Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
TY - GEN
T1 - Investigating affordances of virtual worlds for real world B2C E-commerce
AU - Tran, M.Q.
AU - Minocha, S.
AU - Roberts, D.
AU - Laing, A.
AU - Langdridge, D.
AU - NCR, Microsoft Research;
PY - 2011
Y1 - 2011
N2 - 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.
AB - 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.
KW - Consumer experience
KW - E-commerce
KW - Interaction design
KW - Qualitative research
KW - Virtual worlds
KW - Electronic commerce
KW - Interactive computer graphics
KW - Three dimensional computer graphics
KW - Virtual reality
KW - B2C e-commerce
KW - Business to consumer (B2C) E commerces
KW - Multiuser environments
KW - Thematic analysis
KW - Human computer interaction
M3 - Conference contribution/Paper
SP - 520
EP - 525
BT - BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction Newcastle-upon-Tyne, United Kingdom — July 04 - 08, 2011
PB - BCS Learning and Development Limited
CY - Swindon
ER -