Towards a Bespoke Framework for Eliciting Consumer Satisfaction in Second Life

Towards a Bespoke Framework for Eliciting Consumer Satisfaction in Second Life

Mitul Shukla, Marc Conrad, Nik Bessis
DOI: 10.4018/978-1-61350-444-4.ch016
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Abstract

The approach taken to data gathering, analysis, and interpretation in the context of the framework is described; as well as refinements made to the framework as a consequence of emergent themes revealed through the analysis of the gathered data.
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Here we consider the most relevant literature investigating the consumption process within virtual worlds. Second Life has received academic interest within a variety of academic disciplines. One reason for this, as Castranova (2006) points out about virtual world research in general, is that virtual worlds can be perceived to be social science research tools in the same manner that a supercollider is perceived among physicists. The literature on virtual worlds tends to be focussed on similar technologies, with standard definitions but with authors often using different names to identify them. Virtual worlds, virtual environments, immersive worlds, synthetic worlds, meta-verse, and meta-worlds are some of the terms in the literature. With this in mind, an overview of some of the most relevant works focussed on virtual worlds follows.

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