Virtual worlds in competitive contexts: Analyzing eSports consumer needs.
Thomas WeissSabrina SchielePublished in: Electron. Mark. (2013)
Keyphrases
- virtual world
- social context
- virtual environment
- virtual reality
- mixed reality
- multi user
- physical world
- virtual communities
- virtual objects
- virtual learning environments
- game based learning
- competitive market
- information systems
- immersive environments
- virtual humans
- electronic commerce
- information technology
- reinforcement learning