Metaverse-retail service quality: A future framework for retail service quality in the 3D internet.

Eman Gadalla, Kathy Keeling, Ibrahim Abosag

Research output: Contribution to journalArticlepeer-review

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 languageEnglish
Pages (from-to)1493-1517
Number of pages24
JournalJournal of Marketing Management
Volume29
Issue number13-14
DOIs
Publication statusPublished - 2013

Keywords

  • avatars
  • Collaborative Virtual Environments (CVEs)
  • critical incident technique (CIT)
  • Metaverse retailing
  • Metaverses
  • MR-service quality
  • Second Life

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