Virtual Consumption but Real Market. Does your avatar eat or drink on Second Life?
Georges Giraud
No 59114, 2009 International European Forum, February 15-20, 2009, Innsbruck-Igls, Austria from International European Forum on System Dynamics and Innovation in Food Networks
Abstract:
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).
Keywords: Agribusiness; Agricultural and Food Policy; Farm Management; Food Consumption/Nutrition/Food Safety; Research and Development/Tech Change/Emerging Technologies; Risk and Uncertainty (search for similar items in EconPapers)
Pages: 7
Date: 2009-10
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Persistent link: https://EconPapers.repec.org/RePEc:ags:iefi09:59114
DOI: 10.22004/ag.econ.59114
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