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With the continuous development and iteration of telecommunication technology, the users' requirements of the quality and service have increased dogmatically. In order to meet the diverse and personalized consumer demands, virtual network operators came into being. In 2013, China officially...
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Virtuelle Welten, wie z.B. das Online-Spiel World of Warcraft, existieren schon seit längerem. In den vergangenen Monaten ist durch die Berichterstattung in den Medien eine neue Variante dieses Internet-Phänomens der virtuellen Welten populär geworden: die virtuelle 3-D-Welt Second Life (SL)....
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Virtual markets allow consumers to save time costs to purchase goods and services. Countries lose relative to the conventional welfare gain when they increase consumption of non-virtual goods under free trade. We include the classical gains from trade theorem as a special case. For two identical...
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Do virtual, yet informal and synchronous, interactions affect individual performance outcomes of organizational newcomers? We report results from a randomized field experiment conducted at a large global organization that estimates the performance effects of “virtual water coolers” for...
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