Use this URL to cite or link to this record in EThOS: http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.573570
Title: Creating a framework for eliciting consumer satisfaction in Second Life
Author: Shukla, Mitul
Awarding Body: University of Bedfordshire
Current Institution: University of Bedfordshire
Date of Award: 2012
Availability of Full Text:
Access from EThOS:
Access from Institution:
Abstract:
Using consumer satisfaction as an example of complex communication and a virtual world as a mediating platform, a novel framework for eliciting consumer satisfaction has been developed. Consumer satisfaction is a key element for business success, while the elicitation of satisfaction perceptions from consumers can help vendors to assess and to improve their business performance. The objectives here are: how consumer satisfaction is defined, understood and measured; how virtual worlds function, both as a platform and a product; how users typically perceive their experiences in virtual worlds; and how consumer satisfaction metrics can be translated into a virtual environment. Second Life is used as an enabling technology for gathering requirements as well as for the construction, refinement and validation of the framework. Second Life is a virtual world, a multi-user, 3D, immersive environment, which has its own internal economy. The choice of using this social virtual world was due to Second Life being a resilient and widely used platform. The main contribution of this thesis is a framework that can be used to identify and categorise the complex and inter-related factors that affect the use of Second Life in terms of consumer satisfaction perceptions. Another contribution here is a novel approach to Search Engine trend analysis, which focuses on the number or search results returned as opposed to the number of queries for a given search phrase. Based on the research conducted by the author and knowledge gained from the literature, a framework has been developed which identifies interrelated components that provide a wider context to perceive the user experience of Second Life. The approach taken by the framework enables it to be used as a means to comprehend Second Life both as a product and as a platform. A Straussian Grounded Theory approach was taken to data gathering, analysis and interpretation in the context of the framework; further refinements are made to the framework as a consequence of emergent themes revealed through the process of analysing the gathered data. Guidance is given in brief as to how the framework can be adapted to reveal consumer satisfaction perceptions from other internet based services.
Supervisor: Not available Sponsor: Not available
Qualification Name: Thesis (Ph.D.) Qualification Level: Doctoral
EThOS ID: uk.bl.ethos.573570  DOI: Not available
Keywords: G920 Others in Computing Sciences ; Second Life ; consumer satisfaction ; virtual worlds
Share: