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Several million people currently have accounts in massively multi-player online games, places in cyberspace that are effectively large-scale shared virtual reality environments. The population of these virtual worlds has grown rapidly since their inception in 1996; significantly, each world also...
Persistent link: https://www.econbiz.de/10011410451
This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large …
Persistent link: https://www.econbiz.de/10011507957
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This paper explores a unique new source of social valuation: a market for bodies. The internet hosts a number of large …
Persistent link: https://www.econbiz.de/10001772724
Several million people currently have accounts in massively multi-player online games, places in cyberspace that are effectively large-scale shared virtual reality environments. The population of these virtual worlds has grown rapidly since their inception in 1996; significantly, each world also...
Persistent link: https://www.econbiz.de/10001711872
exists entirely on 40 computers in San Diego. Unlike many internet ventures, virtual worlds are making money -- with annual … internet innovations, virtual worlds may soon become the primary venue for all online activity. …
Persistent link: https://www.econbiz.de/10001633911
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Changes in communication technology have allowed for the expansion of data collection modes in survey research. The proliferation of the computer has allowed the creation of web and computer assisted auto-interview data collection modes. Virtual worlds are a new application of computer...
Persistent link: https://www.econbiz.de/10003876077
Technology has always introduced changes in the way researchers administer surveys. A new technology known as virtual worlds has now emerged that promises to change data collection once again. Virtual worlds are persistent, online, computer-rendered spaces populated by hundreds, thousands, or...
Persistent link: https://www.econbiz.de/10003876090