Introduction:
The virtual world is computer based simulated environment which is mainly populated by the users who can easily create the personal avatar and tend to explore the virtual world. One can participate in the activities and communicate with others so that 2-D or 3D graphical representations are set with auditory and touch sensations (Etemad, 2016). The virtual worlds tend to allow the multiple users to access the computer simulated world. It, then presents the stimuli to the user that could manipulate the modelled world. The virtual worlds have incorporated the system for sale of goods through the virtual interface and using the virtual currencies. The transactions of the in-world credit might lack the oversight and protections with the real-world commerce.
Background
The experience in retail websites are mainly have certain age-related barriers to the adoption of online retailing. The focus is on the social psychological barriers to the adoption of online shopping among the old users (O’Rawe 2017, 9). The mean age considered is 73 years. It has been seen that the barriers are mainly relating to the trust, social support, experience and research which includes the people of old age demonstrating an embedding virtual agent support. As per the mediational analysis, there effects of virtual agents are:
- The trust which is mediated by the social support.
- The patronage by trust and risks
Virtual Agent in E-commerce website
The study is based on designing virtual agents for the users of e-commerce applications, with online building of trust and e-commerce. With this, a lot of things are set at an early stage of development, which are costly and time-consuming in the ecommerce industry, as a virtual agent. It has been seen that technological revolutions require pioneers where the companies are willing to take risks in effort to make colossal progress in customer experience development (Mimoum et al 2017,30-40). The different users of age between 30-50 years focus on the instore experience where the items are added to the cart and the shoppers are then shown a series of related products, creating a continuous shopping experience by the personal preferences and shopping history.
Virtual Reality for Ecommerce
The company like Myer has tend to open the doors for experimentation mainly through engaging with the customers on emotional level than that of the other traditional marketing strategies. The customer of all the ages work on “show and tell” format, thereby, allowing the customers to experience the fashion shows out of the runaway. With this, the customers are also able to experience the elegance and exclusivity of premiere fashion. The virtual reality campaign allows the customers with properly engaging and amusing capabilities for the children using the Goggles, or games, to make sure of a lasting impression (Pantano et al., 2017). The retailers tend to continue towards putting the products in front of the customers, where VR will increase in any marketing strategy. Here, the virtual reality helps in bringing a change in designing the home with different avatars and variations. There is a possibility to embrace the marketing and content team to work on creativity and deliver the revolutionary retail experiences. This will help in the mass market uptake in effective manner (Lee et al., 2016). Here, the retailers are trying to explore on making use of the technology with properly demonstrating a readiness to embrace this immersive technology.
Conclusion:
The virtual reality and agents are helpful to create a better online-shop where the retailers can provide the 3D image of the products and stores, add the customised voiceovers and other sounds. One can also create a virtual checkout for the customers to buy the products and work on the cloud system platforms (Kasemsap, 2016). There are unlimited number of products and categories for the different users, like the toys for the children, games for the youth, shaping or designing the home for the people of age 40-50 years.
References:
Etemad-Sajadi, Reza. "The impact of online real-time interactivity on patronage intention: The use of avatars." Computers in Human Behavior 61 (2016): 227-232.
Kasemsap, Kijpokin. "Examining the roles of virtual team and information technology in global business." Strategic management and leadership for systems development in virtual spaces (2016): 1-21.
Lee, Seonjeong Ally, Seonjeong Ally Lee, Miyoung Jeong, Miyoung Jeong, Myunghee Mindy Jeon, and Myunghee Mindy Jeon. "Effects of experiential stimuli on customers’ responses: An example of bed and breakfast websites." Journal of Hospitality and Tourism Technology 7, no. 4 (2016): 390-404.
Mimoun, Mohammed Slim Ben, Ingrid Poncin, and Marion Garnier. "Animated conversational agents and e-consumer productivity: The roles of agents and individual characteristics." Information & Management 54, no. 5 (2017): 545-559.
O'Rawe, Mary, and Alex Gibson. "Virtual Reality as a Promotional Tool: Insights From a Consumer Travel Fair." Virtual Reality (2017): 9.
Pantano, Eleonora, Alexandra Rese, and Daniel Baier. "Enhancing the online decision-making process by using augmented reality: A two country comparison of youth markets." Journal of Retailing and Consumer Services 38 (2017): 81-95.