Author response for "Users' mental models for computer‐mediated communication: Theorizing emerging technology and behavior in eHealth applications"

Author(s):  
Yi‐Ching Lee ◽  
Lindsey A. Malcein
2017 ◽  
Vol 2017 (SP1) ◽  
Author(s):  
Jennifer Sorensen Forbey ◽  
Gail L. Patricelli ◽  
Donna M. Delparte ◽  
Alan H. Krakauer ◽  
Peter J. Olsoy ◽  
...  

2020 ◽  
Author(s):  
Emily A Bayer ◽  
Rebecca C Stecky ◽  
Lauren Neal ◽  
Phinikoula S Katsamba ◽  
Goran Ahlsen ◽  
...  

2020 ◽  
Author(s):  
Joanna Weidler‐Lewis ◽  
Michelle Wooten ◽  
Scott P. McDonald
Keyword(s):  

Author(s):  
Natalie T. Wood ◽  
Michael R. Solomon

A virtual world is an online representation of real world people, products, and brands in a computer-mediated environment (CME). Within the next few years CMEs are likely to emerge as the dominant internet interface. In addition to corporate websites, companies will operate virtual stores where customers can browse and interact with assistants. However, due to the newness of the medium advertisers still struggle to figure out the best way to talk to consumers in these environments–or to decide if they should enter them at all. In this chapter, the authors look at the role of avatars (digital spokes characters) as sources of in-world marketing communications. The authors discuss conceptual issues such as how an avatar’s appearance and the ability of the visitor to customize this appearance may influence consumer attitudes and behavior and how conversations with other avatars can serve as a potentially valuable starting point for buzz-building and word of-mouth marketing campaigns. They conclude with some specific suggestions based upon “lessons learned” regarding issues advertisers need to consider when choosing a spokesavatar to communicate with residents of virtual worlds.


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