recommendation domain.


Author(s):  
O. V. Yarmak ◽  
A. S. Tsepkova ◽  
E. A. Lysenko ◽  
I. L. Kalinskaya

The article analyses the content of Internet messages of the Crimean and Ukrainian segment of the network about events in Ukraine and the Crimea for the period from 2017 to 2019. The authors’ research interest is due to the degree of conflict and the ambiguity of the informational assessment of events on the Crimean and Ukrainian topics that took place during this period, and, as a result, the formation of conflicting information flows of the Ukrainian and the Crimean segments of the Internet network. In the course of the study, we used a system-efficient approach that studies the Internet space as a product of the social environment; comparative analysis, which we used to compare the content of Internet messages of online communities of Ukraine and the Crimea; method of content analysis, which made possible assessment of the social and political mood of the audience of Ukrainian and the Crimean Internet users. The authors present the results of a cybermetric analysis of messages from online communities of social networks Facebook and VKontakte. The tone of information flows on UkrainianCrimean themes remains negative, which is a consequence of the complex and contradictory relations between Ukraine and Russia in the realm of politics. We revealed the interest in social, cultural and linguistic discourses in the information flows of the Ukrainian and the Crimean segments of VKontakte and Facebook networks, which may act as a factor in combining Internet audiences with different political positions. However, it requires a separate in-depth cybermetric analysis.


2014 ◽  
Vol 10 (3) ◽  
Author(s):  
Geisa Bugs

The article discusses the influences of ICT mass usage, specially the Internet, on citizen's relations with the government and urban space. Recent advances on ICT are encouraging new forms of socialization, consumption, production, citizenship, and activism. Citizens are showing willingness to act and influence urban structures. They organize themselves in the virtual world, but think and act on the physical space. Brazilian examples of public manifestations and online activism initiatives originated or supported by social media and social networks illustrate the theory around ICT. The article concludes that new interfaces are emerging between citizens, the government, and urban spaces.


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