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Virtual social identity and consumer behavior

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Sobre o livro

"The creation and expression of identity (or of multiple identities) in immersive environments is rapidly transforming consumer behavior. The largest social networking site, Second Life, and the gaming-oriented site, World of Warcraft, have tens of millions of registered users ... (real life) companies ... are staking their claim to computer-mediated environments ... such as Second Life ... [in] an attempt to reach and entice the growing flood of consumers occupying these virtual worlds."

Detalhes

OpenLibrary OL16951811W
Fonte OpenLibrary

O Que a Galera Achou

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