Abstract
This study argues that service quality in retailing in 3D Collaborative Virtual Environments (aka Metaverses) is distinct from service quality in the more familiar 2D, mainly menu-driven, web internet store (e-SQ) and conceptualises the determinants of Metaverse Retailing service quality (MR-SQ) through a combination of focus groups and Critical Incident Technique with current users of Metaverse retail stores. The emerging set of four overarching determining elements of MR-SQ includes customer service, product dimension, store dimension and a 3D platform dimension. While some of these features are found in 2D e-SQ others are unique to MR-SQ such as human contact, emotional expressiveness, virtual trial and fantasy products, in addition to the 3D platform features. Thus, the CVE/Metaverse context presents opportunities for retailers to enhance social experience, responsive service and creative co-production opportunities. The study provides a framework for guidance for retailers to improve service quality in 3D Metaverse stores, as well as for future research. © 2013 Westburn Publishers Ltd.
| Original language | English |
|---|---|
| Pages (from-to) | 1493-1517 |
| Number of pages | 24 |
| Journal | Journal of Marketing Management |
| Volume | 29 |
| Issue number | 13-14 |
| DOIs | |
| Publication status | Published - 2013 |
Keywords
- avatars
- Collaborative Virtual Environments (CVEs)
- critical incident technique (CIT)
- Metaverse retailing
- Metaverses
- MR-service quality
- Second Life