Based on the growth of Internet technologies and the development of 3D shopping environments, the presented research deals with the issue of virtual experience on such realistic virtual universes. An exploratory study was conducted (8 focus groups, 35 individual interviews) and qualitative data were analyzed through an interpretative process by being constantly confronted to theory. Main findings highlight the central influence of the consumer-avatar, embodiment and sensory realism. The concept of presence is discussed as a relevant proxy to study immersion and virtual experience in such an environment. Academic and managerial contributions and research perspectives on virtual experience are highlighted
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
Abstract We present a qualitative study investigating the effects of real-world stimuli and place f...
This paper presents the author's entry into a virtual world, Second Life, to conduct a case study on...
International audienceThis qualitative study is the first to validate immersion as a relevant concep...
As part of the intersection of the fields of experiential marketing and the theories of information ...
Recent attempts to apply virtual reality to e-commerce implies the need for a better understanding o...
Human experience of public space is changing as virtual space blends with real space and technology ...
Cette étude qualitative permet de confirmer la validité du concept d’expérience immersive dans le co...
Cette étude qualitative confirme la validité du concept d'expérience immersive dans le contexte du c...
The concept of presence, ubiquitous in VR research, remains in infancy in tourism literature. Resear...
Purpose: The purpose of this paper is to examine the determinants of users’ simulated experience in ...
Internet commerce has risen steadily for over a decade. During this period, innovations have occurre...
Considering the development of interactive and rich media technologies on the Internet, the present ...
While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that we...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
Abstract We present a qualitative study investigating the effects of real-world stimuli and place f...
This paper presents the author's entry into a virtual world, Second Life, to conduct a case study on...
International audienceThis qualitative study is the first to validate immersion as a relevant concep...
As part of the intersection of the fields of experiential marketing and the theories of information ...
Recent attempts to apply virtual reality to e-commerce implies the need for a better understanding o...
Human experience of public space is changing as virtual space blends with real space and technology ...
Cette étude qualitative permet de confirmer la validité du concept d’expérience immersive dans le co...
Cette étude qualitative confirme la validité du concept d'expérience immersive dans le contexte du c...
The concept of presence, ubiquitous in VR research, remains in infancy in tourism literature. Resear...
Purpose: The purpose of this paper is to examine the determinants of users’ simulated experience in ...
Internet commerce has risen steadily for over a decade. During this period, innovations have occurre...
Considering the development of interactive and rich media technologies on the Internet, the present ...
While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that we...
Virtual worlds are 3D, online, persistent, multi-user environments where users interact through avat...
Virtual worlds are 3D online persistent multi-user environments where users interact through avatars...
Abstract We present a qualitative study investigating the effects of real-world stimuli and place f...
This paper presents the author's entry into a virtual world, Second Life, to conduct a case study on...