Exploring customer perceptions of e-service quality in collaborative virtual environments: a critical incident analysis
Exploring customer perceptions of e-service quality in collaborative virtual environments: a critical incident analysis
E-service has been increasingly recognized by both researchers and practitioners as being one of the key determinants in successful e-commerce. Second Life (SL) is a popular example of a collaborative virtual environment (CVE) that is an immersive, three-dimensional, virtual world. Inhabitants of SL often describe their experiences in-world as having great social presence. However, there are doubts expressed about whether human behaviours will be the same in VWs as they are in real life or on 2D websites. Hence, it seems dangerous to assume that marketing models such as service quality developed elsewhere will apply in these 3D CVEs. Using the Critical Incident Technique, this research aims to explore how customers conceptualize e-service quality in CVEs, such as Second Life. In addition, a primary concern of the online consumer is that of trust, often considered as a parameter within e-service quality. The second objective of this research is to explore what respondents believe constitutes institutional trust in CVE environments. The results will illustrate whether there are differences between respondent perceptions of what constitutes e-service quality and trust in CVE environments compared to the 2D website and offline context, and whether any new issues arise.
virtual worlds, metaverse, service quality, critical incident
Gadalla, Eman
88f8d109-d00a-43cd-8b1b-46a52d6e38a9
Zarifis, Alex
7622e840-ba78-4a4f-879b-6ba0f62363cc
2009
Gadalla, Eman
88f8d109-d00a-43cd-8b1b-46a52d6e38a9
Zarifis, Alex
7622e840-ba78-4a4f-879b-6ba0f62363cc
Gadalla, Eman and Zarifis, Alex
(2009)
Exploring customer perceptions of e-service quality in collaborative virtual environments: a critical incident analysis.
In Academy of Marketing Annual Conference 2009.
7 pp
.
Record type:
Conference or Workshop Item
(Paper)
Abstract
E-service has been increasingly recognized by both researchers and practitioners as being one of the key determinants in successful e-commerce. Second Life (SL) is a popular example of a collaborative virtual environment (CVE) that is an immersive, three-dimensional, virtual world. Inhabitants of SL often describe their experiences in-world as having great social presence. However, there are doubts expressed about whether human behaviours will be the same in VWs as they are in real life or on 2D websites. Hence, it seems dangerous to assume that marketing models such as service quality developed elsewhere will apply in these 3D CVEs. Using the Critical Incident Technique, this research aims to explore how customers conceptualize e-service quality in CVEs, such as Second Life. In addition, a primary concern of the online consumer is that of trust, often considered as a parameter within e-service quality. The second objective of this research is to explore what respondents believe constitutes institutional trust in CVE environments. The results will illustrate whether there are differences between respondent perceptions of what constitutes e-service quality and trust in CVE environments compared to the 2D website and offline context, and whether any new issues arise.
Text
Exploring customer perceptions of e-service quality in Collaborative Virtual Environments a critical incident analysis Gadala Zarifias AM2009_0285_paper preprint
- Author's Original
Available under License Other.
More information
Published date: 2009
Keywords:
virtual worlds, metaverse, service quality, critical incident
Identifiers
Local EPrints ID: 490489
URI: http://eprints.soton.ac.uk/id/eprint/490489
PURE UUID: da98c9d9-c31e-4931-ba06-03c9e6b9bb49
Catalogue record
Date deposited: 28 May 2024 17:08
Last modified: 06 Jun 2024 02:21
Export record
Contributors
Author:
Eman Gadalla
Author:
Alex Zarifis
Download statistics
Downloads from ePrints over the past year. Other digital versions may also be available to download e.g. from the publisher's website.
View more statistics