"SOCIAL SCIENCE Anthropology Cultural." . . "POLITICAL SCIENCE Public Policy Cultural Policy." . . "Sociale identiteit." . . "Virtuele werkelijkheid." . . "Commerce électronique Aspect social." . . "Gruppesociologi" . . "Virtuelle Realität." . . "Identité collective." . . "Consumer behavior." . . "Consumer behavior" . "Group identity." . . "Group identity" . "Consommateurs Comportement." . . "Forbrugere" . . "Virtual reality" . . "Virtual reality." . "Consumentengedrag." . . . "Virtual Social Identity and Consumer Behavior"@en . . . . "Electronic resource"@en . . . . . . "Livres électroniques" . . . . . . . . . "Aufsatzsammlung" . . . . . "How can corporate America effectively target the growing flood of consumers participating in online social networking environments? This book by two of the leading experts in the field presents cutting-edge academic research on virtual social identity, explores consumer behavior in virtual worlds, and offers important implications for marketers interested in working in these environments."@en . . . . . . . . . . . . . . . . . . "Virtual social identity and consumer behavior" . "Virtual social identity and consumer behavior"@en . . . . . . . "The creation and expression of identity (or of multiple identities) in immersive computer-mediated environments (CMEs) is rapidly transforming consumer behavior. The various social networking and gaming sites have millions of registered users worldwide, and major corporations are beginning to attempt to reach and entice the growing flood of consumers occupying these virtual worlds. Despite this huge potential, however, experts know very little about the best way to talk to consumers in these online environments. How will well-established research findings from the offline world transfer to CME."@en . . . . . . "Electronic books"@en . . . . . "Soziale Identität." . . . . "Forbrugeradfærd" . . "Réalité virtuelle." . . "Verbraucherverhalten." . . "SOCIAL SCIENCE Popular Culture." . .