![]() ![]() ![]() Furthermore, the relation between touch simulation and pleasure is moderated by need for touch. The results show that touch simulation positively influences VR store satisfaction, which is mediated by the self-efficacy and by the dual path of the self-efficacy and the pleasure. ![]() All participants’ responses (n = 58) are analyzed using SPSS 20.0 for descriptive statistics, reliability analysis, exploratory factor analysis, and the Process macro model analysis. Participants wear a head-mounted display VR device (Oculus Go) in a controlled laboratory environment, and their VR store experience is recorded as data. The moderation effects of the autotelic and instrumental need for touch between touch simulation and VR store satisfaction are also explored. This study aims to explore the effect of touch simulation on virtual reality (VR) store satisfaction mediated by VR shopping self-efficacy and VR shopping pleasure. Similar to immersions, researchers have also explored other determinants that induce virtual experience for consumers, such as vividness and interactivity (Hur et al., 2019 Kang et al., 2020 Kim et al., 2021 Park et al., 2018 Violante et al., 2019), impressiveness (Peukert et al., 2019 Violante et al., 2019), and customization/personalization (Elboudali et al., 2020 Lau & Ki, 2021 Shuai et al., 2018). System-related factors include the characteristics of VR environments identified by comparing the differences between VR and physical (Lombart et al., 2020 van Herpen et al., 2016 Waterlander et al., 2015) or online environments (Hsu et al., 2020) and examining the degrees of immersion driven by various types of hardware, such as head-mounted displays, body-tracking sensors, and motiontracked controllers that enable walk-around navigation (Alshaer et al., 2017 Gorini et al., 2011 Lee & Chung, 2008 Shin & Shin, 2011). Product-related factors include various product presentations, such as 360° and three-dimensional images (Martínez-Navarro et al., 2019), product types, and product information (Ketelaar et al., 2018 Peukert et al., 2019 Zhao et al., 2017). Additionally, we conducted the PLS (partial least square) analysis to test whether the customer satisfaction is explained significantly by the three explanatory variables or not. 102 valid questionnaires were gathered from active student users of the ordinary shopping mall, and two research hypotheses were then tested to prove whether the three explanatory variables such as convenience, enjoyment, quality assurance improve in the VR shopping mall, and whether customer satisfaction is also significantly enhanced in the VR shopping mall in comparison with the ordinary shopping mall. For this purpose, we developed a prototype of the VR shopping mall for which the user interface consists of both 3D graphics and an avatar, using it as an experimental medium. The objective of this study is to investigate whether the user interface of the VR shopping mall positively affects customer satisfaction in comparison with the ordinary shopping mall. Though numerous studies have been performed on various issues of the Internet shopping mall, some research issues relating to the user interface of VR (virtual reality) shopping malls still await further empirical investigation. The Internet shopping mall has received wide attention from researchers and practitioners due to the fact that it is one of the most killing applications customers can find on the Internet. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |