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E-commerce and
Virtual world
By : ZAFAR ALI
Definition of virtual world
A virtual world is a computer-based online community environment that is
designed and shared by individuals so that they can interact in a custom-built,
simulated world. Users interact with each other in this simulated world using
text-based, two-dimensional or three-dimensional graphical models called
avatars.
What are avatars?
Avatars are graphically rendered using computer graphics imaging (CGI) or
any other rendering technology. Individuals control their avatars using input
devices like the keyboard, mouse and other specially designed command and
simulation gadgets.
Ecommerce and virtual world
 The worlds can be used by many users who access them via online
interface
 The interface is mostly 3D, which is more engaging than 2D.
 All interactions are in real time from anywhere.
 Most of the content is user-generated. It is facilitated by tools provided on
the sites.
 The virtual world is always in motion, regardless of the presence of its
residents.
Ecommerce and virtual world
 Socialization is encouraged. Tools are provided for engagement and for
creating groups and socially-oriented activities.
 Communication among users can include text, graphical icons, visual
gestures, video clips, sound, and so forth.
 Use of avatars is a common way to represent the residents of the virtual
worlds
Examples of virtual world products
 Linden Dollars: Make money by building up and selling your virtual empire.
 Hotel prototype: Starwood hotels made a virtual prototype and there were
virtual customers, who gave their feedback by virtually visiting the hotel.
Ecommerce in virtual World
 Virtual shopping
 Virtual learning
 Virtual trading
Importance
 Studies show that interaction with human alike avatars can trigger
emotions that include trust etc, which are necessary component in e-
commerce.
 By interacting with avatars we can know the preferences of types of users
and their behaviors.
 Virtual reality helps you while shopping.
Limitations
Virtual worlds present several challenges and constraints of which developers,
businesses, and individual users must be aware:
 Virtual worlds such as Second Life are not easy to use, and are expensive
to build and operate.
 Software needs to be installed and updated, which for many users is too
cumbersome. Additionally, substantial hardware is needed.
 Moreover, there are technology limitations, including reliability and
accessibility, security, and some users experience learning difficulties.
Things to keep in mind while
designing a virtual world:
Why Second life was better than Google lively:
 Number of people in a room.
 Customization of avatars.
 Lag
 Advertiser friendly.
 Lack of regulations
Conclusion

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E-commerce and Virtual Worlds in 40 Characters

  • 2. Definition of virtual world A virtual world is a computer-based online community environment that is designed and shared by individuals so that they can interact in a custom-built, simulated world. Users interact with each other in this simulated world using text-based, two-dimensional or three-dimensional graphical models called avatars.
  • 3. What are avatars? Avatars are graphically rendered using computer graphics imaging (CGI) or any other rendering technology. Individuals control their avatars using input devices like the keyboard, mouse and other specially designed command and simulation gadgets.
  • 4. Ecommerce and virtual world  The worlds can be used by many users who access them via online interface  The interface is mostly 3D, which is more engaging than 2D.  All interactions are in real time from anywhere.  Most of the content is user-generated. It is facilitated by tools provided on the sites.  The virtual world is always in motion, regardless of the presence of its residents.
  • 5. Ecommerce and virtual world  Socialization is encouraged. Tools are provided for engagement and for creating groups and socially-oriented activities.  Communication among users can include text, graphical icons, visual gestures, video clips, sound, and so forth.  Use of avatars is a common way to represent the residents of the virtual worlds
  • 6. Examples of virtual world products  Linden Dollars: Make money by building up and selling your virtual empire.  Hotel prototype: Starwood hotels made a virtual prototype and there were virtual customers, who gave their feedback by virtually visiting the hotel.
  • 7. Ecommerce in virtual World  Virtual shopping  Virtual learning  Virtual trading
  • 8. Importance  Studies show that interaction with human alike avatars can trigger emotions that include trust etc, which are necessary component in e- commerce.  By interacting with avatars we can know the preferences of types of users and their behaviors.  Virtual reality helps you while shopping.
  • 9. Limitations Virtual worlds present several challenges and constraints of which developers, businesses, and individual users must be aware:  Virtual worlds such as Second Life are not easy to use, and are expensive to build and operate.  Software needs to be installed and updated, which for many users is too cumbersome. Additionally, substantial hardware is needed.  Moreover, there are technology limitations, including reliability and accessibility, security, and some users experience learning difficulties.
  • 10. Things to keep in mind while designing a virtual world: Why Second life was better than Google lively:  Number of people in a room.  Customization of avatars.  Lag  Advertiser friendly.  Lack of regulations