Abstract

The markets for virtual assets, goods, and products are currently witnessing a tremendous change. While the business model of virtual world and game developers continuously shifts to free-to-play, the diffusion of virtual and augmented reality technology leads to an increasing relevance of virtual assets for manufacturer and retail firms as the basis for and the center of purchase. To provide an overview of the role that virtual objects play in the distribution of goods and products, this study aims on distinguishing and classifying the different occurrences and dependencies of virtual objects in the market domain and analyzing synergies and collaboration possibilities between both industries. As a result, nine different asset, good and product types are identified and described. The findings imply that business opportunities are unexploited while virtual assets can be considered as the pivot of cross-industry cooperation.

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The Role of the Virtual Asset in the Distribution of Goods and Products

The markets for virtual assets, goods, and products are currently witnessing a tremendous change. While the business model of virtual world and game developers continuously shifts to free-to-play, the diffusion of virtual and augmented reality technology leads to an increasing relevance of virtual assets for manufacturer and retail firms as the basis for and the center of purchase. To provide an overview of the role that virtual objects play in the distribution of goods and products, this study aims on distinguishing and classifying the different occurrences and dependencies of virtual objects in the market domain and analyzing synergies and collaboration possibilities between both industries. As a result, nine different asset, good and product types are identified and described. The findings imply that business opportunities are unexploited while virtual assets can be considered as the pivot of cross-industry cooperation.