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A Means-End Analysis of Consumers' Perceptions of Virtual World Affordances for E-commerce

机译:消费者对虚拟世界对电子商务的喜爱程度的均值分析

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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.
机译:虚拟世界是用户通过化身进行交互的三维(3D)持久多用户在线环境。虚拟世界的功能对于企业对消费者的电子商务可能是有用的。此外,虚拟世界的支付能力可以补充网站的支付能力,从而为消费者提供增强的电子商务体验。我们调查了哪些虚拟世界功能可以增强消费者在电子商务网站上的体验。我们与30个虚拟世界消费者进行了阶梯式访谈,以了解他们对虚拟世界能力的看法。然后将均值末端分析应用于访谈数据。结果表明,共同存在,产品发现,3D产品体验,与产品的更好交互性和社交能力是为消费者提供的虚拟世界的一些关键服务。我们使用技术接受模型中的维度讨论研究的理论含义。我们还讨论了实际的含义,例如如何将虚拟世界的支持能力整合到电子商务网站的设计中。

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