z-logo
open-access-imgOpen Access
Investigating Affordances of Virtual Worlds for Real World B2C E-Commerce
Author(s) -
Quang Tran Minh,
Shaíley Minocha,
Dave Roberts,
Angus Laing,
Darren Langdridge
Publication year - 2011
Publication title -
electronic workshops in computing
Language(s) - English
Resource type - Conference proceedings
ISSN - 1477-9358
DOI - 10.14236/ewic/hci2011.87
Subject(s) - metaverse , affordance , computer science , virtual world , avatar , e commerce , reputation , focus (optics) , sense of presence , virtual economy , human–computer interaction , world wide web , thematic analysis , virtual reality , qualitative research , sociology , social science , physics , optics
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.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here
Accelerating Research

Address

John Eccles House
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom