Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Chapter
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Chapter
}
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 -