Abstract
Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users interact through avatars. Virtual worlds support many kinds of activities, including education, socialising, gaming and e-commerce. Our research focuses on how virtual worlds can be used to facilitate business-to-consumer (B2C) e-commerce involving real items. Examples of affordances of virtual worlds for e-commerce include 3D simulations, multi-user environments and avatar-based interactions. We have conducted empirical research to gather data about consumers' experiences in virtual worlds to understand ways to utilise the ir affordances for B2C e-commerce. Based on our empirical research and a literature review, we have derived design guidelines for the design and evaluation of B2C e-commerce environments involving virtual worlds. This poster presents a summary of the research project and a subset of the guidelines.
| Original language | English |
|---|---|
| Pages | 441-442 |
| Number of pages | 2 |
| DOIs | |
| Publication status | Published - Jul 2011 |
| Event | 25th BCS Conference on Human Computer Interaction 2011 - Newcastle Upon Tyne, United Kingdom Duration: 4 Jul 2011 → 8 Jul 2011 Conference number: 25 |
Conference
| Conference | 25th BCS Conference on Human Computer Interaction 2011 |
|---|---|
| Abbreviated title | HCI 2011 |
| Country/Territory | United Kingdom |
| City | Newcastle Upon Tyne |
| Period | 4/07/11 → 8/07/11 |
Keywords
- Consumer experience
- Design guidelines
- Design heuristics
- E-commerce
- Interaction design
- Service design
- Service encounter
- User experience design
- Virtual worlds
ASJC Scopus subject areas
- Human-Computer Interaction