Towards a bespoke framework for eliciting consumer satisfaction in second life

Mitul Shukla, Marc Conrad, Nik Bessis

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

5 Citations (Scopus)


Second Life is a virtual world, a multi-user, 3D, immersive environment, which has its own internal economy. The aim of this chapter is to develop a framework that can be used to understand the complex and inter-related factors that affect the use of Second Life in terms of consumer satisfaction in a virtual world. Based on prior works, a framework has been developed which identifies seven interrelated components that provide a wider context to perceive the user experience of Second Life. The approach taken by the framework allows for it to be used as a means to consider Second Life both as a product and as a platform. The approach taken to data gathering, analysis, and interpretation in the context of the framework is described; as well as refinements made to the framework as a consequence of emergent themes revealed through the analysis of the gathered data.

Original languageEnglish
Title of host publicationSocial Networking and Community Behavior Modeling
Subtitle of host publicationQualitative and Quantitative Measures
PublisherIGI Global
Number of pages21
ISBN (Print)9781613504444
Publication statusPublished - 15 Mar 2012


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