Abstract
In the Internet era, web-based services have become a convenient alternative to physical customer service interactions. However, lack of face-to-face interaction makes web service communication inefficient. The 3D virtual worlds provide a new platform that offers customer service, where users can communicate “face to face” via their representative avatars. We propose a conceptual model to compare the quality of customer service and users’ satisfaction in 3D virtual worlds to that of web-based services. Theories of computer display technology, communication, and psychology are applied to address how a 3D virtual world impacts users’ sense of presence, and their perception of customer service quality. We design an experiment in Second Life and set up a mock-up website to collect data in a post-study questionnaire. Structural equation model is adopted as the main methodology to conduct the multiple group analysis.
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Ba, S., Ke, D., Stallaert, J., Zhang, Z. (2012). Comparing the Quality of Customer Service in 3D Virtual Worlds to Web-Based Service. In: Shaw, M.J., Zhang, D., Yue, W.T. (eds) E-Life: Web-Enabled Convergence of Commerce, Work, and Social Life. WEB 2011. Lecture Notes in Business Information Processing, vol 108. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-29873-8_22
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DOI: https://doi.org/10.1007/978-3-642-29873-8_22
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