2008
DOI: 10.5392/jkca.2008.8.12.198
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Characteristics of Business based on 'Second Life' Simulation Game

Abstract: The fashion in the virtual world is emerging as a new genre. Gammer in virtual community shares the avatars and space for their activities and for flourishing their virtual lives, they start to demand indispensable daily items. The gammer's demands lead to the concept of second life in the virtual world which was introduced in 2003. The trading business system is realized at the virtual world with various daily items, developed by individual programmers, through the virtual money, which may converted into real… Show more

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“…, 2023). Because the demand for avatar products that reflect people's identities in the virtual world is constantly increasing, collaboration between fashion brands and metaverse platforms could have a similar generative effect (Choi and Suh, 2008).…”
Section: Understanding the Digital Fashion Products In Social Metaver...mentioning
confidence: 99%
See 1 more Smart Citation
“…, 2023). Because the demand for avatar products that reflect people's identities in the virtual world is constantly increasing, collaboration between fashion brands and metaverse platforms could have a similar generative effect (Choi and Suh, 2008).…”
Section: Understanding the Digital Fashion Products In Social Metaver...mentioning
confidence: 99%
“…Due to the nature of fashion consumption, which values exposure and emotional experience, fashion brands' collaborations with various non-fashion industries have been known to improve their brands' image and increase sales, particularly in the IT or mobile industry (Lee, 2015;Kim et al, 2023). Because the demand for avatar products that reflect people's identities in the virtual world is constantly increasing, collaboration between fashion brands and metaverse platforms could have a similar generative effect (Choi and Suh, 2008).…”
Section: Metaverse Platforms and Collaborations With Fashion Brandsmentioning
confidence: 99%