In the past few years, virtual worlds have become increasingly popular, often hosting, in addition to gaming and social activities, commercial activities that can potentially not just cater for in-world demand but also go beyond the virtual environment\u27s boundaries. The purpose of this paper is to examine the determinants of users\u27 simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement was examined in relation to enjoyment and satisfaction, including the role of satisfaction in purchasing the real product. An experimental quantitative approach was followed, testing three models of constructing user experience. Our empirical analysis examined confoundin...
For e-commerce retailers it is crucial to present their products both informatively and attractively...
Abstract—The purpose of this paper is to provide a 3D servicescape conceptual model which explores t...
The purpose of this study is to understand how gamification contributes to customers’ value creation...
In the past few years, virtual worlds have become increasingly popular, often hosting, in addition t...
Purpose: The purpose of this paper is to examine the determinants of users’ simulated experience in ...
This paper studies a number of key determinants of users[U+05F3] experience and engagement when driv...
Abstract This study explores the roles of vividness and interactivity—two technological dimensions o...
Online shopping has thus far tended to be a niche business – highly successful in selling digital pr...
V-commerce is emerging as a promising technology for a new type of e-commerce application, which can...
The paper examines the effect of the recent VR technologies on consumers behaviour providing guideli...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
This protocol analysis examines the content of virtual experience in e-commerce, as concurrently ver...
Virtual stores influence the dynamics of consumer choice-making. We develop and empirically test a m...
Virtual Reality is based on three key characteristics: immersion, interactivity (Boyd & Koles, ...
The aim of this study is to investigate the relationship between media richness, presence, and cons...
For e-commerce retailers it is crucial to present their products both informatively and attractively...
Abstract—The purpose of this paper is to provide a 3D servicescape conceptual model which explores t...
The purpose of this study is to understand how gamification contributes to customers’ value creation...
In the past few years, virtual worlds have become increasingly popular, often hosting, in addition t...
Purpose: The purpose of this paper is to examine the determinants of users’ simulated experience in ...
This paper studies a number of key determinants of users[U+05F3] experience and engagement when driv...
Abstract This study explores the roles of vividness and interactivity—two technological dimensions o...
Online shopping has thus far tended to be a niche business – highly successful in selling digital pr...
V-commerce is emerging as a promising technology for a new type of e-commerce application, which can...
The paper examines the effect of the recent VR technologies on consumers behaviour providing guideli...
In the past few years, virtual worlds – such as Second Life, World of Warcraft and RuneScape – have ...
This protocol analysis examines the content of virtual experience in e-commerce, as concurrently ver...
Virtual stores influence the dynamics of consumer choice-making. We develop and empirically test a m...
Virtual Reality is based on three key characteristics: immersion, interactivity (Boyd & Koles, ...
The aim of this study is to investigate the relationship between media richness, presence, and cons...
For e-commerce retailers it is crucial to present their products both informatively and attractively...
Abstract—The purpose of this paper is to provide a 3D servicescape conceptual model which explores t...
The purpose of this study is to understand how gamification contributes to customers’ value creation...