2014
DOI: 10.1016/j.im.2014.05.017
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Store selection criteria and sales prediction in virtual worlds

Abstract: Virtual worlds (VWs) have emerged as a new context for gaming, collaboration, social networking but also commercial activity. This paper focuses on the latter, and investigates how consumers behave in this virtual context when selecting stores they visit or buy from. The paper explores store selection criteria in virtual world stores and extends earlier research in both offline and online commercial environments, taking into account the novel IT capabilities that VWs exploit. Theoretical insights drawn from th… Show more

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Cited by 34 publications
(28 citation statements)
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References 62 publications
(91 reference statements)
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“…In a virtual community, common reward mechanisms were account privileges, virtual currency, prizes, point accumulation, open recognition, levels, and online gaming mechanisms (Krasonikolakis, Vrechopoulos, & Pouloudi, 2014 This study defined anticipated extrinsic rewards as the awards or rewards anticipated by community members in the knowledge sharing process. The currency mechanism also strengthened member sense of participation and identification in the virtual community (Chu, Huang, & Tsai, 2004).…”
Section: Anticipated Extrinsic Rewardsmentioning
confidence: 99%
“…In a virtual community, common reward mechanisms were account privileges, virtual currency, prizes, point accumulation, open recognition, levels, and online gaming mechanisms (Krasonikolakis, Vrechopoulos, & Pouloudi, 2014 This study defined anticipated extrinsic rewards as the awards or rewards anticipated by community members in the knowledge sharing process. The currency mechanism also strengthened member sense of participation and identification in the virtual community (Chu, Huang, & Tsai, 2004).…”
Section: Anticipated Extrinsic Rewardsmentioning
confidence: 99%
“…Data are treated using statistics like t-student test, ANOVA, ANCOVA or multiple regressions (e.g. Krasonikolakis et al, 2014;Waterlander et al, 2015;Yeh et al, 2017;Dad et al, 2018). More recently, researchers have started to use structural equations and the sample size tends to rise, ranging between 300 and 400 (e.g., Krasonikolakis et al, 2018).…”
Section: Topic Modellingmentioning
confidence: 99%
“…Milgram et al (1994, p. 283) propose a taxonomy to differentiate the technologies available for experiencing combinations of reality and virtuality and describe VR as the environment "in which the participantobserver is totally immersed in a completely synthetic world, which may or may not mimic the properties of a real-world environment". From the applications of VR envisaged by Brooks in the 1990s (1999 as a vehicle for simulation and entertainment, the range of acceptance and use of VR has enlarged considerably and now includes, for example, tourism (e.g., Abergel et al, 2016;Jeng et al, 2017;Yeh et al, 2017), retailing (e.g., Evans & Wurster 1999;Krasonikolakis et al, 2014) and medical and educational issues (e.g., Abboudi et al, 2012;Abboudi et al, 2013).…”
Section: Introductionmentioning
confidence: 99%
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