Abstract | ||
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Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users interact through avatars. The literature suggests that virtual worlds can facilitate real world business-to-consumer (B2C) e-commerce. However, few real world businesses have adopted virtual worlds for B2C e-commerce. In this paper, we present results from interviews with consumers in a virtual world to investigate how virtual worlds can support B2C e-commerce. A thematic analysis of the data was conducted to uncover affordances and constraints of virtual worlds for B2C e-commerce. Two affordances (habitability and appearance of realness) and one constraint (demand for specialised skill) were uncovered. The implications of this research for designers are (1) to provide options to consumers that enable them to manage their online reputation, (2) to focus on managing consumers' expectations and (3) to facilitate learning between consumers. |
Year | Venue | Keywords |
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2011 | BCS HCI | virtual world,real world business,present result,thematic analysis,specialised skill,online reputation,users interact,online persistent multi-user environment,real world business-to-consumer,b2c e-commerce,e commerce,virtual worlds,qualitative research,interaction design |
Field | DocType | Citations |
Thematic analysis,Habitability,Metaverse,World Wide Web,Interaction design,Knowledge management,Engineering,Qualitative research,Affordance,E-commerce,Reputation | Conference | 1 |
PageRank | References | Authors |
0.37 | 7 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Minh Quang Tran | 1 | 23 | 2.60 |
Shailey Minocha | 2 | 541 | 50.70 |
Dave Roberts | 3 | 41 | 4.71 |
Angus Laing | 4 | 14 | 2.20 |
Darren Langdridge | 5 | 1 | 1.04 |