DocumentCode
2417097
Title
Business Models for Online Communities: The Case of the Virtual Worlds Industry in China
Author
MacInnes, Ian ; Hu, Lili
Author_Institution
Syracuse University
fYear
2005
fDate
03-06 Jan. 2005
Abstract
The rapid growth of Internet usage has enabled many new online communities to develop. A particularly interesting phenomenon that has arisen through Internet communities is the virtual world (VW). This paper identifies the challenges that developers of VWs will face in their efforts to find viable business models. This is a single case study of China as an exploratory project to determine the issues surrounding business models for virtual world developers and users. The paper discusses the feedback effects between broadband adoption and online games as well as issues such as culture, history, Waigua, private servers, virtual property trade, developer control, governance, and regulation. In spite of the profitability of major Chinese VW operators, close observation of the Chinese case suggests that even the most successful VW operators are still in the early stages of their business model development.
Keywords
Avatars; Computer aided software engineering; Feedback; History; Internet; Law; Profitability; Toy industry; Uncertainty; Web server;
fLanguage
English
Publisher
ieee
Conference_Titel
System Sciences, 2005. HICSS '05. Proceedings of the 38th Annual Hawaii International Conference on
ISSN
1530-1605
Print_ISBN
0-7695-2268-8
Type
conf
DOI
10.1109/HICSS.2005.133
Filename
1385623
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