Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users interact through avatars. Virtual worlds support many kinds of activities, including education, socialising, gaming and e-commerce. Our research focuses on how virtual worlds can be used to facilitate business-to-consumer (B2C) e-commerce involving real items. Examples of affordances of virtual worlds for e-commerce include 3D simulations, multi-user environments and avatar-based interactions. We have conducted empirical research to gather data about consumers’ experiences in virtual worlds to understand ways to utilise their affordances for B2C e-commerce. Based on our empirical research and a literature review, we have derived design guideli...
This paper addresses the affordances of the social and business environment of a virtual world, whic...
While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that we...
Includes bibliographical references (p. 328-359) and index.Book fair 2013.xx, 375 p. :"This book pre...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users i...
Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users inte...
Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users inte...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
Part 2: Long and Short PapersInternational audienceVirtual worlds are three-dimensional (3D) persist...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
The advent and prosperity of 3D virtual worlds provide insights for exploring business models in the...
Due to limitations of current e-commerce websites and today’s highly competitive e-commerce environm...
Virtual worlds can be defined as technology-created virtual environments that incorporate representa...
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the ...
Virtual worlds can be defined as technology-created virtual environments that incorporate representa...
This paper addresses the affordances of the social and business environment of a virtual world, whic...
While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that we...
Includes bibliographical references (p. 328-359) and index.Book fair 2013.xx, 375 p. :"This book pre...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments in which users i...
Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users inte...
Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users inte...
Virtual worlds are three-dimensional (3D) persistent multi-user online environments where users inte...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
Part 2: Long and Short PapersInternational audienceVirtual worlds are three-dimensional (3D) persist...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
The advent and prosperity of 3D virtual worlds provide insights for exploring business models in the...
Due to limitations of current e-commerce websites and today’s highly competitive e-commerce environm...
Virtual worlds can be defined as technology-created virtual environments that incorporate representa...
Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the ...
Virtual worlds can be defined as technology-created virtual environments that incorporate representa...
This paper addresses the affordances of the social and business environment of a virtual world, whic...
While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that we...
Includes bibliographical references (p. 328-359) and index.Book fair 2013.xx, 375 p. :"This book pre...