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A means-end analysis of consumers' perceptions of virtual world affordances for e-commerce

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A means-end analysis of consumers' perceptions of virtual world affordances for e-commerce. / Tran, M.Q.; Minocha, S.; Roberts, D.; Laing, A.; Langdridge, D.

Human-Computer Interaction – INTERACT 2011. INTERACT 2011. ed. / P. Campos; N. Graham; J. Jorge; N. Nunes; P. Palanque; M. Winckler. Lisbon : Springer, 2011. p. 362-379 (Lecture Notes in Computer Science; Vol. 6946).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

Tran, MQ, Minocha, S, Roberts, D, Laing, A & Langdridge, D 2011, A means-end analysis of consumers' perceptions of virtual world affordances for e-commerce. in P Campos, N Graham, J Jorge, N Nunes, P Palanque & M Winckler (eds), Human-Computer Interaction – INTERACT 2011. INTERACT 2011. Lecture Notes in Computer Science, vol. 6946, Springer, Lisbon, pp. 362-379. https://doi.org/10.1007/978-3-642-23774-4_30

APA

Tran, M. Q., Minocha, S., Roberts, D., Laing, A., & Langdridge, D. (2011). A means-end analysis of consumers' perceptions of virtual world affordances for e-commerce. In P. Campos, N. Graham, J. Jorge, N. Nunes, P. Palanque, & M. Winckler (Eds.), Human-Computer Interaction – INTERACT 2011. INTERACT 2011 (pp. 362-379). (Lecture Notes in Computer Science; Vol. 6946). Springer. https://doi.org/10.1007/978-3-642-23774-4_30

Vancouver

Tran MQ, Minocha S, Roberts D, Laing A, Langdridge D. A means-end analysis of consumers' perceptions of virtual world affordances for e-commerce. In Campos P, Graham N, Jorge J, Nunes N, Palanque P, Winckler M, editors, Human-Computer Interaction – INTERACT 2011. INTERACT 2011. Lisbon: Springer. 2011. p. 362-379. (Lecture Notes in Computer Science). https://doi.org/10.1007/978-3-642-23774-4_30

Author

Tran, M.Q. ; Minocha, S. ; Roberts, D. ; Laing, A. ; Langdridge, D. / A means-end analysis of consumers' perceptions of virtual world affordances for e-commerce. Human-Computer Interaction – INTERACT 2011. INTERACT 2011. editor / P. Campos ; N. Graham ; J. Jorge ; N. Nunes ; P. Palanque ; M. Winckler. Lisbon : Springer, 2011. pp. 362-379 (Lecture Notes in Computer Science).

Bibtex

@inbook{ddc74c3db89d4e279536c2c10019c8d6,
title = "A means-end analysis of consumers' perceptions of virtual world affordances for e-commerce",
abstract = "Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users interact through avatars. The affordances of virtual worlds can be useful for business-to-consumer e-commerce. Moreover, affordances of virtual worlds can complement affordances of websites to provide consumers with an enhanced e-commerce experience. We investigated which affordances of virtual worlds can enhance consumers' experiences on e-commerce websites. We conducted laddering interviews with 30 virtual world consumers to understand their perceptions of virtual world affordances. A means-end analysis was then applied to the interview data. The results suggest co-presence, product discovery, 3D product experience, greater interactivity with products and sociability are some of the key virtual world affordances for consumers. We discuss theoretical implications of the research using dimensions from the Technology Acceptance Model. We also discuss practical implications, such as how virtual world affordances can be incorporated into the design of e-commerce websites. {\textcopyright} 2011 IFIP International Federation for Information Processing.",
keywords = "Consumer experience, e-commerce, interaction design, laddering interviews, means-end analysis, qualitative research, user experience, virtual worlds, Interaction design, Means-end analysis, Qualitative research, User experience, Virtual worlds, Laddering interviews, Electronic commerce, Interactive computer graphics, Problem solving, Quality control, Three dimensional, User interfaces, Commerce, Three dimensional computer graphics, Virtual reality, Web Design, Websites, Human computer interaction",
author = "M.Q. Tran and S. Minocha and D. Roberts and A. Laing and D. Langdridge",
year = "2011",
doi = "10.1007/978-3-642-23774-4_30",
language = "English",
isbn = "9783642237737 ",
series = "Lecture Notes in Computer Science",
publisher = "Springer",
pages = "362--379",
editor = "P. Campos and Graham, {N. } and J. Jorge and N. Nunes and P. Palanque and M. Winckler",
booktitle = "Human-Computer Interaction – INTERACT 2011. INTERACT 2011",

}

RIS

TY - CHAP

T1 - A means-end analysis of consumers' perceptions of virtual world affordances for e-commerce

AU - Tran, M.Q.

AU - Minocha, S.

AU - Roberts, D.

AU - Laing, A.

AU - Langdridge, D.

PY - 2011

Y1 - 2011

N2 - Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users interact through avatars. The affordances of virtual worlds can be useful for business-to-consumer e-commerce. Moreover, affordances of virtual worlds can complement affordances of websites to provide consumers with an enhanced e-commerce experience. We investigated which affordances of virtual worlds can enhance consumers' experiences on e-commerce websites. We conducted laddering interviews with 30 virtual world consumers to understand their perceptions of virtual world affordances. A means-end analysis was then applied to the interview data. The results suggest co-presence, product discovery, 3D product experience, greater interactivity with products and sociability are some of the key virtual world affordances for consumers. We discuss theoretical implications of the research using dimensions from the Technology Acceptance Model. We also discuss practical implications, such as how virtual world affordances can be incorporated into the design of e-commerce websites. © 2011 IFIP International Federation for Information Processing.

AB - Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users interact through avatars. The affordances of virtual worlds can be useful for business-to-consumer e-commerce. Moreover, affordances of virtual worlds can complement affordances of websites to provide consumers with an enhanced e-commerce experience. We investigated which affordances of virtual worlds can enhance consumers' experiences on e-commerce websites. We conducted laddering interviews with 30 virtual world consumers to understand their perceptions of virtual world affordances. A means-end analysis was then applied to the interview data. The results suggest co-presence, product discovery, 3D product experience, greater interactivity with products and sociability are some of the key virtual world affordances for consumers. We discuss theoretical implications of the research using dimensions from the Technology Acceptance Model. We also discuss practical implications, such as how virtual world affordances can be incorporated into the design of e-commerce websites. © 2011 IFIP International Federation for Information Processing.

KW - Consumer experience

KW - e-commerce

KW - interaction design

KW - laddering interviews

KW - means-end analysis

KW - qualitative research

KW - user experience

KW - virtual worlds

KW - Interaction design

KW - Means-end analysis

KW - Qualitative research

KW - User experience

KW - Virtual worlds

KW - Laddering interviews

KW - Electronic commerce

KW - Interactive computer graphics

KW - Problem solving

KW - Quality control

KW - Three dimensional

KW - User interfaces

KW - Commerce

KW - Three dimensional computer graphics

KW - Virtual reality

KW - Web Design

KW - Websites

KW - Human computer interaction

U2 - 10.1007/978-3-642-23774-4_30

DO - 10.1007/978-3-642-23774-4_30

M3 - Chapter

SN - 9783642237737

T3 - Lecture Notes in Computer Science

SP - 362

EP - 379

BT - Human-Computer Interaction – INTERACT 2011. INTERACT 2011

A2 - Campos, P.

A2 - Graham, N.

A2 - Jorge, J.

A2 - Nunes, N.

A2 - Palanque, P.

A2 - Winckler, M.

PB - Springer

CY - Lisbon

ER -