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Virtual social identity and consumer behaviorVirtual social identity and consumer behavior

Virtual social identity and consumer behavior

Michael R. Solomon, Natalie T. Wood

About this book

"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."

Details

OL Work ID
OL16951811W

Subjects

Virtual realityGroup identityConsumer behaviorSocial IdentificationIdentité collectiveConsommateursComportementRéalité virtuelle

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Book data from Open Library. Cover images courtesy of Open Library.