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Current Research Interests Marketing communication in SecondLife Commerce in virtual environments is taking a lot of forms. Videogames are taking advantage of microtransactions and delivering different versions of the game at different price points and subscription levels. Virtual worlds like there.com (defunct) and Secondlife encourage actual commerce as residents buy clothes, cars, homes and home decor, etc.These are microtransactions, too, with most items costing mere (real world) pennies. I started the project with participant observation: I went shopping and talked to people about shopping, goods available, how to determine quality. I joined store customer groups. I read store and designer blogs. Then I got more actively involved in inworld commerce. I started a company with an inworld store and a web store so I can see what kinds of data store owners have available. I have a store blog and a facebook page. I have been to workshops for store owners. The research activities so far have suggested some research questions so far
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Current Research Interests The Role of Memorials in Virtual Worlds During an earlier interview project on why people bring religion into the virtual world, I ran across some memorials to Second Life users who had died in real life. Since then I have heard of memorial services and displays for residents whose real life owners passed away. This behavior is not limited to Second Life. Facebook lets family members edit a deceased family member's facebook page to create a memorial for friends. Friends have staged inworld funerals for World of Warcraft players who died in real life. These preliminary observations suggest several research questions:
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Selected Prior Research Projects
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| This page last updated June 2010 by Kim Gregson | |||