Since its inception in 2003, the virtual world of Second Life (SL) has grown at an extraordinary pace. Hundreds of thousands (possibly millions) of subscribers interact within the self-contained environment, creating goods, shopping, and socializing using “avatars” as representations of their identities. Although businesses have been quick to adopt SL as an outreach mechanism, business schools have only begun to examine SL as a teaching and research environment.
CITATION STYLE
Love, E., Wilhelm, W., Chapman, C. N., Kozinets, R. V., Kedzior, R., Lester, J., & Ray, J. (2015). Emerging Opportunities for Teaching and Research in Virtual Worlds. In Developments in Marketing Science: Proceedings of the Academy of Marketing Science (p. 190). Springer Nature. https://doi.org/10.1007/978-3-319-10963-3_107
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