The majority of users, especially those of the first
two groups seem to embrace the idea that VWs are
becoming an emerging alternative retail channel.
Nevertheless, approximately one in four (26,5%) of
the users of the third group do not (Table 10).
Table 10: Consideration of VWs as an emerging
alternative retail channel.
Emerging
alternative
retail
channel(%)
Group #1 Group #2 Group #3
Yes 86,7 92,5 73,5
No 13,3 7,5 26,5
Looking further into the perception of VWs as an
e-business outlet, we investigated what types of
stores or business users visit in VWs. As users had
the ability of choosing more than one option, Table
11 depicts the percentages of users that chose only
one option and the percentage of users that chose
more than one option (combination). The findings
show that 33,3%, 15% and 20,1% of the users within
each group respectively (i.e. for groups 1,2 and 3),
visit apparel stores only. However, the frequency
that the second “E-Commerce” users group visit a
combination of the stores, is greater (77,5% ) to that
of the first “Social Communication” users group.
Table 11: Types of stores/business visited in a VW.
Types of
stores/
businesses (%)
Group #1 Group #2 Group #3
Apparel 33,3 15 20,1
Hotels 10 0 11,8
Furniture
(Home
equipment)
6,7 0 2,9
Consulting
services for
consumers
6,7 5 5,9
Grocery 0 0 0
Non-profit
organisations
3,4 2,5 8,8
Combination
of the above
39,9 77,5 50,5
5 CONCLUSIONS
An important finding of the present study is the great
amount of users that conduct e-commerce
transactions in the “traditional” Web but do not buy
products over the internet in the context of VWs.
While this merits further exploration, we posit that it
can probably be explained either because users treat
VWs as an entertaining or gaming oriented
environment and not as a retailing channel, or
because they are considered light users of VWs and
are reluctant to commit to transactions in an
environment that is deemed unstable.
The origins of VWs in social computing (cf.
Messinger et al. 2009; Chittaro and Ranon, 2002)
has also been confirmed in the present study: a great
percentage (28.8%) of the sample visit VWs only to
meet friends or meet new people (social aspect).
This was also confirmed by the finding that a great
amount of users of all groups (i.e. 86,7%, 97,5%,
and 94.1%, respectively) also visit other social
networks (i.e. YouTube, Facebook, MSN etc).
Therefore, it is important to take this consideration
into account when investigating user/consumer
behaviour in V-Commerce.
In conclusion, the present study contributes to
our understanding of the purpose of VWs use by
empirically examining the user behavioural and
demographic patterns in the virtual reality context. It
demonstrates that both the social aspect and past
experience play a significant role in users’ “virtual”
decisions and behavioural habits.
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