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Xiyuanbbb

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Everything posted by Xiyuanbbb

  1. Could you explain how they can actually purchase 1st life goods in VR? Because I am experience meta quest 2 as well. I cannot purchase some actually things there. Everything is virtual there.
  2. Very weird, you know, although most people said virtual world doesn't affect their real-life at all. The latest trend is that an increasing number of Luxury branding company or other branding company is trying to collaborate with the metaverse. If they think virtual world cannot affect consumers' real-life consumption, why do them cost so much on these trials? According to the previous literature I have explored, there is no doubt that SL can affect RL consumption... it has been proved by other scholars, actually... But what I want to explore is that how people can change their real life consumption from digital consumer acculturation. NOTE: acculturation is the adaptation to a new culture.
  3. Thanks, Luna, you are so nice! I am glad to meet person like you! Can we make friends? ๐Ÿ˜œ
  4. Yes, your guessing is correct, I admit I have not used and experienced for a long time. So, if you played it for a long time, how did it affect your real-life consumption|?
  5. 5 pages now.... Could you please answer my answer?๐Ÿฅบ
  6. Why you say this? I have never opened a thread in another forum. If you said this, do you have any evidence????? I am just a researcher, I have no reason to do this.....
  7. It's true that virtual worlds like Second Life and MMOs have been around for decades, and the concept of a 'metaverse' isn't new. The idea of a shared, immersive online space where people can interact, create, and socialize has been a part of internet culture for a long time. However, recent advancements in technology and changes in society have reignited interest and discussions about the 'metaverse.' The renewed interest can be attributed to several factors. First, technological advancements have made virtual reality and augmented reality more accessible and engaging, allowing for a more immersive and realistic experience within these virtual environments. This has captured the attention of a broader audience, including individuals and companies outside the traditional gaming or virtual world communities. Secondly, the COVID-19 pandemic significantly accelerated the adoption of virtual platforms and remote collaboration tools. People turned to virtual spaces for social interactions, work meetings, conferences, and even shopping when physical interactions were limited. This increased usage highlighted the potential of virtual spaces to serve various purposes beyond gaming. Lastly, prominent figures and companies, like Mark Zuckerberg and Meta (formerly Facebook), have brought mainstream attention to the concept of the 'metaverse' through ambitious projects and investments. Their involvement has sparked discussions in the mainstream media, attracting a wider audience and prompting conversations about the future of virtual spaces and their integration into our daily lives. In essence, while the concept of the 'metaverse' isn't new, recent technological advancements and shifts in societal behavior have rejuvenated interest and highlighted its potential impact on how we interact, work, and socialize in the digital age.
  8. My PhD research is focused on consumer behavior within the field of marketing. Specifically, I am examining how social virtual worlds, such as Second Life, can impact real-time, immersive social interactions that, in turn, influence consumers' consumption patterns in the real world. Social virtual worlds offer a unique environment where individuals can interact, socialize, and engage in activities in a manner that can closely resemble real-life experiences. The connections and experiences forged within these virtual spaces often have implications on people's attitudes, preferences, and behaviors beyond the virtual environment. For example, the relationships and social interactions we have in Second Life can influence our perceptions of products, brands, and even shopping preferences in the physical world. It's intriguing to study how these virtual experiences might shape our decision-making processes and consumer choices outside of the virtual realm. I hope this provides a clearer understanding of the connection between my research and the discussion we're having about the potential impact of virtual experiences on real-life behaviors. I'd be happy to delve deeper or provide more information if you're interested
  9. I appreciate your perspective and understand your points about the distinct differences between virtual worlds like Second Life and real life. It's true that buying groceries and making everyday choices aren't directly affected by our virtual experiences. However, I believe there are indirect ways in which virtual experiences can influence and relate to our real lives. For instance, engaging in Second Life can enhance creativity and design skills, which can carry over into the real world. Many people use virtual environments to learn about digital design, architecture, programming, and even marketing. These skills and experiences can be beneficial for career development and personal growth. Moreover, the social interactions and relationships we build in virtual worlds can enhance our communication skills and understanding of diverse perspectives, which can positively impact our real-life relationships and interactions. I would be genuinely interested in hearing more about your perspective and understanding if you've had any experiences or observations that led you to your current viewpoint. It's essential to have a respectful exchange of ideas to better comprehend different perspectives on this matter.๐Ÿ˜
  10. Thank you for sharing your perspective on Second Life and its impact on real life. It's interesting to hear your thoughts on this matter. While I understand that Second Life is a virtual world and real life is, well, real, I've personally found that the experiences in virtual environments can sometimes have more influence on our lives than we initially realize. For me, virtual worlds provide an opportunity to explore aspects of ourselves, connect with others, and even learn new skills that can have surprising parallels in the real world. I'd love to hear more about your perspective on this topic. Could you please share more about why you believe there is no impact, or have you had any specific experiences that shaped your viewpoint?๐Ÿ˜œ
  11. Yes! You got me. I am just tended to be more casual. And hope to get more attention~ Could you share a little bit about how SL affect your real life consumption patterns?
  12. Yes, I am majored in Marketing. Your are right. Could you share how SL changes your real life behaviour? Consumption patterns? If not, why?
  13. Thanks for your suggestion. Do you have any idea about where is a favourable place in word?
  14. Thanks for your suggestion~ I mean I can be your female or male companion in RolePlay! Very good point
  15. Hi RL consumption practices/patterns means that the real-life process by which people search, purchase and consume products in a way to meet all their needs or desires. For example, I like to wear a tight hugging mini skirt in SL, then I found that I like to wear the same type in my real life as well. For the brand I knew from SL, I will try to buy the product from the same brand in my real life. Do you have the same similar situation? Looking forward to hearing from you.
  16. Hi everyone, I am a Ph.D. student from Victory University of Wellington๐Ÿ˜€. I am doing a study on how your virtual experience in SL affects your RL consumption practices/patterns. Could you please share your experience with me๐Ÿ˜? If you could share some insightful ideas to me, I can be your girl in SL! Thanks heaps for your help. ๐Ÿคฉ๐Ÿค‘๐Ÿค—
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