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Titlebook: Brand Avatar; Translating Virtual Alycia Mesa Book 2009 Palgrave Macmillan, a division of Macmillan Publishers Limited 2009 brand.branding

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Astrophysics and Space Science Libraryreal life and human like. The fact that businesses can put their brand name on to products, games and experiences in virtual worlds so that real-life people via avatars can interact with that brand experientially and go beyond a single messaged, 2D ad is in essence what compels businesses to be there in the first place.
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https://doi.org/10.1007/b136753target audience and type of virtual world and subsequently listed in alphabetical order. Although several worlds have multiple target audiences (such as There.com for 13-year-olds through to people in their 20s), many have a single target audience (such as Habbo for teens only).
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