Concepedia

Abstract

Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To promote study of this emerging realm of activity, we suggest a typology adapted from C. Porter’s (2004) typology of virtual communities. The five elements of the proposed typology include (1) purpose (content of interaction), (2) place (location of interaction), (3) platform (design of interaction), (4) population (participants in the interaction), and (5) profit model (return on interaction). We argue that this five-element typology facilitates identification of (a) the historic antecedents of virtual worlds in gaming and social networking, (b) future applications of virtual worlds for society, education, and business; and (c) topics for future research.

References

YearCitations

2007

15.9K

2007

1.9K

2006

1.3K

1991

1.2K

2007

1K

2007

684

2007

671

2006

576

2005

558

1991

543

Page 1