Title: Virtual social identity and consumer behavior
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."
Subjects: Virtual reality, Group identity, Consumer behavior, Social Identification, Identité collective, Consommateurs, Comportement, Réalité virtuelle