The Coming Age of Virtual Worlds: How Immersive, Interactive, Identity-Based Technologies Can Change Online Life

Posted: 4 Feb 2009

See all articles by F. Ted Tschang

F. Ted Tschang

Singapore Management University - Lee Kong Chian School of Business

Jordi Comas

Bucknell University

Date Written: February 3, 2009

Abstract

This paper is built on two grounds. The first is the reality of current virtual worlds and social forms of Web usage are already here and in mass use. The second is the prospect that, given the buffeting waves of virtual worlds we are seeking, some may be here to stay, and will transform the way in which the Internet is used, and will lead to an integration of our real world. We highlight the lessons that virtual world developers (and companies using them) are learning, and a way by which we can better frame these lessons. While our perspective is framed by the primary activity that the majority of users (or what we call players) currently engage in on virtual worlds - that of play - we also develop our framework in a general way to encompass other non-play activities (e.g. business functions).

Keywords: virtual worlds, business, second life, there.com, technology, play, institutional theory

Suggested Citation

Tschang, Ted and Comas, Jordi, The Coming Age of Virtual Worlds: How Immersive, Interactive, Identity-Based Technologies Can Change Online Life (February 3, 2009). Available at SSRN: https://ssrn.com/abstract=1337188

Ted Tschang

Singapore Management University - Lee Kong Chian School of Business ( email )

469 Bukit Timah Road
Singapore 912409
Singapore

Jordi Comas (Contact Author)

Bucknell University ( email )

701 Moore Ave.
Lewisburg, PA 17837
United States
570 577 3161 (Phone)

HOME PAGE: http://netsweweave.wordpress.com

Do you have negative results from your research you’d like to share?

Paper statistics

Abstract Views
576
PlumX Metrics