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In this paper, we address the relevance of virtual worlds for negotiation using the example of Second Life and AltspaceVR; we take into account mindset issues and an avatar’s influence on this process. The concept of negotiation is related here to the concept of a networked society to describe actions undertaken between two or more individuals, groups, and/or organizations. The network is a milieu for negotiating with one-self and with others. Negotiating in a networked space can be an opportunity for self-exploration, subversion, and compensation for the limitations of physical reality, and it also involves background problems and the displacement of power. The term “negotiation” is used in online communities to describe interactions between people who are not physically present but interact with each other through some technical devices, such as the telephone or the Internet. In the waves of technological development, how people organize their lives and behave is a question of convenience. Virtual worlds, in which the human is extended by an avatar (and the avatar by the electronic space), are now being transformed into worlds where the human is just the avatar. The avatar is in the same space the human is in, i.e., in the physical world. This transformation (in fact, a paradigm shift) involves changing the habits of users, who are now adopting new habits in the form of negotiating the physical world with the values and habits of the virtual world.
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