The latest issue of the Journal of Virtual Worlds Research has been released and this time consumer behaviour is the focus.
There’s eight research papers, of which five are peer-reviewed, plus there’s six ‘think pieces’ on related topics.
The full contents:
Peer Reviewed Research Papers
– Consuming Code: Use-Value, Exchange-Value, and the Role of Virtual Goods in Second Life (Jennifer Martin)
– Virtual World Affordances: Enhancing Brand Value (So Ra Park, Fiona Fui-Hoon Nah, David DeWester, Brenda Eschenbrenner, Sunran Jeon)
– On the Relationship between My Avatar and Myself (Paul R Messinger, Xin Ge, Eleni Stroulia, Kelly Lyons, Kristen Smirnov, Michael Bone)
– The Social Construction of Virtual Reality and the Stigmatized Identity of the Newbie (Robert E. Boostrom, Jr.)
– The “New” Virtual Consumer: Exploring the Experiences of New Users (Lyle R Wetsch)
Research Papers
– Ugly Duckling by Day, Super Model by Night: The Influence of Body Image on the Use of Virtual Worlds (Enrique Becerra, Mary Ann Stutts)
– Symbolic and Experiential Consumption of Body in Virtual Worlds: from (Dis)Embodiment to Symembodiment (Handan Vicdan, Ebru Ulusoy)
– Demographics of Virtual Worlds (Jeremiah Spence)
“Think pieces”
– Surveillance, Consumers, and Virtual Worlds (Douglas R Dechow)
– Second Life and Hyperreality (Michel Maffesoli)
– Having But Not Holding: Consumerism & Commodification in Second Life (Lori Landay)
– Metaverse: A New Dimension? (Yohan Launay, Nicolas Mas)
– Virtual Worlds Research: Global X Local Agendas (Gilson Schwartz)
– Real Virtual Worlds SOS (State of Standards) Q3-2008 (Yesha Sivan)
There’s some serious reading time in it all and if virtual goods, branding, avatar identification, new user experience or demographics are of interest, this is one must-read issue from a journal hitting the ground well and truly running. Well researched quantitative and qualitative studies will be key as virtual worlds expand in scope and popularity – this Journal deserves kudos as one of the pioneers of empirical observation of virtual worlds.
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