Investigating affordances of virtual worlds for real world B2C E-commerce

Minh Quang Tran, Shailey Minocha, Dave Roberts, Angus Laing, Darren Langdridge

Research output: Contribution to conferencePaperpeer-review

6 Citations (Scopus)
1 Downloads (Pure)

Abstract

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.

Original languageEnglish
Pages520-525
Number of pages6
DOIs
Publication statusPublished - Jul 2011
Event25th BCS Conference on Human Computer Interaction 2011 - Newcastle Upon Tyne, United Kingdom
Duration: 4 Jul 20118 Jul 2011
Conference number: 25

Conference

Conference25th BCS Conference on Human Computer Interaction 2011
Abbreviated titleHCI 2011
Country/TerritoryUnited Kingdom
CityNewcastle Upon Tyne
Period4/07/118/07/11

Keywords

  • Consumer experience
  • E-commerce
  • Interaction design
  • Qualitative research
  • Virtual worlds

ASJC Scopus subject areas

  • Human-Computer Interaction

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