Living in 'Multiple Spaces
Extending Our Socioeconomic Environment through Virtual Worlds
Bibliographic Data
| ID | 4475587 |
|---|---|
| Authors | Feng 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) |
| Year | 2010 |
| Volume | 28 |
| Issue | 3 |
| Pages | 425-446 |
| Publication date | 2010-06-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Environment and Planning D Society and Space (JOURNAL) |
| Journal identifiers | ISSN: 0263-7758 • E-ISSN: 1472-3433 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1068/d14708 |
| OpenAlex | W2066359461 |
| Language | EN |
| Citations received | 9 |
| References cited | 20 |
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
Information and Communications Technology
Metaverse beyond the hype
The Hermit Kingdom in cyberspace
Collaboration in Virtual Worlds
Staging the New Retail Drama
The Citizen’s Right to the Virtual City
Platforming space
The political geographies of Liberty City
Can electronic games contribute to the advancement of tourism economy? An empirical investigation of the extended SOR model based on Prospect Theory and Spatial Triad
The Digital Person
Play Between Worlds
The Geography of Virtual Worlds
Placeworlds
The Case for Education in Virtual Worlds
Activeworlds
Virtual geography
The automatic production of space
Code and the Transduction of Space
The Infrastructure of Experience and the Experience of Infrastructure
The Emerging Geographies of Virtual Worlds
Between Physical and Electronic Spaces
| Unique citing works | 9 |
|---|---|
| Citations per year | 0,56 |
| Citation span | 2010 - 2025 (16) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 9 |