Question: please I want this solution for study case. I don't have extra quetion in the chegg please anawer this 2 quetion. Case Study 3 -

please I want this solution for study case.
I don't have extra quetion in the chegg please anawer this 2 quetion. please I want this solution for study case. I
please I want this solution for study case. I
Case Study 3 - DO AVATARS DREAM ABOUT VIRTUAL SHOPPING? Lecture 6 - Learning and memory When he ventures online, he's a muscular, bronzed, 23-year-old surfer. But, after a few hours chilling in the virtual world of Second Life, it's time for this shy, 110-pound student to get back to work. Sound weird? It's not. He is one of the 38,000 "residents" who is logged into Second Life at any given time. Welcome to the world of avatars! Marketers are just beginning to understand how the time people spend in virtual worlds influences the way they learn about brands. Second Life, which Linden Labs first launched in 2002, is one of the largest virtual worlds. In Second Life, and other sites, users create an avatar to represent themselves online. Some people create avatars that look a lot like them in the real world, but many residents choose avatars that represent the person they would like to be, fantasy creatures, or even individuals of the opposite gender. With these alternate personalities they go out and explore virtual worlds. So what does this mean to marketers? A lot more than some pixels on a computer screen. Avatars interact with real brands in these virtual worlds. They can purchase products such as jeans for their avatars, and they can attend events such as concerts or lectures. But it's not just virtual worlds like Second Life that want to understand how to make money from the legions of avatars out there. Web site designers and developers also realize the importance of avatars that interact with visitors on corporate Web sites. Several companies offer software applications that design avatars to greet and guide visitors (for one example, check out Sitepal.com). Some of these avatars take the form of famous people, including rock stars, actors, and historical figures. Research suggests that these avatars might increase users' satisfaction with the Web sites and affect purchases. Organizations and educators are just beginning to realize the impact of avatars and virtual worlds. Many companies now host their business meetings online; they encourage employees to develop their own avatars when they attend the meetings. Several university presidents hold online forums with students and create avatars to discuss current issues of concern with their students. The world of avatars and virtual worlds will continue to challenge marketers in the years to come. 2. How might a consumer who purchases a new outfit for his avatar on a virtual world be influenced by instrumental conditioning? 3. Do consumers build associative networks from their avatar's experience? Do you think this network is part of the consumer's overall associative network for that brand, or is it a separate network

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