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A video game enabled collaborative virtual shopping environment. / Tristan Penton

Swansea University Author: Tristan Penton

Abstract

"The technology used to create social presence through computer-mediated communication in multi-player video games can also be used to synthesise a "traditional" virtual shopping environment by introducing social communication, complete user-control, and product interaction. Such an e...

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Published: 2008
Institution: Swansea University
Degree level: Master of Philosophy
Degree name: M.Phil
URI: https://cronfa.swan.ac.uk/Record/cronfa42758
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Abstract: "The technology used to create social presence through computer-mediated communication in multi-player video games can also be used to synthesise a "traditional" virtual shopping environment by introducing social communication, complete user-control, and product interaction. Such an environment would serve to re-empower the user and instil the confidence necessary for shoppers to carry out their online transactions. This thesis investigates such matters, with the aim of showing that multiplayer video games may well be the drivers for a radically new approach to e-commerce, which has the potential to evolve independently of the World Wide Web. The benefits to web based e-commerce are numerous and widely acknowledged. Unfortunately, the process of making commerce electronic simultaneously created several drawbacks that inevitably resulted from stepping out of the physical world and into a digital alternative. These have included a loss of consumer control over independent movement, severely reduced product interaction, and potential social isolation. A video game enabled collaborative virtual shopping environment (VGECVSE) could, however, offer a fresh approach that is needed to counter these limitations. If successfully implemented a VGECVSE has the potential to make participants believe they are sharing space with others who are, in reality, all at different physical sites (social telepresence). It could also introduce a more "open road" 3D environment where users are in complete control of their actions. Finally, it could enable consumers to share the same virtual space as the product, thereby enabling numerous interaction possibilities between product and consumer. This thesis discusses how the games industry has already taken significant steps towards the creation of a VGECVSE, most noticeably the convergence of the games industry with telecommunications, e-commerce and various digital entertainment products (see Chapter 4, Section 4.4). It is the opinion of this thesis that these steps together with the drive of consumer demand, financial incentives, competition and the desire to express oneself will ultimately lead to an all encompassing VGECVSE. Such an environment will act as a gateway between the worlds of bytes and atoms connecting users to an unprecedented world of digital entertainment, social communication and e-commerce. A virtual space that can expand, develop and evolve well beyond the conventional limitations that restrict the physical world."
Keywords: Computer science.;Mass communication.
College: Faculty of Humanities and Social Sciences