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ARE YOU YOURSELF IN VIRTUAL WORLD? AN EXAMINATION OF THE 'USER-AVATAR' GAP IN SECOND LIFE

机译:你自己在虚拟世界吗?对第二次生命中的“用户性头像”差距的审查

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3D virtual worlds are fast-growing Internet-based simulated environments in which users can interact not only with each other, but with products and services provided by businesses and individuals. To participate in a virtual world a computer user must create an avatar which can be described as "a pictorial representation of a human in a chat environment" or as "a representation of the user as an animated character in virtual worlds." In virtual worlds such as Second Life the avatar mediates the interaction between the product/service and the business; hence, it is reasonable to argue that the product/service must of fer value for the consumer represented by the avatar in the virtual world. Hemp (2006) suggests that the avatar can represent a distinctively different "shadow" consumer that can influence its creator's purchase of real-world products and conceivably make its own real-world purchases in the virtual world. Thinking of an avatar as a 'shadow' consumer implies that the avatar's behavior is guided by certain personality traits, which may be the same as or different to those of its creator. Given that the avatar and the creator may exhibit different personality traits and that personality traits explain behavioral tendencies which are important to consider when crafting marketing strategies, the primary objective of this study is therefore to determine whether avatars indeed exhibit different personality traits than their creators.
机译:3D虚拟世界是快速增长的基于互联网的模拟环境,用户不仅可以相互互动,而且还可以使用企业和个人提供的产品和服务。要参与虚拟世界,计算机用户必须创建一个可以将其描述为“聊天环境中的人类的图形表示”,或者将用户的表示作为虚拟世界中的动画字符“。在诸如第二寿命之类的虚拟世界中,头像介绍了产品/服务与业务之间的互动;因此,争辩说,在虚拟世界中的化身代表的消费者所代表的消费者的价值是合理的。大麻(2006)表明,化身可以代表一个独特的不同“阴影”消费者,可以影响其创造者的现实产品购买,并可以想象在虚拟世界中进行自己的现实世界购买。作为“阴影”消费者的头像思考意味着头像的行为是由某些个性特征的指导,这可能与其创造者的特征相同或不同。鉴于头像和创造者可能表现出不同的个性特征,并且人格特征解释了在制定营销策略时重要的行为倾向,因此本研究的主要目标是确定化身是否实际上表现出与其创造者不同的个性特征。

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