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Virtual worlds and e-commerce : technologies and applications for building customer relationships /

Virtual worlds and e-commerce : technologies and applications for building customer relationships / Barbara Ciaramitaro, [editor]. - Hershey PA : Business Science Reference, c2011. - xx, 375 p. : ill. ; 29 cm.

Includes bibliographical references (p. 328-359) and index.

Section 1: The Changing Face of E-Commerce --
Chapter 1: Virtual Worlds --
Chapter 2: 3D3C Real Virtual Worlds Defined --
Chapter 3: From E-Commerce to V-Commerce --
Chapter 4: Convergence of Online Gaming and E-Commerce --
Chapter 5: Evolution of Business in Virtual Environments --
Chapter 6: Company Specific Virtual Worlds --
Chapter 7: Virtual Worlds and the Military --
Chapter 8: Virtual Education --
Chapter 9: Virtual Market Economies and the Business of Virtual Worlds. Section 2: Human Factors, Legal and Security Issues of Virtual Worlds --
Chapter 10: Legal Issues in the Virtual World and E-Commerce --
Chapter 11: Achieving Realism in 3D Interactive Systems --
Chapter 12: Learning Space in Virtual Environments --
Chapter 13: Opening the Content Pipeline for OpenSim-Based Virtual Worlds --
Chapter 14: Security and Privacy Concerns of Virtual Worlds --
Chapter 15: The Role of Standards for E-Commerce in Virtual Worlds. Section 3: The Future of Virtual Worlds and E-Commerce --
Chapter 16: Culture-Sensitive Virtual E-Commerce Design with Reference to Female Consumers in Saudi Arabia --
Chapter 17: The Future of Virtual Worlds in E-Commerce --
Chapter 18: Virtual Worlds.

"This book presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of Internet technologies to create a more immersive experience for customers"--Provided by publisher.
Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of internet technologies to create a more immersive experience for customers. Containing current research on various aspects of the use of virtual worlds, this book includes a discussion of the elements of virtual worlds; the evolution of e-commerce to virtual commerce (v-commerce); the convergence of online games and virtual worlds; current examples of virtual worlds in use by various businesses, the military, and educational institutions; the economics of virtual worlds: discussions on legal, security and technological issues facing virtual worlds; a review of some human factor issues in virtual worlds; and the future of virtual worlds and e-commerce.

9781616928087 (hardcover) 9781616928100 (ebook)

2010016428


Electronic commerce.
Virtual reality.
Consumers.

HF5548.32 / .V567 2011

658.872 / V