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Viswanathan, Madhu; Sreekumar, Arun; Duncan, Ronald; Cai, Sophy – Journal of Teaching in International Business, 2022
We describe lessons learned from one-and-a-half decades of global virtual immersion practices in subsistence marketplaces, and explore implications for international business teaching and learning in the post-pandemic world. Global virtual immersion refers to bottom-up learning experiences, typically in contexts much different than what we may be…
Descriptors: Empathy, Computer Simulation, Learning Processes, Distance Education
Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research
Fagerstrom, Asle; Hantula, Donald A. – Psychological Record, 2013
Credit card debt is of increasing concern among college students, but reasons for it are not well understood. In a simulated shopping experiment based on a hyperbolic discounted utility model, 21 participants could either save money for a new model of their favorite mobile phone brand and get it in the future or buy the product on credit and get…
Descriptors: Credit (Finance), College Students, Foreign Countries, Consumer Economics