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Second Life’ta Avatar Tüketicilerin Alışveriş Davranışlarının Belirlenmesi

Year 2025, Volume: 6 Issue: 1, 98 - 118, 26.03.2025
https://doi.org/10.54733/smar.1535827

Abstract

Sanal alışveriş, kullanıcıların ekonomik ilişki kurmalarına olanak sağlamakta ve bu da sanal ticaretin gelişmesine, sanal para birimlerinin ise değerlenmesine yol açmaktadır. Ayrıca, kullanıcıların kendi yaratıcılıklarını ifade etmelerine yardımcı olmakla birlikte sanal ürünlerin tasarlanmasında ve pazarlanmasında yeni bir boyut açmaktadır. Second Life, kullanıcılarının sanal dünya içinde kendilerine sunduğu sınırsız olanaklar ile dijital kişiliklerini yarattıkları bir platformdur. Bu platformda sanal alışveriş deneyimi, kullanıcıların sosyal etkileşimlerini geliştiren, ekonomik imkanlar sağlayan ve kendi yaratıcılıklarını ortaya çıkarttıkları önemli bir unsurdur. Kullanıcıların sanal mağazalar aracılığı ile kıyafetlerden mücevherlere, ev eşyalarından sanat eserlerine kadar geniş bir yelpazeye erişimleri bulunmaktadır. Bu araştırma en popüler sanal dünyalardan biri olan Second Life’ta araştırmacı avatarlar tarafından yürütülmüştür. Satın alma deneyimine sahip 26 tüketiciye ulaşmak için kartopu örnekleme yöntemi kullanılmıştır. Araştırmanın sonucunu özetlemek gerekirse, katılımcıların uzun zamandır Second Life’ta oldukları ve çoğunluğunun X ve Y jenerasyonlarından oldukları gözlemlenmiştir. Çoğunlukla Second Life sanal marketten alışveriş yaptıkları ve diğer ürünlere kıyasla kıyafetin en çok satın alınan ürün olduğu tespit edilmiştir. Aynı zamanda, bu tür sıkça satın alınan ürünler için daha fazla çeşit ve seçenek olması gerektiğine dair fikirlerini ifade etmişlerdir.

References

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  • Animesh, A., Pinsonneault, A., Yang, S.-B., & Oh, W. (2011). An odyssey into virtual worlds: Exploring the impacts of technological and spatial environments on intention to purchase virtual products. MIS Quarterly, 35(3), 789-810. https://doi.org/10.2307/23042809
  • Arı, G., & Gülmez, M. (2020). A case study on marketing activities of nonprofit organizations in virtual world: Second life- live and learn in Kenya “feed a smile” example. Ahi Evran University Journal of Faculty of Economics and Administrative Sciences, 4(2), 232-248.
  • Au, W. J. (2023). Making a metaverse that matters: From snow crash & second life to a virtual world worth fighting for. John Wiley & Sons.
  • Barnes, S. J., Mattsson, J., & Hartley, N. (2015). Assessing the value of real-life brands in virtual worlds. Technological Forecasting and Social Change, 92, 12-24. https://doi.org/10.1016/j.techfore.2014.10.017
  • Boss, S. (2007). Even in a virtual world, ‘stuff’ matters. The New York Times. https://www.nytimes.com/2007/09/09/business/yourmoney/09second.html (Accessed Date: 20 May 2022).
  • Britten, N. (1995). Qualitative Research: Qualitative interviews in medical research. BMJ, 311, 251. https://doi.org/10.1136/bmj.311.6999.251
  • Çetinkaya, S. (2021). The effect of virtual worlds on non-profit organizations during COVID-19 period: The ‘second life’ example [Master’s thesis]. Çağ University.
  • Debter, L. (2021). Fashion and the metaverse: Why Ralph Lauren wants to sell you digital clothing. Forbes Online Versus December 25. https://www.forbes.com/sites/laurendebter/2021/12/25/fashion-and-the-metaverse-why-ralph-lauren-wants-to-sell-you-digital-clothing/?sh=308dd285be89 (Accessed Date: 10 December 2023)
  • Demirci, B. (2022). A study on metaverse users’ virtual products purchase intention: Second life example [Master’s thesis]. Çağ University.
  • Demirci, B., Yaşa Özeltürkay, E., & Gülmez, M. (2024). Metaverse users’ purchase intention in second life. Journal of Metaverse, 4(1), 84-93. https://doi.org/10.57019/jmv.1423387
  • Doğan, E. (2020). Advergame in context of the simulation theory: ‘second life’ case [Master’s thesis]. Marmara University.
  • Erlandson, D. A., Harris, E. L., Skipper, B. L., & Allen, S. D. (1993). Doing naturalistic inquiry: A guide to methods. SAGE Publications.
  • Ersöz, B. (2020). New generation web paradigm: Web 4.0. Mersin University Journal of Computer Sciences and Technologies, 1(2); 58-65.
  • Gent, E. (2022). Lessons from a second life > before meta, Philip Rosedale created an online universe. IEEE Spectrum, 59(1), 19-19. https://doi.org/10.1109/MSPEC.2022.9676346
  • Girvan, C. (2018). What is a virtual world? Definition and classification. Educational Technology Research and Development, 66, 1087-1100. https://doi.org/10.1007/s11423-018-9577-y
  • Gottschalk, S. (2010). The presentation of avatars in second life: Self and interaction in social virtual spaces. Symbolic Interaction, 33(4), 501-525. https://doi.org/10.1525/si.2010.33.4.501
  • Guo, Y., & Barnes, S. (2007). Why people buy virtual items in virtual worlds with real money. ACM SIGMIS Database: the DATABASE for Advances in Information Systems, 38(4), 69-76. https://doi.org/10.1145/1314234.1314247
  • Guo, Y., & Barnes, S. (2009). Virtual item purchase behavior in virtual worlds: An exploratory investigation. Electronic Commerce Research, 9, 77-96. https://doi.org/10.1007/s10660-009-9032-6
  • Guo, Y., & Barnes, S. (2011). Purchase behavior in virtual worlds: an empirical investigation in second life. Information & Management, 48(7), 303-312. https://doi.org/10.1016/j.im.2011.07.004
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  • Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods: A meta-analysis. Computers in Human Behavior, 71, 59-69. https://doi.org/10.1016/j.chb.2017.01.042
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  • Hemp, P. (2007). The demise of Second Life?. Harvard Business Review Online Version July 2007. https://hbr.org/2007/07/the-demise-of-second-life (Accessed Date: 10 January 2024).
  • Israel, W. (2022). The virtual experience: A qualitative study among young adults on their perception of Facebook Metaverse (Master’s dissertation). Malmö University.
  • Kalyvaki, M., McIntosh, H., & Nash, K. (2023). Virtual selfhood and consumer behavior: Exploring avatar attachment and consumption patterns in second life's metaverse. Computers in Human Behavior: Artificial Humans, 1(2), 100016. https://doi.org/10.1016/j.chbah.2023.100016
  • Koles, B., & Nagy, P. (2012). Virtual customers behind avatars: The relationship between virtual identity and virtual consumption in second life. Journal of Theoretical and Applied Electronic Commerce Research, 7(2), 87-105. https://doi.org/10.4067/s0718-18762012000200009
  • Kuntze, R., Crudele, T. R., Reynolds, D., & Matulich, E. (2013). The rise and fall of virtual reality retailing in second life: An avatar’s perspective. Journal of Management and Marketing Research, 13, 1-13.
  • Linden Lab. (2022). Original metaverse second life celebrates 20th birthday. Linden Lab. https://lindenlab.com/press-release/original-metaverse-second-life-celebrates-20th-birthday (Accessed Date: 15 May 2023).
  • Linden, R. (n.d.). Premium member benefits. Second Life Community. https://community.secondlife.com/knowledgebase/english/premium-membership-r346/ (Accessed Date: 10 May 2024).
  • Merriam, S. B., & Tisdell, E. J. (2015). Qualitative research: A guide to design and implementation. Wiley.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486-497. https://doi.org/10.3390/encyclopedia2010031
  • Narin, N. G. (2021). A content analysis of the metaverse articles. Journal of Metaverse, 1(1), 17-24.
  • Nath, K., Dhar, S., & Basishtha, S. (2014). Web 1.0 to Web 3.0- Evolution of the web and its various challenges. In 2014 International Conference on Reliability Optimization and Information Technology (ICROIT) (pp. 86-89). IEEE. https://doi.org/10.1109/ICROIT.2014.6798297
  • Okul, T. (2022). The effect of use of virtual reality applications in tourism guiding education on academic success and retention (Doctoral dissertation]. Aydın Adnan Menderes University.
  • Page, T. (2011). Prospects for the design of electronic products in second life. Studies in Informatics and Control, 20(3), 293-303. https://doi.org/10.24846/v20i3y201110
  • Park, J., & Kim, N. L. (2022). From metaverse to the real world: The role of avatar identification in consumer’s virtual purchasing behavior. International Textile and Apparel Association Annual Conference Proceedings, 79(1), 1-3. https://doi.org/10.31274/itaa.15732
  • Park, J., & Kim, N. L. (2023). Examining self-congruence between user and avatar in purchasing behavior from the metaverse to the real world. Journal of Global Fashion Marketing, 15(1), 23-38. https://doi.org/10.1080/20932685.2023.2180768
  • Parker, C., Scott, S., & Geddes, A. (2019). Snowball sampling. In P. Atkinson, S. Delamont, A. Cernat, J. W. Sakshaug, & R. A. Williams (Eds.), SAGE research methods foundations. Sage Publications. https://doi.org/10.4135/9781526421036831710
  • Santos, R. P. D. (2014) Second life: Game, simulator, or serious game?. Acta Scientiae, 16(1), 72-92. https://doi.org/10.48550/arXiv.1405.6326
  • Schultze, U., & Leahy, M. M. (2009). The avatar-self relationship: Enacting presence in second life. Paper presented at the 13th International Conference on Information Systems (ICIS), Arizona.
  • Sharma, G., Baoku, L., & Lijuan, W. (2012). Online marketing in second life virtual world. Asian Journal of Marketing, 6(1), 10-15. https://doi.org/10.3923/ajm.2012.10.15
  • Shelton, A. K. (2010). Defining the lines between virtual and real world purchases: Second life sells, but who’s buying?. Computers in Human Behavior, 26(6), 1223-1227. https://doi.org/10.1016/j.chb.2010.03.019
  • Shen, B., Tan, W., Guo, J., Zhao, L., & Qin, P. (2021). How to promote user purchase in metaverse? A systematic literature review on consumer behavior research and virtual commerce application design. Applied Sciences, 11(23), 11087. https://doi.org/10.3390/app112311087
  • Soysal, T. (2023). Sanal gerçeklik ve artırılmış gerçeklik uygulamalarının ceza hukuku üzerindeki olası etkileri üzerine bir deneme. Türkiye Adalet Akademisi Dergisi, 53, 169-246. https://doi.org/10.54049/taad.1231807
  • Stephenson, N. (2003). Snow crash. Bantam Books.
  • Swilley, E. (2015). Moving virtual retail into reality: Examining metaverse and augmented reality in the online shopping experience. In C. Campbell, & J. Ma (Eds.), Looking forward, looking back: Drawing on the past to shape the future of marketing (pp. 163-170). Developments in Marketing Science: Proceedings of the Academy of Marketing Science. Springer. https://doi.org/10.1007/978-3-319-24184-5_163
  • Tikkanen, H., Hietanen, J., Henttonen, T., & Rokka, J. (2009). Exploring virtual worlds: success factors in virtual world marketing. Management Decision, 47(8), 1357-1381. https://doi.org/10.1108/00251740910984596
  • Tuten, T. (2009). Real world experience, virtual world environment: The design and execution of marketing plans in second life. Marketing Education Review, 19(1), 1-5. https://doi.org/10.1080/10528008.2009.11489053
  • White Baker, E., Hubona, G. S., & Srite, M. (2019). Does “being there” matter? The impact of web-based and virtual world’s shopping experiences on consumer purchase attitudes. Information & Management, 59(7), 103153. https://doi.org/10.1016/j.im.2019.02.008
  • Yıldırım, A., & Şimşek, H. (2016). Qualitative research methods in social sciences. Seçkin Publishing.
  • Yıldırım, K. (2010). Raising the quality in qualitative research. Elementary Education Online, 9(1), 79-92.
  • Yılmaz Ünlü, Z. (2022). Analysis of online and in-store clothes shopping experiences taking a user journey approach [Master’s thesis]. Middle East Technical University.
  • Yurttaş, Ö. U. (2011). The role of the commercials broadcasted in second life as a social media environment in brand awareness [Doctoral dissertation]. Marmara University.

Determining Avatar Consumers Shopping Behavior in Second Life

Year 2025, Volume: 6 Issue: 1, 98 - 118, 26.03.2025
https://doi.org/10.54733/smar.1535827

Abstract

Virtual shopping allows users to build economic relationships, leading to the development of virtual businesses and the appreciation of virtual currencies. It also allows users to express their creativity, which adds a new dimension to the design and marketing of virtual products. Second Life is a platform where individuals create their digital identities with the unlimited possibilities offered by the virtual world. In this environment, the virtual shopping experience is an important element that enriches users’ social interactions, offers economic opportunities, and allows them to express their creativity. Users have access to a wide range of products from clothes to jewelry, from household goods to artworks through virtual stores. Research was conducted with researcher avatars in the Second Life universe, one of the most popular virtual world platforms. The snowball sampling method was used to reach 26 consumers with purchasing experience in the virtual world. Summarizing the results of the research, it is seen that the participants have been in SL for a long time and the majority of them belong to Generation X and Y. It was revealed that they mostly shopped from the Second Life virtual market, and clothes ranked first among the products they frequently purchased. They also expressed their opinions on the need for more varieties and types of this frequently purchased product type.

References

  • Andò, R. (2024). Approaching fashion in the metaverse: A consumer perspective. Fashion Highlight, (3), 160-167. https://doi.org/10.36253/fh-2745
  • Animesh, A., Pinsonneault, A., Yang, S.-B., & Oh, W. (2011). An odyssey into virtual worlds: Exploring the impacts of technological and spatial environments on intention to purchase virtual products. MIS Quarterly, 35(3), 789-810. https://doi.org/10.2307/23042809
  • Arı, G., & Gülmez, M. (2020). A case study on marketing activities of nonprofit organizations in virtual world: Second life- live and learn in Kenya “feed a smile” example. Ahi Evran University Journal of Faculty of Economics and Administrative Sciences, 4(2), 232-248.
  • Au, W. J. (2023). Making a metaverse that matters: From snow crash & second life to a virtual world worth fighting for. John Wiley & Sons.
  • Barnes, S. J., Mattsson, J., & Hartley, N. (2015). Assessing the value of real-life brands in virtual worlds. Technological Forecasting and Social Change, 92, 12-24. https://doi.org/10.1016/j.techfore.2014.10.017
  • Boss, S. (2007). Even in a virtual world, ‘stuff’ matters. The New York Times. https://www.nytimes.com/2007/09/09/business/yourmoney/09second.html (Accessed Date: 20 May 2022).
  • Britten, N. (1995). Qualitative Research: Qualitative interviews in medical research. BMJ, 311, 251. https://doi.org/10.1136/bmj.311.6999.251
  • Çetinkaya, S. (2021). The effect of virtual worlds on non-profit organizations during COVID-19 period: The ‘second life’ example [Master’s thesis]. Çağ University.
  • Debter, L. (2021). Fashion and the metaverse: Why Ralph Lauren wants to sell you digital clothing. Forbes Online Versus December 25. https://www.forbes.com/sites/laurendebter/2021/12/25/fashion-and-the-metaverse-why-ralph-lauren-wants-to-sell-you-digital-clothing/?sh=308dd285be89 (Accessed Date: 10 December 2023)
  • Demirci, B. (2022). A study on metaverse users’ virtual products purchase intention: Second life example [Master’s thesis]. Çağ University.
  • Demirci, B., Yaşa Özeltürkay, E., & Gülmez, M. (2024). Metaverse users’ purchase intention in second life. Journal of Metaverse, 4(1), 84-93. https://doi.org/10.57019/jmv.1423387
  • Doğan, E. (2020). Advergame in context of the simulation theory: ‘second life’ case [Master’s thesis]. Marmara University.
  • Erlandson, D. A., Harris, E. L., Skipper, B. L., & Allen, S. D. (1993). Doing naturalistic inquiry: A guide to methods. SAGE Publications.
  • Ersöz, B. (2020). New generation web paradigm: Web 4.0. Mersin University Journal of Computer Sciences and Technologies, 1(2); 58-65.
  • Gent, E. (2022). Lessons from a second life > before meta, Philip Rosedale created an online universe. IEEE Spectrum, 59(1), 19-19. https://doi.org/10.1109/MSPEC.2022.9676346
  • Girvan, C. (2018). What is a virtual world? Definition and classification. Educational Technology Research and Development, 66, 1087-1100. https://doi.org/10.1007/s11423-018-9577-y
  • Gottschalk, S. (2010). The presentation of avatars in second life: Self and interaction in social virtual spaces. Symbolic Interaction, 33(4), 501-525. https://doi.org/10.1525/si.2010.33.4.501
  • Guo, Y., & Barnes, S. (2007). Why people buy virtual items in virtual worlds with real money. ACM SIGMIS Database: the DATABASE for Advances in Information Systems, 38(4), 69-76. https://doi.org/10.1145/1314234.1314247
  • Guo, Y., & Barnes, S. (2009). Virtual item purchase behavior in virtual worlds: An exploratory investigation. Electronic Commerce Research, 9, 77-96. https://doi.org/10.1007/s10660-009-9032-6
  • Guo, Y., & Barnes, S. (2011). Purchase behavior in virtual worlds: an empirical investigation in second life. Information & Management, 48(7), 303-312. https://doi.org/10.1016/j.im.2011.07.004
  • Gürbüz, S., & Şahin, F. (2016). Research methods in social sciences. Seçkin Publishing.
  • Hamari, J., & Keronen, L. (2017). Why do people buy virtual goods: A meta-analysis. Computers in Human Behavior, 71, 59-69. https://doi.org/10.1016/j.chb.2017.01.042
  • Hemp, P. (2006). Avatar-based marketing. Harvard Business Review Online Version June 2006. https://hbr.org/2006/06/avatar-based-marketing (Accessed Date: 10 January 2024).
  • Hemp, P. (2007). The demise of Second Life?. Harvard Business Review Online Version July 2007. https://hbr.org/2007/07/the-demise-of-second-life (Accessed Date: 10 January 2024).
  • Israel, W. (2022). The virtual experience: A qualitative study among young adults on their perception of Facebook Metaverse (Master’s dissertation). Malmö University.
  • Kalyvaki, M., McIntosh, H., & Nash, K. (2023). Virtual selfhood and consumer behavior: Exploring avatar attachment and consumption patterns in second life's metaverse. Computers in Human Behavior: Artificial Humans, 1(2), 100016. https://doi.org/10.1016/j.chbah.2023.100016
  • Koles, B., & Nagy, P. (2012). Virtual customers behind avatars: The relationship between virtual identity and virtual consumption in second life. Journal of Theoretical and Applied Electronic Commerce Research, 7(2), 87-105. https://doi.org/10.4067/s0718-18762012000200009
  • Kuntze, R., Crudele, T. R., Reynolds, D., & Matulich, E. (2013). The rise and fall of virtual reality retailing in second life: An avatar’s perspective. Journal of Management and Marketing Research, 13, 1-13.
  • Linden Lab. (2022). Original metaverse second life celebrates 20th birthday. Linden Lab. https://lindenlab.com/press-release/original-metaverse-second-life-celebrates-20th-birthday (Accessed Date: 15 May 2023).
  • Linden, R. (n.d.). Premium member benefits. Second Life Community. https://community.secondlife.com/knowledgebase/english/premium-membership-r346/ (Accessed Date: 10 May 2024).
  • Merriam, S. B., & Tisdell, E. J. (2015). Qualitative research: A guide to design and implementation. Wiley.
  • Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486-497. https://doi.org/10.3390/encyclopedia2010031
  • Narin, N. G. (2021). A content analysis of the metaverse articles. Journal of Metaverse, 1(1), 17-24.
  • Nath, K., Dhar, S., & Basishtha, S. (2014). Web 1.0 to Web 3.0- Evolution of the web and its various challenges. In 2014 International Conference on Reliability Optimization and Information Technology (ICROIT) (pp. 86-89). IEEE. https://doi.org/10.1109/ICROIT.2014.6798297
  • Okul, T. (2022). The effect of use of virtual reality applications in tourism guiding education on academic success and retention (Doctoral dissertation]. Aydın Adnan Menderes University.
  • Page, T. (2011). Prospects for the design of electronic products in second life. Studies in Informatics and Control, 20(3), 293-303. https://doi.org/10.24846/v20i3y201110
  • Park, J., & Kim, N. L. (2022). From metaverse to the real world: The role of avatar identification in consumer’s virtual purchasing behavior. International Textile and Apparel Association Annual Conference Proceedings, 79(1), 1-3. https://doi.org/10.31274/itaa.15732
  • Park, J., & Kim, N. L. (2023). Examining self-congruence between user and avatar in purchasing behavior from the metaverse to the real world. Journal of Global Fashion Marketing, 15(1), 23-38. https://doi.org/10.1080/20932685.2023.2180768
  • Parker, C., Scott, S., & Geddes, A. (2019). Snowball sampling. In P. Atkinson, S. Delamont, A. Cernat, J. W. Sakshaug, & R. A. Williams (Eds.), SAGE research methods foundations. Sage Publications. https://doi.org/10.4135/9781526421036831710
  • Santos, R. P. D. (2014) Second life: Game, simulator, or serious game?. Acta Scientiae, 16(1), 72-92. https://doi.org/10.48550/arXiv.1405.6326
  • Schultze, U., & Leahy, M. M. (2009). The avatar-self relationship: Enacting presence in second life. Paper presented at the 13th International Conference on Information Systems (ICIS), Arizona.
  • Sharma, G., Baoku, L., & Lijuan, W. (2012). Online marketing in second life virtual world. Asian Journal of Marketing, 6(1), 10-15. https://doi.org/10.3923/ajm.2012.10.15
  • Shelton, A. K. (2010). Defining the lines between virtual and real world purchases: Second life sells, but who’s buying?. Computers in Human Behavior, 26(6), 1223-1227. https://doi.org/10.1016/j.chb.2010.03.019
  • Shen, B., Tan, W., Guo, J., Zhao, L., & Qin, P. (2021). How to promote user purchase in metaverse? A systematic literature review on consumer behavior research and virtual commerce application design. Applied Sciences, 11(23), 11087. https://doi.org/10.3390/app112311087
  • Soysal, T. (2023). Sanal gerçeklik ve artırılmış gerçeklik uygulamalarının ceza hukuku üzerindeki olası etkileri üzerine bir deneme. Türkiye Adalet Akademisi Dergisi, 53, 169-246. https://doi.org/10.54049/taad.1231807
  • Stephenson, N. (2003). Snow crash. Bantam Books.
  • Swilley, E. (2015). Moving virtual retail into reality: Examining metaverse and augmented reality in the online shopping experience. In C. Campbell, & J. Ma (Eds.), Looking forward, looking back: Drawing on the past to shape the future of marketing (pp. 163-170). Developments in Marketing Science: Proceedings of the Academy of Marketing Science. Springer. https://doi.org/10.1007/978-3-319-24184-5_163
  • Tikkanen, H., Hietanen, J., Henttonen, T., & Rokka, J. (2009). Exploring virtual worlds: success factors in virtual world marketing. Management Decision, 47(8), 1357-1381. https://doi.org/10.1108/00251740910984596
  • Tuten, T. (2009). Real world experience, virtual world environment: The design and execution of marketing plans in second life. Marketing Education Review, 19(1), 1-5. https://doi.org/10.1080/10528008.2009.11489053
  • White Baker, E., Hubona, G. S., & Srite, M. (2019). Does “being there” matter? The impact of web-based and virtual world’s shopping experiences on consumer purchase attitudes. Information & Management, 59(7), 103153. https://doi.org/10.1016/j.im.2019.02.008
  • Yıldırım, A., & Şimşek, H. (2016). Qualitative research methods in social sciences. Seçkin Publishing.
  • Yıldırım, K. (2010). Raising the quality in qualitative research. Elementary Education Online, 9(1), 79-92.
  • Yılmaz Ünlü, Z. (2022). Analysis of online and in-store clothes shopping experiences taking a user journey approach [Master’s thesis]. Middle East Technical University.
  • Yurttaş, Ö. U. (2011). The role of the commercials broadcasted in second life as a social media environment in brand awareness [Doctoral dissertation]. Marmara University.
There are 54 citations in total.

Details

Primary Language English
Subjects Marketing Management, Marketing (Other)
Journal Section Research Articles
Authors

Eda Yaşa Özeltürkay 0000-0001-9248-1371

Murat Gülmez 0000-0003-2584-785X

Beste Zorlular 0000-0002-4001-1527

Publication Date March 26, 2025
Submission Date August 19, 2024
Acceptance Date March 15, 2025
Published in Issue Year 2025 Volume: 6 Issue: 1

Cite

APA Yaşa Özeltürkay, E., Gülmez, M., & Zorlular, B. (2025). Determining Avatar Consumers Shopping Behavior in Second Life. Sosyal Mucit Academic Review, 6(1), 98-118. https://doi.org/10.54733/smar.1535827