Author
Listed:
- Sanjukta Pookulangara
- Jiyoung Kim
- Bharath Josiam
- Avantika Thombre
Abstract
Despite the challenging economy, online retail in the United States and western Europe is continuing to have double-digit growth. Regardless of retailer size, the Internet offers an affordable alternative to opening a brick-and-mortar store and provides innovative ways of doing business. However, the evolution of the Internet as a shopping channel is not without drawbacks. Online store lacks interactivity and fails to create the store ambience achieved in a physical store, which can detract from the overall shopping experience. Thus, to ensure success, retailers are exploring various avenues to create a deeply immersive online shopping experience. One such platform is the creation of stores in virtual worlds such as Second Life (SL). This virtual world represents a shared space with a 3-D graphical environment in which several users can simultaneously interact with each other and perform activities similar to those they perform in the real world.This study examined the main features of 3-D stores which could possibly attract and engage consumers in shopping in online 3-D virtual environments. Control and two-way communication influenced purchase intention on SL. Two-way communication influenced both control and the shopping enjoyment variable. Atmospherics influenced shopping enjoyment. Implications for academics as well as retailers have been provided.
Suggested Citation
Sanjukta Pookulangara & Jiyoung Kim & Bharath Josiam & Avantika Thombre, 2014.
"Intent to purchase from 3-D virtual environments: An exploratory study,"
Journal of Global Fashion Marketing, Taylor & Francis Journals, vol. 5(4), pages 269-282, October.
Handle:
RePEc:taf:rgfmxx:v:5:y:2014:i:4:p:269-282
DOI: 10.1080/20932685.2014.927659
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