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2017 | 78 | 175-184
Article title

Characterization of new business opportunities in virtual commerce

Content
Title variants
Languages of publication
EN
Abstracts
EN
Last couple of years, the numbers of games based on virtual worlds significantly increased. At the same time, the economy inside these virtual worlds has also developed. Nowadays, virtual environments like Second Life or Entropia Universe give companies various business opportunities, especially in selling their virtual or real products (virtual commerce). This article is aimed to give an outlook on virtual world as a new marketplace and their business potential, specifically in virtual commerce. The final part constitutes some conclusion and suggestions for future research. In order to achieve the assumed goal the author represents a literature review.
Publisher

Year
Volume
78
Pages
175-184
Physical description
Contributors
  • Faculty of Informatics and Communication, University of Economics in Katowice, Poland
References
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  • [8] Kaplan, A. M., & Haenlein, M. (2009 b). The fairyland of Second Life: Virtual social worlds and how to use them. Business horizons, 52(6), 563-572
  • [9] Kock, N. (2008). E-collaboration and e-commerce in virtual worlds: The potential of Second Life and World of Warcraft. International Journal of e-Collaboration, 4(3), 1-13
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  • [15] Rzemieniak, M. (2010). Marketingowe aspekty Second Life. Zeszyty Naukowe Uniwersytetu Szczecińskiego. Ekonomiczne Problemy Usług, (55 Marketing przyszłości. Trendy. Strategie. Instrumenty. Zachowania podmiotów na konkurencyjnym rynku. Konkurencyjność podmiotów na ewoluujących rynkach), 569-578.
  • [16] Scarle, S., Arnab, S., Dunwell, I., Petridis, P., Protopsaltis, A., & de Freitas, S. (2012). E-commerce transactions in a virtual environment: virtual transactions. Electronic Commerce Research, 12(3), 379-407
  • [17] endra Sharma, G., Baoku, L., & Lijuan, W. (2012). Online marketing in second life virtual world. Asian Journal of Marketing, 6(1), 10-15
  • [18] Tkaczyk, J. (2009). Formy reklamowe w grach komputerowych. W: Innowacje w marketingu, 5.
Document Type
article
Publication order reference
Identifiers
YADDA identifier
bwmeta1.element.psjd-c3bbd78b-5374-42d4-b18c-315719b456f9
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