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Metaverse retail-service quality: a future framework for retail service quality in the 3D internet

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Published

Standard

Metaverse retail-service quality: a future framework for retail service quality in the 3D internet. / Gadalla, Eman; Keeling, Kathy; Abosag, Ibrahim.
In: Journal of Marketing Management, Vol. 29, No. 13-14, 2013, p. 1493-1517.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Gadalla, E, Keeling, K & Abosag, I 2013, 'Metaverse retail-service quality: a future framework for retail service quality in the 3D internet', Journal of Marketing Management, vol. 29, no. 13-14, pp. 1493-1517. https://doi.org/10.1080/0267257X.2013.835742

APA

Vancouver

Gadalla E, Keeling K, Abosag I. Metaverse retail-service quality: a future framework for retail service quality in the 3D internet. Journal of Marketing Management. 2013;29(13-14):1493-1517. doi: 10.1080/0267257X.2013.835742

Author

Gadalla, Eman ; Keeling, Kathy ; Abosag, Ibrahim. / Metaverse retail-service quality : a future framework for retail service quality in the 3D internet. In: Journal of Marketing Management. 2013 ; Vol. 29, No. 13-14. pp. 1493-1517.

Bibtex

@article{2e3d6e362d654ca99ac7bc4469f51104,
title = "Metaverse retail-service quality: a future framework for retail service quality in the 3D internet",
abstract = "This study argues that service quality in retailing in 3D Collaborative Virtual Environments (aka Metaverses) is distinct from service quality in the more familiar 2D, mainly menu-driven, web internet store (e-SQ) and conceptualises the determinants of Metaverse Retailing service quality (MR-SQ) through a combination of focus groups and Critical Incident Technique with current users of Metaverse retail stores. The emerging set of four overarching determining elements of MR-SQ includes customer service, product dimension, store dimension and a 3D platform dimension. While some of these features are found in 2D e-SQ others are unique to MR-SQ such as human contact, emotional expressiveness, virtual trial and fantasy products, in addition to the 3D platform features. Thus, the CVE/Metaverse context presents opportunities for retailers to enhance social experience, responsive service and creative co-production opportunities. The study provides a framework for guidance for retailers to improve service quality in 3D Metaverse stores, as well as for future research.",
keywords = "Collaborative Virtual Environments (CVEs), Metaverses, Metaverse retailing, MR-service quality, avatars, Second Life, critical incident technique (CIT)",
author = "Eman Gadalla and Kathy Keeling and Ibrahim Abosag",
year = "2013",
doi = "10.1080/0267257X.2013.835742",
language = "English",
volume = "29",
pages = "1493--1517",
journal = "Journal of Marketing Management",
issn = "0267-257X",
publisher = "Routledge",
number = "13-14",

}

RIS

TY - JOUR

T1 - Metaverse retail-service quality

T2 - a future framework for retail service quality in the 3D internet

AU - Gadalla, Eman

AU - Keeling, Kathy

AU - Abosag, Ibrahim

PY - 2013

Y1 - 2013

N2 - This study argues that service quality in retailing in 3D Collaborative Virtual Environments (aka Metaverses) is distinct from service quality in the more familiar 2D, mainly menu-driven, web internet store (e-SQ) and conceptualises the determinants of Metaverse Retailing service quality (MR-SQ) through a combination of focus groups and Critical Incident Technique with current users of Metaverse retail stores. The emerging set of four overarching determining elements of MR-SQ includes customer service, product dimension, store dimension and a 3D platform dimension. While some of these features are found in 2D e-SQ others are unique to MR-SQ such as human contact, emotional expressiveness, virtual trial and fantasy products, in addition to the 3D platform features. Thus, the CVE/Metaverse context presents opportunities for retailers to enhance social experience, responsive service and creative co-production opportunities. The study provides a framework for guidance for retailers to improve service quality in 3D Metaverse stores, as well as for future research.

AB - This study argues that service quality in retailing in 3D Collaborative Virtual Environments (aka Metaverses) is distinct from service quality in the more familiar 2D, mainly menu-driven, web internet store (e-SQ) and conceptualises the determinants of Metaverse Retailing service quality (MR-SQ) through a combination of focus groups and Critical Incident Technique with current users of Metaverse retail stores. The emerging set of four overarching determining elements of MR-SQ includes customer service, product dimension, store dimension and a 3D platform dimension. While some of these features are found in 2D e-SQ others are unique to MR-SQ such as human contact, emotional expressiveness, virtual trial and fantasy products, in addition to the 3D platform features. Thus, the CVE/Metaverse context presents opportunities for retailers to enhance social experience, responsive service and creative co-production opportunities. The study provides a framework for guidance for retailers to improve service quality in 3D Metaverse stores, as well as for future research.

KW - Collaborative Virtual Environments (CVEs)

KW - Metaverses

KW - Metaverse retailing

KW - MR-service quality

KW - avatars

KW - Second Life

KW - critical incident technique (CIT)

U2 - 10.1080/0267257X.2013.835742

DO - 10.1080/0267257X.2013.835742

M3 - Journal article

VL - 29

SP - 1493

EP - 1517

JO - Journal of Marketing Management

JF - Journal of Marketing Management

SN - 0267-257X

IS - 13-14

ER -