Values, Beliefs, Artifacts and Avatars: Cultural Issues Mediated by Virtual Worlds
Networking and Electronic Commerce Research Conference 2010 (NAEC 2010), Riva del Garda, Italy
21 Pages Posted: 19 May 2011
Date Written: 2010
Abstract
Although Computer-Mediated Communication (CMC) systems are increasingly used in the e-age, their performance may be undermined by their limits. In particular, lack of interactivity and inadequate modes of communication makes CMC unable to deal with intercultural challenges. Virtual Worlds (VWs), namely graphical representations of an online environment, may be useful tools to overcome such limitations. However, limited research is conducted on cultural processes that take place in-world. This work aims to shed some light on these processes and how they may affect business activities and collaborative practices. Whilst the research is largely theoretical, we hypothesize it may offer some useful insights to understand pros and cons of VWs as business platforms.
Keywords: Business Model, Virtual Worlds, Cultural Differences, Strategic Behaviour
JEL Classification: L86, L96, M30, O32
Suggested Citation: Suggested Citation
Do you have a job opening that you would like to promote on SSRN?
Recommended Papers
-
How to Compete in the Metaverse: The Business Models in Second Life
-
By Reina Y. Arakji and Karl Reiner Lang
-
Virtual Worlds, Real Damages: The Odd Case of American Hero, the Greatest Horse that May Have Lived
-
Virtual Worlds: Multi-Disciplinary Research Opportunities
By David A. Bray and Benn Konsynski
-
Game Design as Marketing: How Game Mechanics Create Demand for Virtual Goods
By Juho Hamari and Vili Lehdonvirta
-
Answering to Bloomfield's Invitation: The Application of the Density-Dependence Model to VWs
-
Optimal Pricing and Permissions Strategy for Virtual Good Creators in Second Life