While (Koufaris 2002) noted that electronic commerce must be understood from the perspective that web consumers are simultaneously information technology users, we argue that emerging 3D virtual worlds add another dimension of viewing consumers, as embodied avatars (i.e. 3D representations of the consumers), who interact with other avatars (buyers or sellers), and are able to purchase products within a shared virtual place. These mediated interactions and behaviors involve cognitive and emotional experiences for which current theories such as the theory of planned behavior and the theory of technology acceptance model might be limited in capturing their complexity. The purpose of this research in progress is to suggest and empirically valid...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
We investigate differences in recognition accuracy of visual vs. text content presented in two conte...
International audienceThis qualitative study is the first to validate immersion as a relevant concep...
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 avatars...
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...
Internet commerce has risen steadily for over a decade. During this period, innovations have occurre...
Part 2: Long and Short PapersInternational audienceVirtual worlds are three-dimensional (3D) persist...
As first Virtual Reality (VR) shopping environments have begun to appear on the market, the question...
Emerging virtual technology suggests that we are moving into a new age of technology, Web 3.0, in wh...
As part of the intersection of the fields of experiential marketing and the theories of information ...
Although research on three-dimensional virtual environments abounds, little is known about the socia...
Recent attempts to apply virtual reality to e-commerce implies the need for a better understanding o...
The aim of this paper is to understand the process by which consumers’ perception of online VR envir...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
We investigate differences in recognition accuracy of visual vs. text content presented in two conte...
International audienceThis qualitative study is the first to validate immersion as a relevant concep...
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 avatars...
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...
Internet commerce has risen steadily for over a decade. During this period, innovations have occurre...
Part 2: Long and Short PapersInternational audienceVirtual worlds are three-dimensional (3D) persist...
As first Virtual Reality (VR) shopping environments have begun to appear on the market, the question...
Emerging virtual technology suggests that we are moving into a new age of technology, Web 3.0, in wh...
As part of the intersection of the fields of experiential marketing and the theories of information ...
Although research on three-dimensional virtual environments abounds, little is known about the socia...
Recent attempts to apply virtual reality to e-commerce implies the need for a better understanding o...
The aim of this paper is to understand the process by which consumers’ perception of online VR envir...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
We investigate differences in recognition accuracy of visual vs. text content presented in two conte...
International audienceThis qualitative study is the first to validate immersion as a relevant concep...