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Digital Transformation in the Digital World the Metaverse
16 references·0 citing·50 second hop
Digital Transformation in the Digital World the Metaverse (2022)Digital Transformation in the Digital Wor…Finding Wholes in the Metaverse: Posthuman Mystics as Agents of Evolutionary Contextualization (2021)Finding Wholes in the Metaver…Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences (2021)Differences in Learning Motiv…Virtual/reality: how to tell the difference (2020)Virtual/reality: how to tell …Virtual World as a Complement to Hybrid and Mobile Learning (2020)Virtual World as a Complement…Ownership in the virtual world and the implications for long-term user innovation success (2018)Ownership in the virtual worl…Defining, Conceptualising and Measuring the Digital Economy (2018)Defining, Conceptualising and…The Inevitable: Understanding the 12 Technological Forces That Will Shape Our Future (2016)The Inevitable: Understanding…A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs (2016)A content service deployment …Virtual STEM Class for Nuclear Safety Education in Metaverse (2014)Virtual STEM Class for Nuclea…Innovation and imitation effects in Metaverse service adoption (2011)Innovation and imitation effe…An empirical investigation of virtual world projects and metaverse technology capabilities (2011)An empirical investigation of…Metaverses as a Platform for Game Based Learning (2010)Metaverses as a Platform for …The fairyland of Second Life: Virtual social worlds and how to use them (2009)The fairyland of Second Life:…Retail spatial evolution: paving the way from traditional to metaverse retailing (2009)Retail spatial evolution: pav…Web GIS in practice V: 3-D interactive and real-time mapping in Second Life (2007)Web GIS in practice V: 3-D in…Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses (2007)Making real money in virtual …Recruiting and hiring women in STEM fields. (2010)What Is STEM Education? (2010)Metaverse and education: the pioneering case of Minecraft in immersive digital learning (2022)The impact of interaction on continuous use in online learning platforms: a metaverse perspective (2023)The Economic Implications of Services in the Metaverse (2024)WHAT IS COMPUTER ETHICS?* (1985)Consumer psychology for marketing (1995)Cyberethics: Morality and Law in Cyberspace (2005)Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs) (2014)The Convergence of Virtual Reality and Social Networks: Threats to Privacy and Autonomy (2014)Exploring the Darkverse: A Multi-Perspective Analysis of the Negative Societal Impacts of the Metaverse (2023)Case Study Research: Design and Methods (1984)Case Study Research: Design and Methods (1991)Toward a knowledge‐based theory of the firm (1996)Team Collaboration in Virtual Worlds: Editorial to the Special Issue (2012)Overcoming Challenges to Enable the Potential of Metaverse Platforms: A Qualitative Approach to Understand Value Creation (2017)Metaverse platform ecosystems (2023)Principles of Marketing (1972)E-Tailing (1999)Motivations for Play in Online Games (2006)Marketing in the Metaverse: Conceptual understanding, framework, and research agenda (2022)Metaverse marketing: How the metaverse will shape the future of consumer research and practice (2022)How to combine and clean bibliometric data and use bibliometric tools synergistically: Guidelines using metaverse research (2024)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Capitalism, Socialism and Democracy (1997)Diffusion of Innovations 1 (2019)Digital Transformation 4.0: Integration of Artificial Intelligence & Metaverse in Marketing (2023)Metaverse in business research: a systematic literature review (2023)What is the Metaverse? Challenges, Opportunities, Definition, and Future Research Directions (2023)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Evolving to a New Dominant Logic for Marketing (2003)Consumer Culture Theory (CCT): Twenty Years of Research (2005)If you love something, let it go mobile: Mobile marketing and mobile social media 4x4 (2011)Social media: back to the roots and back to the future (2012)Social commerce research: Definition, research themes and the trends (2016)The Museum Experience Revisited (2016)A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors (2019)Facebook and the creation of the metaverse: radical business model innovation or incremental transformation? (2022)The digital economy: promise and peril in the age of networked intelligence (1996)Digital economy and carbon emission performance: Evidence at China's city level (2022)Digital economy: An innovation driving factor for low-carbon development (2022)Digitalization and sustainable development: How could digital economy development improve green innovation in China? (2022)Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2002)Effects of flipping the classroom on learning outcomes and satisfaction: A meta-analysis (2019)Innovative Pedagogies of the Future: An Evidence-Based Selection (2019)A Conceptual Framework for Determining Metaverse Adoption in Vietnam IT Enterprises (2022)Unlocking the metaverse: Determinants of voluntary adoption in e-commerce (2025)Smart destinations and the evolution of ICTs: a new scenario for destination management? (2017)Learning machine learning with very young children: Who is teaching whom? (2020)Human-machine collaboration in managerial decision making (2021)
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References

  • 2018Defining, Conceptualising and Measuring the Digital Economy1,099 cited
  • 2009The fairyland of Second Life: Virtual social worlds and how to use them407 cited
  • 2016A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs313 cited
  • 2009Retail spatial evolution: paving the way from traditional to metaverse retailing287 cited
  • 2007Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses273 cited
  • 2016The Inevitable: Understanding the 12 Technological Forces That Will Shape Our Future186 cited
  • 2011Innovation and imitation effects in Metaverse service adoption147 cited
  • 2011An empirical investigation of virtual world projects and metaverse technology capabilities133 cited
  • 2020Virtual World as a Complement to Hybrid and Mobile Learning129 cited
  • 2014Virtual STEM Class for Nuclear Safety Education in Metaverse111 cited
  • 2020Virtual/reality: how to tell the difference105 cited
  • 2021Finding Wholes in the Metaverse: Posthuman Mystics as Agents of Evolutionary Contextualization97 cited
  • 2018Ownership in the virtual world and the implications for long-term user innovation success82 cited
  • 2021Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences

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81 cited
  • 2010Metaverses as a Platform for Game Based Learning72 cited
  • 2007Web GIS in practice V: 3-D interactive and real-time mapping in Second Life67 cited
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