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Virtual Consumption but Real Market. Does your avatar eat or drink on Second Life? AgEcon
Giraud, Georges.
Second Life® (SL) is an innovative digital world created in June 2003 by Linden Lab, a Californian company, acting only on the Internet. The purpose of SL is to provide entertainment via virtual experiences to customers who act, travel, buy and discuss into this world through their own avatar. SL is a 3D interactive combination of improved chat and video game, without any strict rules nor clear objective for the game apart to spent time in virtual reality and to enjoy this experience. SL is the most important Massive Multiplayer Online Role Playing Game (MMORPG).
Tipo: Conference Paper or Presentation Palavras-chave: Digital world; Virtual consumption; Global branding; Food- related consumer behaviour; Agribusiness; Agricultural and Food Policy; Farm Management; Food Consumption/Nutrition/Food Safety; Research and Development/Tech Change/Emerging Technologies; Risk and Uncertainty.
Ano: 2009 URL: http://purl.umn.edu/59114
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