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Virtual Worlds Come Of Age

Bibliographic Data

ID19544653
AuthorsSteven J Barne (0000-0001-6480-7100, University of East Anglia, corresponding author), Stuart Barnes
Year2010
Volume3
Issue3
Publication date2010-11-13
Open AccessYes
TypeARTICLE
VenueJournal of Virtual Worlds Research (JOURNAL)
Journal identifiersISSN: 1941-8477 • E-ISSN: 1941-8477
PublisherVirtual Worlds Institute, Inc (PUBLISHER)
DOI10.4101/jvwr.v3i3.885
OpenAlexW1596115636
LanguageEN
Citations received4
References cited2

Virtual worlds have been purported to provide a fertile bed for marketing and brand-building for real-life companies. In Second Life, for example, there was a flurry of media hype and activity by companies in the period from 2007-2008. Several years on, however, the reality is that most of the big name brands have pulled out of Second Life. One of the reasons for this is the poor level of value generated for customers by the virtual brand experience, poor interactivity, a lack of brand and channel fit, and inadequate understanding of virtual communities. Recently, a new form of more targeted brand offerings has emerged. Branded virtual worlds, many of which are targeted at the youth segment, are growing rapidly. Many of these worlds attempt to bridge the gap between the real and virtual worlds, including advertising and real-world tie-ins, as well as subscriptions and digital micro-transactions. This paper examines one such virtual world, buildabearville.com, and its real-world counterpart, Build-a-Bear Workshop. This successful case study has become increasingly important in driving revenues and cross-channel activity for the company. The paper rounds off with conclusions and implications for practice in this very new area of investigation

Advertising · Brand management · Business · Human–computer interaction · Interactivity · Internet privacy · Metaverse · Revenue · Virtual reality · Virtual world · World Wide Web · Computer Science · Digital Games and Media · Multimedia Communication and Technology · Virtual Reality Applications and Impacts · Marketing

  • Taxation of Virtual World Economies

    Open Access•Jamie S Switzer, Ralph V Switzer•Journal of Virtual Worlds Research•2014

  • Fat Acceptance TV

    M Zimdars•Popular Communication•2015

  • Branded virtual worlds in fashion gaming

    Open Access•Paola Martinez Romero, Rachel Esther Lim et al.•Computers in Human Behavior•2025

  • Reaching the kids

    Jeffrey Montez De, Brandon Meyer et al.•Popular Communication•2016

  • Konsumentenverhalten

    Werner Kroeber-Riel, Andrea Gröppel‐Klein et al.•Konsumentenverhalten•2019

Citations per year0.33
Citation span2014 - 2025 (12)
Highly citedNo

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