Abstract
The diffusion of ICT applications in virtual worlds as Second Life (SL), Forterra, There and
Multiverse created many interesting research opportunities, particularly in knowledge management
and e-learning. Virtual worlds are strongly immersive and produce entrepreneurial and social
initiatives in which personal, professional and business relationships move quickly and could be
transferred into the real environment.
Enterprises, Municipalities, Universities and Chambers of Commerce are increasing the use of SL
enforcing the methodological relevance of networking, a new approach that bases its impact, for the
development of business, on the creation and maintenance of net links.
This paper will consider the case of Perting Ltd, the simulated enterprise created in 2001 by Forlì
Faculty of Economics, that established in February 2008 its premises in SL and started managing
businesses in different sectors.
The main subject of this analysis is the use of virtual reality in management not only for business but
also in research and didactics. In managerial theories the research would be an opportunity for a new
perspective to know the symmetries among ICT business platforms and to understand, in a better way,
how the learning process could support organizations in their approach to the market of internet
relationships.
Recommended Citation
Tampieri, Laura, "The hedonic and utilitarian value of digital games at product category level" (2009). ECIS 2009 Proceedings. 126.
https://aisel.aisnet.org/ecis2009/126