The fairyland of Second Life: Virtual social worlds and how to use themAndreas Kaplan, Michael Haenlein2009-08-09articleBusiness Horizons407 citationsclosedNo readable copy stored yet — this record is metadata only.Digital Marketing and Social MediaMedia and Digital CommunicationDigital Games and MediaAbstractNo abstract was published for this record.Citations in this libraryStored only when both papers are in the corpus — 407 citations exist upstream.References2003Evolving to a New Dominant Logic for Marketing2002The Field behind the Screen: Using Netnography for Marketing Research in Online Communities2005Consumer Culture Theory (CCT): Twenty Years of Research2003We Are What We Post? Self-Presentation in Personal Web Space2004Consumer Perceptions of Iconicity and Indexicality and Their Influence on Assessments of Authentic Market Offerings1999The Value of Internet Commerce to the Customer2003Experiencing Products in the Virtual World: The Role of Goal and Imagery in Influencing Attitudes versus Purchase Intentions2008Determinants of Perceived Web Site InteractivityCited by2011If you love something, let it go mobile: Mobile marketing and mobile social media 4x42016Social commerce research: Definition, research themes and the trends2012Social media: back to the roots and back to the future2014Social media advertising value2016Second Life adoption in education: A motivational model based on Uses and Gratifications theory2020PENGARUH MEDIA SOSIAL TERHADAP KEPUTUSAN PEMBELIAN MELALUI MOTIVASI KONSUMEN PADA PRODUK FAST FASHION2022An analysis of the current status of metaverse research based on bibliometrics2018Size does matter: Effects of in-game advertising stimuli on brand recall and brand recognition