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Investigating Affordances of Virtual Worlds for Real World B2C E-Commerce

机译:调查真实世界的虚拟世界,为现实世界B2C电子商务提供

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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.
机译:虚拟世界是三维(3D)在线持久多用户环境,用户通过头像进行交互。文献表明,虚拟世界可以促进现实世界的企业 - 消费者(B2C)电子商务。然而,很少有真实的世界企业已经通过了B2C电子商务的虚拟世界。在本文中,我们展示了虚拟世界中消费者访谈的结果,以调查虚拟世界如何支持B2C电子商务。对数据进行了主题分析,以揭示B2C电子商务的虚拟世界的可承受和限制。揭开了两次带来的人(真实性和现实的外观)和一个限制(对专业技能的需求)。这项研究对设计人员的影响是(1)为消费者提供选择,使他们能够管理他们的在线声誉,(2)专注于管理消费者的期望和(3)以促进消费者之间的学习。

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