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Computing / Digital media / Virtual economy / Windows games / Virtual communities / Virtual world / Active Worlds / Second Life / World of Warcraft / Virtual reality / Software / Internet culture


International Journal of e-Collaboration, 4(3), 1-13, July-SeptemberE-Collaboration and E-Commerce In Virtual Worlds: The Potential of Second Life and World of Warcraft
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Document Date: 2008-03-13 17:01:51


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File Size: 213,98 KB

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