Seller activity in a virtual marketplace

First Monday ◽  
2010 ◽  
Author(s):  
David A. Huffaker ◽  
Matthew Simmons ◽  
Eytan Bakshy ◽  
Lada A. Adamic

As virtual goods continue to proliferate in online worlds, understanding their production, consumption and distribution remains exciting for scholars, technology companies and policy makers alike. We present a descriptive study of the activities of successful sellers in Second Life, a 3D virtual world that allows users to create their content and even to make money by selling it to other users. We combine user log analysis, network analysis and content analysis to examine cycles in trading volume, market segmentation and specialization, geographic concentration and the impact of social capital on economic success, revealing important insights regarding virtual markets, as well as differences between the very top sellers and those making a more modest income.

2010 ◽  
Vol 21 (3) ◽  
pp. 69-89 ◽  
Author(s):  
Fiona Fui-Hoon Nah ◽  
Brenda Eschenbrenner ◽  
David DeWester ◽  
So Ra Park

This research is a partial test of Park et al.’s (2008) model to assess the impact of flow and brand equity in 3D virtual worlds. It draws on flow theory as its main theoretical foundation to understand and empirically assess the impact of flow on brand equity and behavioral intention in 3D virtual worlds. The findings suggest that the balance of skills and challenges in 3D virtual worlds influences users’ flow experience, which in turn influences brand equity. Brand equity then increases behavioral intention. The authors also found that the impact of flow on behavioral intention in 3D virtual worlds is indirect because the relationship between them is mediated by brand equity. This research highlights the importance of balancing the challenges posed by 3D virtual world branding sites with the users’ skills to maximize their flow experience and brand equity to increase the behavioral intention associated with the brand.


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
Renato P. Dos Santos

Science teaching detached itself from Reality and became restricted to the classrooms and textbooks with their abundance of standardized and repetitive exercises, while students keep their own alternative conceptions. Papert, displeased with this inefficient learning process, as early as 1980 championed physics microworlds, where students could experience a variety of laws of motion, from Aristotle to Newton and Einstein or even “new” laws invented by the students themselves. While often mistakenly seen as a game, Second Life (SL), the online 3D virtual world hosted by Linden Lab, imposes essentially no rules on the residents beyond reasonable restrictions on improper behavior and the physical rules that guarantee its similitude to the real world. As a consequence SL qualifies itself as an environment for personal discovery and exploration as proposed by constructivist theories. The physical laws are implemented through the well-known physics engine Havok, whose design aims to provide game-players a consistent, “realistic” environment. Going beyond Reality limits, however, the Havok User Guide explicitly encourages developers to use several tricks to cheat the simulator in order to make games funnier or easier to play. As it is shown in this study, SL Physics is unexpectedly neither the Galilean/Newtonian “idealized” Physics nor a real world Physics virtualization, intentionally diverging from reality in such a way that it could be called hyper-real. As a matter of fact, if some of its features make objects behave “more realistically than real” ones, certain quantities, e.g. energy, have a totally different meaning in SL as compared to Physics. Far from considering it as a problem, however, the author argues that its hyper-reality may be a golden teaching opportunity, allowing surreal Physics simulations and epistemologically rich classroom discussions around the “what is a physical law?” issue, in good accordance with Papert’s never-implemented proposal.


Author(s):  
Lee Taylor-Nelms ◽  
Valerie Hill

As role-play, virtual reality, and simulated environments gain popularity through virtual worlds such as Second Life, the importance of identifying best practices for education and emergency management training becomes necessary. Using a formal needs assessment approach, we examined the extent to which 3D virtual tornado simulation trainings follow the principles of adult learning theory employed by the Federal Emergency Management Agency's (FEMA) National Training and Education Division. Through a three-fold methodology of observation, interviews, and reflection on action, 3D virtual world tornado trainings were analyzed for congruence to adult learning theory.


2019 ◽  
pp. 596-622
Author(s):  
Anders I. Mørch ◽  
Valentina Caruso ◽  
Melissa D. Hartley ◽  
Barbara L. Ludlow

The purpose of this chapter is to explore the contexts that teachers can create to promote collaborative learning in 3D virtual learning environments. The authors report on the findings of a case study using the 3D virtual world Second Life in a preservice teacher distance education program. Two types of contexts are identified: social interaction (social context) and instructor's scaffolding (pedagogical context). The anonymity represented by avatars in the 3D environment allowed learners to engage in social interaction and practice collaboration skills. Scaffolding involved several stages: scaffold the students' learning of the new technology, plan the course structure, implement the procedures during the lesson, and facilitate transitions between activities. The study also identifies the potential for a third context (emotional context), as the participants—both the instructor and the students—report a need to express emotions in many situations, but the environment does not seamlessly support this mode of communication.


2013 ◽  
Vol 14 (2) ◽  
pp. 388-399
Author(s):  
Sumeer Gul ◽  
Samrin Nabi ◽  
Samina Mushtaq ◽  
Tariq Ahmad Shah ◽  
Suhail Ahmad

Electronic resource usage has proved as one of the best decision making tools in the library setups. Electronic resource usage in relation to the political disturbance can act as one of the tools to highlight the impact of political disturbance on educational setups in general and the electronic resource usage in particular. The study takes a serious look in the electronic resource usage in Kashmir and the impact of unrest on it. The paper highlights a relational platform between education and conflict studies. How conflict affects the electronic resource usage in a conflict zone has been highlighted in the study. Transaction logs in the form of COUNTER Report deliberating the usage of Project Muse journal titles at University of Kashmir were analyzed to know the extent of usage of e-resources by the academia of Kashmir during the time of conflict from a time period of January 2008- December 2010. Peace has a great role to play in the development of any community from every aspect. Political disturbance hampers the educational sector to a greater extent. The usage logs helped to reveal the actual picture of academic behaviour of Kashmiris in the time of conflict. The study clearly reflects that political disturbance has a negative effect on the educational sphere in general and electronic resource usage in particular. The study was confined to the analysis of the transactions logs generated from Project Muse at University of Kashmir. The study can lay a base for the policy makers associated with education to take some immediate and curative steps that can control the devastating effects on the academia caused because of frequent disturbances in the valley of Kashmir. The study is an eye opener for the academicians and the policy makers in Kashmir. The study will be helpful in visualizing the utility of log analysis in reflecting the ill effects of political disturbance on academic circles. The paper is first of its kind trying to link education and conflict studies of a politically simmering area, Kashmir. The research can further be extended to analyze the impact of political normalcy on the academia of Kashmir. How normalcy acts as an indicator of enhanced e-resource usage can be studied.


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