Li, Feng and Papagiannidis, Savvas and Bourlakis, Michael A. (2010) Living in Multiple-Spaces: MMORPGs and their Business Implications. Environment and Planning D: Society and Space, 28 (3). pp. 425-446. ISSN 0263-7758. (The full text of this publication is not currently available from this repository. You may be able to access a copy if URLs are provided)
Abstract. The rapid development of massively multiplayer online role-playing games (MMORPGs) is creating new virtual worlds that significantly extend our socioeconomic environment. Increasingly, organisations and individuals have to live in multiple spaces incorporating physical, electronic, and virtual spaces, which are creating numerous new business and social opportunities and challenges. Today, MMORPGsöboth virtual social worlds and online fantasy gamesöhave evolved far beyond mere online computer games. From a business perspective, the new environment challenges existing management theories, creating new opportunities for businesses and entrepreneurs and calling for the development of new management theories and new research methods. From a social perspective, the virtual world represents the frontier of social computing, with profound implications for policy and our society at large. This paper will explore the concept of `multiple spaces', examine the interplays and connections among the different spaces, and discuss their business and social implications. New themes for future research will also be highlighted.
|Subjects:||H Social Sciences > H Social Sciences (General)|
|Divisions:||Faculties > Social Sciences > Kent Business School > Marketing|
|Depositing User:||J. Ziya|
|Date Deposited:||27 Sep 2010 08:53|
|Last Modified:||11 Jun 2014 14:46|
|Resource URI:||https://kar.kent.ac.uk/id/eprint/25577 (The current URI for this page, for reference purposes)|