Consumer Use and Business Potential of Virtual Worlds: The Case of "Second Life"

被引:25
|
作者
Kaplan, Andreas M. [1 ]
Haenlein, Michael [1 ]
机构
[1] ESCP Europe, Paris, France
来源
关键词
D O I
10.1080/14241270903047008
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
Several months ago, the virtual social world "Second Life" (SL) received considerable interest in both the popular and business press. Based on a series of 29 qualitative, in-depth interviews, this article investigates what types of behaviors consumers show within this environment and what business opportunities it offers for companies. The results indicate that users do not consider SL as a mere computer game but as an extension of their real lives. This has implications for how marketing managers can use this online application that go beyond those known from traditional computer or online games.
引用
收藏
页码:93 / 101
页数:9
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