Virtual social identity and consumer behavior
By: edited by Natalie T. Wood and Michael R. Solomon.
Contributors: Wood, Natalie T., 1970-; Solomon, Michael R.
Publisher: M.E. Sharpe
Published: 2009
Place of publication: New York
Language: eng
Number of pages: 230
ISBN-13: 9780765623959
Subjects: Group identity; Consumer behavior; Virtual reality
Description: "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."
Notes: Includes bibliographical references and index.