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Virtual worlds and e-commerce technologies and applications for building customer relationships Barbara Ciaramitaro, [editor].

Colaborador(es): Detalles de publicación: Hershey PA Business Science Reference c2011.Descripción: xx, 375 p. ill. 29 cmISBN:
  • 9781616928087 (hardcover)
  • 9781616928100 (ebook)
Tema(s): Clasificación CDD:
  • 658.8/72 22
Clasificación LoC:
  • HF5548.32 .V567 2011
Resumen: "This book 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"--Provided by publisher.
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Descripciones mejoradas de Syndetics:

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.

Includes bibliographical references (p. 328-359) and index.

"This book 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"--Provided by publisher.

Tabla de contenidos provista por Syndetics

  • 1 Virtual Worlds: Definition, History and the Elements that Compose Them(p. 1)
  • 2 3D3C Real Virtual Worlds Defined: The Commerce Challenge(p. 16)
  • 3 From E-Commerce to V-Commerce(p. 42)
  • 4 Convergence of Online Gaming and E-Commerce(p. 61)
  • 5 Evolution of Business in Virtual Environments(p. 90)
  • 6 Company Specific Virtual Worlds(p. 103)
  • 7 Virtual Worlds and the Military(p. 127)
  • 8 Virtual Education(p. 144)
  • 9 Virtual Market Economies and the Business of Virtual Worlds(p. 160)
  • 10 Legal Issues in the Virtual World and E-Commerce(p. 186)
  • 11 Achieving Realism in 3D Interactive Systems: Technological Issues(p. 205)
  • 12 Learning Space in Virtual Environments: Understanding the Factors Influencing Training Time(p. 216)
  • 13 Opening the Content Pipeline for OpenSim-Based Virtual Worlds(p. 231)
  • 14 Security and Privacy Concerns of Virtual Worlds(p. 244)
  • 15 The Role of Standards for E-Commerce in Virtual Worlds(p. 257)
  • 16 Culture-Sensitive Virtual E-Commerce Design with Reference to Female Consumers in Saudi Arabia(p. 267)
  • 17 The Future of Virtual Worlds in E-Commerce(p. 290)
  • 18 Virtual Worlds: Good Enough Substitute?(p. 309)
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