Abstract:
This article will investigate new interactive forms of the Internet in terms of their advantages and disadvantages for market research. Based on the hypothesis that within a group of active Web 2.0 protagonists and residents of virtual worlds the willingness to communicate is very high and market research is seen as a part of the social community, our article can confirm this assumption on both subjective and objective levels. Furthermore, we also tested best practice models for approaches to market research in Second Life.
Research Papers
Second life
Catalogue: Congress 2007: Excellence
Authors: François Abiven, Emilie Labidoire
Company: Reperes
September 19, 2007
Research Papers
The virtual sofa
Catalogue: Innovate 2008
Authors: Diana Derval, Mario Menti
Companies: GMI (Global Market Insite), DervalResearch
June 16, 2008
Research Papers
Training the next generation
Catalogue: Congress 2007: Excellence
Author: Mike Cooke
Company: GfK
September 19, 2007
