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SIMVIS
2007

Market Research Using a Virtual Test Store on Gaming Technology

13 years 6 months ago
Market Research Using a Virtual Test Store on Gaming Technology
We present the market research tool ShelfAware which implements a virtual test store of a grocery store using gaming technology available on PCs. The purpose of ShelfAware is to study user behavior including choice studies of grocery shoppers in a virtual environment, and hence give evidence on how customers would behave in a real store. Gaming technolgy is used for implementing a realistic looking replica of a real-world grocery store. Modelling aspects when designing or modifying virtual stores are addressed. We present results from usabilitiy studies of ShelfAware. Two issues are of special interest: (1) Are novice users capable of operating the tool, and (2) how does the behavior in a real store and the behavior in a virtual store compare. A real world user study with about 600 grocery shoppers of a selected grocery store was performed.
Wolfgang Leister, Ingvar Tjøstheim, Joachim
Added 30 Oct 2010
Updated 30 Oct 2010
Type Conference
Year 2007
Where SIMVIS
Authors Wolfgang Leister, Ingvar Tjøstheim, Joachim Lous
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