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Virtuelle Güter

Virtuelle Güter

          
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About the Book

Studienarbeit aus dem Jahr 2006 im Fachbereich Informatik - Internet, neue Technologien, Note: 2,0, Universität der Künste Berlin (Institute of Electronic Business e.V.), 31 Quellen im Literaturverzeichnis, Sprache: Deutsch, Abstract: Der Handel mit virtuellen Gütern existiert so lang, wie das Internet selbst. Bis zum heutigen Tag hat das, was einst als kleiner Auktionshandel begann, gewaltige Ausmaße angenommen. Online wird mit "unreal estate", also mit rein virtuellen Immobilien und Grundstücken ebenso florierend gehandelt, wie mit virtuellen Währungen, dem so genannten "e-gold" und Ansprüchen. Waren die Welten, in denen dieser Handel stattfand, bis zum Beginn des neuen Jahrtausends nur den wenigen Spielern vorbehalten, die bereit waren hohe Telefonrechnungen und viel Zeit in Onlinespiele zu investieren, so änderte sich dies doch schlagartig mit der Verbreitung von Flatrates mit hohen Bandbreiten, spätestens jedoch mit Beginn hoch bevölkerten Welten wie "World of Warcraft" und "Second Life". Anhand dieser beiden Welten, die eine als tatsächliches Spiel angelegt, die andere als virtuelles Experiment, möchte ich in dieser Hausarbeit aufzeigen, auf welchem Stand sich der Handel mit virtuellen Gütern zur Zeit befindet und wie Unternehmen virtuelle Welten für sich entdecken. Ich werde belegen, dass virtueller Kommerz sowohl in Spielen, als auch nicht-spielerisch existenten Communities enormes Potential besitzt, welches in den kommenden Jahren völlig neue Marktplätze und Transaktionschancen eröffnen wird.


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Product Details
  • ISBN-13: 9783638754491
  • Publisher: Grin Publishing
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Spine Width: 2 mm
  • Width: 140 mm
  • ISBN-10: 3638754499
  • Publisher Date: 12 Nov 2007
  • Height: 216 mm
  • No of Pages: 28
  • Series Title: German
  • Weight: 45 gr


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