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.
Content
Author and article information
Contributors
Minh Quang Tran
Shailey Minocha
Dave Roberts
Angus Laing
Darren Langdridge
Conference
Publication date:
July
2011
Publication date
(Print):
July
2011
Pages: 520-525
Affiliations
[0001]Department of Computing
The Open University, UK
Milton Keynes, MK7 6AA
[0002]School of Business and Economics
Loughborough University, UK
Leicestershire, LE11 3TU
[0003]Department of Psychology
The Open University, UK
Milton Keynes, MK7 6AA