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The virtual world economy is a multibillion-dollar industry. There is significant evidence for the growth of virtual economies within a variety of virtual worlds. There is an increasing demand from users to buy, sell, and invest in virtual items and services, including virtual properties. However, there is also evidence suggesting that many companies struggle to succeed in the virtual economy platform. In order to facilitate and drive success in virtual business strategies, it is necessary to have a framework for classifying elements of virtual economies. This paper proposes a classification framework of virtual economy elements based upon the characteristics of products and services, the transaction and marketplace, as well as the currency and exchange systems present in these economic environments. In addition, this research highlights the opportunities and challenges presented to both users and companies within the virtual economy platform.
Acquiring and transacting Virtual Goods is now an established practice in online games, social networks and virtual worlds. These goods are in essence, digital code, and have no intrinsic value, yet their perceived value is such that the sum of micropayments for millions of digital items is in excess of $5billion USD annually, with notably high growth rates, particularly in the 5-16 age group. This paper is the introduction to a themed edition of the 'Journal of Virtual Worlds Research, Vol 2 No 4', published in February 2010,' entitled 'Virtual Economies ,Virtual Goods and Service Delivery in Virtual Worlds'. The aim of our paper is to contextualise current trends, plotting the path and erecting some historical signposts along the way.
2011
Abstract: The success of online games such as “Second Life” and “World of Warcraft” shows the popularity of virtual worlds and reveals the economic systems embedded in them. A large number of players interact with each other in cyberspace, giving rise to an interesting phenomenon where players voluntarily create their own economies that involve trading virtual items or game money for real money. This real-for-virtual-money trading itself has become a several billion-dollar business.
2009
Selling virtual goods is an increasingly popular revenue model for operators of social online services, examples of which are virtual worlds and social networking services. Compared to more traditional revenue models, such as time-based pricing, the revenue generation logic in virtual goods sales has a tighter interdependence with service structures, such as the rules of internal economy and game mechanics. The sold products are in interaction with the virtual environment, both of which are designed by the developers. However, the planning of business models in synergy with such service design is not currently well understood. This thesis adopts a conceptual-analytical perspective. By reviewing literature pertaining to virtual goods sales and virtual world services, this thesis seeks to identify business aspects of virtual goods sales. Identified aspects and theories are then synthesised under one model utilising conceptual business model frameworks. The results provide a conceptual meta-model of virtual goods sales business, with further descriptions of business model components. Moreover, the results show business aspects that current business model frameworks cannot sufficiently describe. The thesis suggests modifications to current frameworks particularly pertaining to such aspects as user-generated content, service structure driven segmentation (self-selection), customer equity metric-driven development, and service context, which in virtual world design specifically includes game mechanics, social interaction design and rules of virtual economy.
Proceedings of the 43rd International Academic Conference, Lisbon, 2018
By the emergence and development of the new technologies in economy, the level of competition raised several times faster than the previous periods. Companies are facing the challenge of diminishing the production costs on high quality goods by implementing the modern technology in production, management, marketing, sales and all the other fields of the product realization. This paper is based on wide literature review and researched the latest virtual world business model tools, such as Virtual and Augmented Reality, the ways of using them in modern economy. I also investigated the patterns of different companies that applied for these technologies and their results. I introduced the main features of virtual world, and explored major technology waves that are Augmented Reality, Virtual Reality, and USEMIR (Ubiquitous Sensory Mixed Reality). Under the concrete examples, monetization of the virtual world business models had been explained to the readers. The main direction of my essay was introducing the previous precedents of technology implementation in macroeconomic level, its gains, challenges and future perspectives. Article revealed the strong relatedness between the Virtual World and Real-World Economies. It will be used on conducting surveys for first research. Moreover, readers can get the initial knowledge on the topic and the patterns that previously were investigated.
The future of the evolving, collaborative communications structure will be impacted to an enormous and ever increasing degree by the merging of e-commerce and virtual worlds. Such media outlets will bring new and innovative methods by which to interact with clients and customers, as well as business to business. As these technologies continue to evolve, bringing higher definition, realism, and the power to manipulate potential customer experiences, increasing numbers of people will come to the realization that virtual worlds and similar environments are an essential part of an online communications experience. Evidence of this paradigm shift can be noted in the multitudes of brand names which also inhabit these virtual environments through countless offerings and marketing campaigns.
SSRN Electronic Journal, 2000
Agility and Global …, 1998
fJ rowing global economies are potential places for the creation of new business opportunities.
E-commerce is a fundamental method of doing business, such that for a firm to say it is trading at all in the modern market-place it must have some element of on-line presence. Coupled with this is the explosion of the "population" of Massively Multiplayer On-line Role Playing Games and other hared virtual environments. Many suggest this will lead to a further dimension of commerce: virtual commerce.
Swinburne University of Technology, Australia, URL: …, 2007
Executive Summary Due to its unique range of creative, experimental and commercial possibilities, the online persistent virtual world Second Life is attracting significant interest from business and service industry sectors throughout the world. Big name brands such as IBM, Dell, ING, Philips Electronics, Telstra, and the Australian Broadcasting Corporation have entered this immersive environment. Though return-on-investment is not readily measured, canny early adopters are realising the potential in understanding how virtual worlds work, particularly in regard to social networks and peer-to-peer exchange. For this reason, active engagement with residents, one which goes beyond merely establishing a shop front, is advocated. Second Life is emerging as test bed for new ideas, where real world prototypes can be released at low cost, with direct feedback from users significantly enriching the design process and leading to innovative or unexpected results. The process is enhanced by the nature of its residents who, typically, are techno-savvy, playful and demonstrate a high receptivity to new ideas. Many residents are classified as user-producers, which is why the lead innovation models come not from real world companies hoping to import their services but from the in-world eco-system where virtual start-ups have sprung up to support residents. The demand for virtual products and services, underpinned by a digital rights management arrangement where creators of in-world content retain their IP, has spawned new businesses in the area of content creation, retail, conference and event hosting, land development, media services and financial services. While virtual businesses can be profitable, few are significantly so, as they deal in Linden currency which amounts to mere micro-payments (L$275 = approx US$1). However in-world service providers deserve close attention as their methods shed light on ways in which social networks and peer-to-peer exchange drives trade. This points the way ahead for real world businesses seeking to monetise services in today‟s „pull-driven‟ consumer environment. Virtual-to-virtual business methods may well lead the thinking in devising business models for future 3D web-based services, particularly as add-ons to the „mirror worlds‟ of Google Earth and Microsoft‟s Virtual Earth emerge.
SSRN Electronic Journal, 2000
Annals of Faculty of …, 2009
Globalization represents the destiny humankind is drawing near, everybody being affected to a larger or smaller extent by its irreversible mechanism.The business environment relies on the expansion of markets globally. Therefore it is achieved the transition from the international economy to the global one, in which transnational corporations become the main actors.
1. Some years ago, towards the end of the last century, the journalist Julian Dibbell published a book called My Tiny Life (1999), recounting his adventures in LambdaMOO. LambdaMOO was (and still is) a MOO, which is a kind of MUD, which is a text-based virtual world. Dibbell's book explored what, at the time, was a radically new experience: crafting a persona, and living a life, in an online virtual environment. The book started with Dibbell's account (earlier published as an article) of "A Rape in Cyberspace," an incident on LambdaMOO in which one of the players hacked the system in such a way as to control the actions of other characters, so as to subject them to various sexual indignities. My Tiny Life went on to narrate the aftermath of the incident: how the virtual crime was sanctioned by a virtual punishment, the banishment of the offender from LambdaMOO; and further, how the whole order of things on the MOO was turned upside down, and something like an experiment in virtual democracy was born.
2005
The rapid growth of Internet usage has enabled many new online communities to develop. A particularly interesting phenomenon that has arisen through Internet communities is the virtual world (VW). This paper identifies the challenges that developers of VWs will face in their ...
2013
E-commerce is now a fundamental method of doing business, to the extent that for a firm to say it is trading at all in the modern market-place it must have some element of an on-line presence. Coupled with this is the explosion of the “population” of Massively Multiplayer On-line Role Playing Games and other shared on-line virtual environments, leading many to suggest that they will lead to the opening of a further dimension of commerce: virtual commerce. We discuss here the concepts, issues, current roadblocks and present state of an e-commerce transaction carried out completely within a virtual environment; a virtual transaction. We discuss the social, ethical and regulatory implications for the virtual communities in these environments of such v-transactions, how their implementation effects the nature and management of a virtual environment, and how they represent a fundamental merging of the real and virtual worlds for the purpose of commerce. During this discussion we highligh...
Electronic Commerce Research, 2009
Virtual Worlds (or, VWs) are an intriguing field of research. In particular, VWs appear to create new opportunities for integrating the business of the firm with Information Technology (or, IT). This article is a first attempt to address the topic of how owning and maintaining a VW can impact on the business models of firms and on the literature on business models, and VWs are examined in order to understand the relationship between them. A qualitative methodology is proposed to sketch a radar map framework, which is able to identify value drivers and the subsequent impact on elements of value proposition. Although they need to be tested and verified, the findings provided in this work might offer support for firms looking to VWs as a new way to implement a winning business model. Finally, suggestions for empowering future research are proposed and examined.
Journal of Management and Business Administration. Central Europe
The scientific purpose of the study is an attempted synthesis of interpretation of "the virtual economy" and "the virtual environment" in the Polish and foreign literature on the subject. The cognitive purpose thereof is to offer an identification and a qualitative analysis of the factors that determine the development of e-entrepreneurship using an example of business practice. Methodology: The theoretical basis of the study is a scientific research of leading scholars on the theory of entrepreneurship in the context of virtual economy. An exploratory, qualitative case study methodology has been applied for the purpose thereof. The research has been conducted using the example of Currency One SA, operating on the currency exchange market in virtual economy. The application of the empirical method of a case study has made it possible to characterize the essence of e-entrepreneurship and present the studied phenomenon in business practice. Findings: Research results reveal an existence of interdependencies between the intellectual potential of staff members and the market success of a company. Explanation of the critical success factors, showing the implementation of innovative ICT solutions and stages of company development, illustrates how the existing theory is experienced by practitioners in virtual economy. Furthermore, the paper confirms the positive impact of e-entrepreneurship on the effectiveness of the company subject to analysis, and presents virtual economy as a completely new sphere through which it is possible to offer new products and services.
The consumption of virtual goods in social virtual world is a multibillion-dollar industry. People are willing to pay real money for many different virtual goods and services, including virtual homes and virtual land. With the rapid growth of Real Money Trading (RMT) in social virtual world, it is important to understand the opportunities and challenges faced by both the consumers and the sellers within the RMT virtual world economy. By presenting some selected key events of RMT of two different types of virtual world environment, we highlight the opportunities and challenges emerging from RMT.
International Journal of Innovation in the Digital Economy, 2012
The debate covered in this paper gravitates around the intangible nature of virtual goods – many people consider them worthless, and predict them a fate similar to that of Second Life, which currently has only 18m users and struggles to re-create excitement in its potential among investors, brands, and consumers. The concept of virtual consumption is first discussed from a socio-philosophical perspective, placing it in the context of the postmodern society, and then motivations for virtual consumption are presented. The paper proposes conclusions and recommendations which may help companies think about the virtual goods model in a strategic way and fully exploit its potential.
Journal of Economics, Business and Management
Metaverse makes it more connected, transcending the constraints of the real world, doing more activities together. Metaverses are used to generate monetization benefits through activities, trade trades, exchange goods and services, or use them to connect them with others, possibly by collaborating. Learn important points, communicate, exchange and express yourself in ideas. This article would like to present new way of immersive customer experience. The aims of this research were (1) to synthesize and develop the business model canvas of Metaverse; virtual world for digital business (2) to evaluate the business model canvas of Metaverse; virtual world for digital business and (3) to study the results of implementing the model. The research process was therefore divided into 3 parts. The evaluation of the developed model was carried out by 7 experts in related fields and the implementation of the model was carried out by a sample of 48 user.
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