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Living in 'Multiple Spaces

Extending Our Socioeconomic Environment through Virtual Worlds

Bibliographic Data

ID4475587
AuthorsFeng Li (0000-0002-6589-6392, The Business School, Newcastle University, Newcastle upon Tyne NE1 7RU, England), Savvas Papagiannidi (0000-0003-0799-491X, The Business School, Newcastle University, Newcastle upon Tyne NE1 7RU, England), Michael Bourlakis (0000-0001-5093-5398, The Business School, Brunel University, Uxbridge, Middlesex UB8 3PH, England)
Year2010
Volume28
Issue3
Pages425-446
Publication date2010-06-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueEnvironment and Planning D Society and Space (JOURNAL)
Journal identifiersISSN: 0263-7758 • E-ISSN: 1472-3433
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1068/d14708
OpenAlexW2066359461
LanguageEN
Citations received9
References cited20

The rapid development of massively multiplayer online role-playing games (MMORPGs) is creating new virtual worlds that significantly extend our socioeconomic environment. Increasingly, organisations and individuals have to live in multiple spaces incorporating physical, electronic, and virtual spaces, which are creating numerous new business and social opportunities and challenges. Today, MMORPGs-both virtual social worlds and online fantasy games-have evolved far beyond mere online computer games. From a business perspective, the new environment challenges existing management theories, creating new opportunities for businesses and entrepreneurs and calling for the development of new management theories and new research methods. From a social perspective, the virtual world represents the frontier of social computing, with profound implications for policy and our society at large. This paper will explore the concept of 'multiple spaces', examine the interplays and connections among the different spaces, and discuss their business and social implications. New themes for future research will also be highlighted

Fantasy · Frontier · Human–computer interaction · Knowledge management · Metaverse · Perspective (graphical · Political science · Socioeconomic status · Sociology · Virtual reality · Computer Science · Digital Games and Media · Digital Marketing and Social Media · Impact of Technology on Adolescents

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Unique citing works9
Citations per year0,56
Citation span2010 - 2025 (16)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 9
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