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首页> 外文期刊>Journal of Virtual Worlds Research >The “New” Virtual Consumer: Exploring the Experiences of New Users
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The “New” Virtual Consumer: Exploring the Experiences of New Users

机译:“新”虚拟消费者:探索新用户的体验

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The development of virtual worlds began long before the invention of computers; the minds of children at play would create fantasy or virtual worlds in which to explore or interact. However, the development of the computer provided an opportunity for these worlds to expand from within an individual’s mind to fixed video game environments and shared, interactive communities co-created by the users. The high growth of various virtual worlds globally that has occurred in recent years has prompted a number of Fortune 2000 companies to either enter the virtual space, or at least monitor the development and potential of avatar-based marketing. Although the current number of participants in virtual worlds is growing, in comparison to the overall consumer population, these numbers still represent just a very small percentage. To maximize the value that can be achieved and enhance the return on investment in a virtual world presence, organizations need to not only successfully market to the existing members of the virtual world, but they also need to effectively recruit real world consumers into the virtual world and retain them through positive interactions. Following the experiences of 40 undergraduate business students and 10 MBA graduate students as they enter the virtual world of Second Life for the first time, their 12 week journey is documented through weekly personal blog entries, online discussion groups, and exit interviews. The students’ comments and discussions provide insight into the mind of the new entrant to the virtual world. These insights guide suggestions?for improving the experience of new virtual consumers in order to create long-term consumer relationships with an organization’s virtual presence.
机译:虚拟世界的发展早于计算机的发明。孩子们在玩耍时会产生幻想或虚拟世界,在其中进行探索或互动。但是,计算机的发展为这些世界提供了一个机会,可以从个人的思想扩展到固定的视频游戏环境以及由用户共同创建的共享的交互式社区。近年来,全球各种虚拟世界的高速增长促使许多财富2000强公司进入虚拟空间,或者至少监视基于化身的营销的发展和潜力。尽管当前虚拟世界中的参与者数量正在增长,但与总体消费者数量相比,这些数字仍然只占很小的百分比。为了在虚拟世界中实现可实现的价值最大化并提高投资回报率,组织不仅需要成功地向虚拟世界的现有成员进行营销,而且还需要有效地吸引现实世界的消费者加入虚拟世界并通过积极互动保留他们。首次进入“第二人生”虚拟世界时,随着40名本科商业学生和10名MBA研究生的经历,通过每周个人博客条目,在线讨论组和退出访谈记录了他们12周的旅程。学生的评论和讨论提供了对虚拟世界新进入者心智的洞察力。这些见解为改善新的虚拟消费者的体验提供了建议,以与组织的虚拟形象建立长期的消费者关系。

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