Over the next decade, significant technological advancements and policy implementations are planned to each of the five space infrastructures, (telecommunication, positioning and navigation, broadcasting, earth observation, and tourism) creating new opportunities for information technology. Comme
Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships (Premier Reference Source)
โ Scribed by Barbara Ciaramitaro
- Publisher
- Business Science Reference
- Year
- 2010
- Tongue
- English
- Leaves
- 398
- Series
- Premier Reference Source
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
With the rise of the collaborative Web 2.0 technologies, the face of e-commerce has evolved from a static presentation of products and services to an interactive participatory relationship with customers. Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of internet technologies to create a more immersive experience for customers. Containing current research on various aspects of the use of virtual worlds, this book includes a discussion of the elements of virtual worlds; the evolution of e-commerce to virtual commerce (v-commerce); the convergence of online games and virtual worlds; current examples of virtual worlds in use by various businesses, the military, and educational institutions; the economics of virtual worlds: discussions on legal, security and technological issues facing virtual worlds; a review of some human factor issues in virtual worlds; and the future of virtual worlds and e-commerce.
โฆ Table of Contents
Title
......Page 2
Table of Contents......Page 4
Detailed Table of Contents......Page 7
Foreword......Page 14
Preface......Page 16
Acknowledgment......Page 21
Virtual Worlds: Definition, History and the Elements that Compose Them......Page 24
3D3C Real Virtual Worlds Defined: The Commerce Challenge......Page 39
From E-Commerce to V-Commerce......Page 65
Convergence of Online Gaming and E-Commerce......Page 84
Evolution of Business in Virtual Environments......Page 113
Company-Specific Virtual Worlds......Page 126
Virtual Worlds and the Military......Page 150
Virtual Education......Page 167
Virtual Market Economies and the Business of Virtual Worlds......Page 183
Legal Issues in the Virtual World and E-Commerce......Page 209
Achieving Realism in 3D Interactive Systems: Technological Issues......Page 228
Learning Space in Virtual Environments: Understanding the Factors Influencing Training Time......Page 239
Opening the Content Pipeline for Open Sim-Based Virtual Worlds......Page 254
Security and Privacy Concerns of Virtual Worlds......Page 267
The Role of Standards for E-Commerce in Virtual Worlds......Page 280
Culture-Sensitive Virtual E-Commerce Design with Reference to Female Consumers in Saudi Arabia......Page 290
The Future of Virtual Worlds in E-Commerce......Page 313
Virtual Worlds: Good Enough Substitute?......Page 332
Compilation of References......Page 351
About the Contributors......Page 383
Index......Page 389
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