V-business

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v-Business is the sale of real or virtual products from a virtual world. v-Business or virtual business is a term was first mentioned in "E-Commerce and V-Business: Business Models for Global Success" by Stuart Barnes, Brian Hunt, et al. ( ISBN   978-0750645324). IBM strategic outlook projects a large percentage business transactions and business processing will be conducted in or enabled by virtual world technology.


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A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

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A virtual community is a social work of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.

A virtual economy is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun". However, some people do interact with virtual economies for "real" economic benefit.

<span class="mw-page-title-main">Citrix Systems</span> American software company

Citrix Systems, Inc. is an American multinational cloud computing and virtualization technology company that provides server, application and desktop virtualization, networking, software as a service (SaaS), and cloud computing technologies. Citrix products were claimed to be in use by over 400,000 clients worldwide, including 99% of the Fortune 100, and 98% of the Fortune 500.

<span class="mw-page-title-main">VMware</span> Multi-cloud service provider for all apps

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<i>Second Life</i> Online virtual world

Second Life is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online virtual world. Developed and owned by the San Francisco–based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000". In many ways, Second Life is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective".

<span class="mw-page-title-main">Virtual world</span> Large-scale, interactive computer-simulated environment

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<span class="mw-page-title-main">Metaverse</span> Collective three-dimensional virtual shared space

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<span class="mw-page-title-main">Anshe Chung</span> Virtual avatar

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Roblox is a 2006 online game platform and game creation system developed by Roblox Corporation that allows users to program games and play games created by other users. Created by David Baszucki and Erik Cassel in 2004 and released in 2006, the platform hosts user-created games of multiple genres coded in the programming language Lua. For most of Roblox's history, it was relatively small, both as a platform and as a company. Roblox began to grow rapidly in the second half of the 2010s, and this growth has been accelerated by the COVID-19 pandemic.

<span class="mw-page-title-main">Terra Nova (blog)</span>

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<span class="mw-page-title-main">Cloud computing</span> Form of shared Internet-based computing

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<span class="mw-page-title-main">Vagrant (software)</span> Software for portable virtual development environments

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