Skip to main content
Article thumbnail
Location of Repository

Design guidelines for B2C e-commerce in virtual worlds

By Minh Tran, Shailey Minocha, David Roberts, Angus Laing and Darren Langdridge

Abstract

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 guidelines for the design and evaluation of B2C e-commerce environments involving virtual worlds. This poster presents a summary of the research project and a subset of the guidelines

Year: 2011
OAI identifier: oai:oro.open.ac.uk:29648
Provided by: Open Research Online

Suggested articles


To submit an update or takedown request for this paper, please submit an Update/Correction/Removal Request.