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The city at play: Second Life and the virtual urban planning studio, , , , , , , , , and 8 other author(s). Learning, Media and Technology, 35 (2): 227 - 242 (2010)Conducting Empirical Research in 3D Virtual Worlds: Experiences from two projects in Second Life, , and . Journal of Virtual Worlds Research, (2010)Multi-channel consumer behavior: online and offline travel preparations., , and . CHI Extended Abstracts, page 1457-1462. ACM, (2006)Revisiting Web Design Guidelines by Exploring Users' Expectations, Preferences and Visual Search Behaviour., , , and . BCS HCI, page 421-438. Springer, (2005)Investigating affordances of virtual worlds for real world B2C e-commerce., , , , and . BCS HCI, page 520-525. ACM, (2011)Linking Business Modelling to Socio-technical System Design., and . CAiSE, volume 1626 of Lecture Notes in Computer Science, page 73-87. Springer, (1999)The Customer's Perspective Sociological Accounts of E-Commerce Encounters., , , and . ICWI, page 69-76. IADIS, (2003)A case study-based investigation of students' experiences with social software tools.. New Rev. Hypermedia Multim., 15 (3): 245-265 (2009)Civic crowdfunding research: Challenges, opportunities, and future agenda., , , , and . New Media Soc., 17 (2): 249-271 (2015)Social Software in Higher Education: The Diversity of Applications and Their Contributions to Students' Learning Experiences., , and . Commun. Assoc. Inf. Syst., (2010)