TY - BOOK AU - Ciaramitaro,Barbara L. TI - Virtual worlds and e-commerce: technologies and applications for building customer relationships SN - 9781616928087 (hardcover) AV - HF5548.32 .V567 2011 U1 - 658.872 22 PY - 2011/// CY - Hershey PA PB - Business Science Reference KW - Electronic commerce KW - Virtual reality KW - Consumers N1 - 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 N2 - "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. UR - http://repository.fue.edu.eg/xmlui/handle/123456789/4344 ER -