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Virtuelle Virksomheder - En undersøgelse af Second Life

By Henriette Rimmer Caspersen and Catharina Vedel-Smith

Abstract

Dette projekt handler om virksomheder, der etablerer sig i virtuelle verdener med udgangspunkt i Second Life. Der har været utallige historier i medierne om virksomheder, der har etableret sig i Second Life, og mange har siden trukket sig igen. Vi ser p°a, hvorfor virtuelle verdener er interessante set med virksomhedernes øjne, hvordan fungerer det markedsføringsmæssigt, og er der andre muligheder for at bruge Second Life? Desuden kommer vi omkring de problemer virksomhederne kæmper med, som har f°aet mange virksomheder til at trække sig ud igen, og p°a hvor stor en rolle virtuelle verdener vil spille for fremtidens virksomheder. This project is about companies that establish themselves in virtual worlds such as Second Life. There have been numerous stories in the media about companies, that has a virtual presence in Second Life and many of these have disappeared again from the virtual world.We are looking into why virtual worlds is interesting for the companies, how the marketing aspect is working and if there is other possibilities to use Second Life. Furthermore we are looking at the problems, the companies are facing, which has made many leave again and we also look into how big a part virtual worlds might play in the future

Topics: Virksomheder, Virtuelle verdener, Second Life, 3D, web 2.0, marketing, innovation, muligheder, barrierer og oplevelsesøkonomi., Companies, virtual worlds, Second Life, 3D, web 2.0, marketing,, innovation, possibilities, barriers and creative industry.
Year: 2007
OAI identifier: oai:rudar.ruc.dk:1800/2857

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