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Time for a Post-Mortem

Business Professionals’ Perspectives on the Disillusionment of Virtual Worlds

Bibliographic Data

ID19544748
AuthorsPatrick J Bateman (0000-0002-6210-736X), Jacqueline C Pike (0000-0001-7854-7733), Nicholas Berente (0000-0002-1403-4696), Sean Hansen (0000-0003-0519-5815)
Year2012
Volume5
Issue3
Publication date2012-12-02
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.v5i3.6324
OpenAlexW2244974455
LanguageEN
Citations received1
References cited8

Virtual worlds (VWs) are powerful three-dimensional technologies where users can assume identities and interact with others. While designed as open-platforms for creativity, expression, and experimentation by recreational users, VWs were once lauded for their potential applications to business. Today, much of the business community has either moved on from the hype of VWs or struggles to understand whether value can be obtained by using VWs. This paper attempts to provide an understanding of these outcomes through the analysis of assessments written by 59 business professionals, who each spent an extended period of time in a popular VW during the peak of the hype. From these assessments, four broad perspectives on the value of VWs to organizations (or lack thereof) were identified, along with challenges facing use of VWs if they are to become more widely used within business

Business · Business model · Creativity · Data science · Human–computer interaction · Metaverse · Political science · Public relations · Recreation · Sociology · Virtual reality · Computer Science · Digital Games and Media · Psychology · Social Psychology · Team Dynamics and Performance · Virtual Reality Applications and Impacts · Marketing

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Citations per year0.08
Citation span2014 - 2014 (1)
Highly citedNo

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