The Effect of Product Experience Through Virtual Reality on Product Evaluation
2
조회
0
다운로드
5
인용
0
참고문헌
초록
With the development of new technologies, virtual reality (VR) is emerging as a new consumer marketing platform. Yet, only a few studies have investigated VR in the consumption context. The current research explores how experiencing a product through VR influences consumer attitude and purchase intention for the product. Although assessing products in real life is believed to be more diagnostic than that through VR, the present research revealed that experiencing a product through VR could lead to a more positive attitude toward and higher purchase intention for the product. We also demonstrated that “enjoyment” has a mediating effect while evaluating the product through VR. To compare product experience through VR to that in real life, we employed the HTC Vive VR system to implement a VR environment. In the VR condition, participants evaluated plastic building blocks using a VR headset and a motion controller; and in the real life (reality) condition, they evaluted plastic building blocks printed using a 3D printer to make them look exactly the same as the blocks used in the VR condition. Finally, implications and suggestions are discussed.
Abstract
With the development of new technologies, virtual reality (VR) is emerging as a new consumer marketing platform. Yet, only a few studies have investigated VR in the consumption context. The current research explores how experiencing a product through VR influences consumer attitude and purchase intention for the product. Although assessing products in real life is believed to be more diagnostic than that through VR, the present research revealed that experiencing a product through VR could lead to a more positive attitude toward and higher purchase intention for the product. We also demonstrated that “enjoyment” has a mediating effect while evaluating the product through VR. To compare product experience through VR to that in real life, we employed the HTC Vive VR system to implement a VR environment. In the VR condition, participants evaluated plastic building blocks using a VR headset and a motion controller; and in the real life (reality) condition, they evaluted plastic building blocks printed using a 3D printer to make them look exactly the same as the blocks used in the VR condition. Finally, implications and suggestions are discussed.
참고문헌 (22)
- Baron, Reuben M., "The Moderator–mediator Variable Distinction in Social Psychological Research : Conceptual, Strategic, and Statistical Cconsiderations", Journal of Personality and Social Psychology, 51(6), pp.1173~ (1986)
- Biocca, Frank, "Communication Within Virtual Reality : Creating a Space for Research", Journal of Communication, 42(4), pp.5~22 (1992)
- Brown, Mark, "Buying or Browsing? An Exploration of Shopping Orientations and Online Purchase Intention", European Journal of Marketing, 37(11, pp.12) (2003), 1666~1684
- Coyle, James R., "The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites", Journal of Advertising, 30(3), pp.65~77 (2001)
- Cronin Jr, J. Joseph, "Assessing the Effects of Quality, Value, and Customer Satisfaction on Consumer Behavioral Intentions in Service Environments", Journal of retailing, 76(2), pp.193~218 (2000)
- Csikszentmihalyi, Mihaly, "Play and Intrinsic Rewards", Journal of Humanistic Psychology, 15(3), pp.41~63 (1975)
- Dennis, Charles, "From Bricks to Clicks: Understanding the E-consumer", Qualitative Market Research : An International Journal, 5(4), pp.281~290 (2002)
- Grantcharov, Teodor P., "Randomized Clinical Trial of Virtual Reality Simulation for Laparoscopic Skills Training", British Journal of Surgery, 91(2), pp.146~150 (2004)
- Hansen, Torben, "Shopping Orientation and Online Clothing Purchases: The Role of Gender and Purchase Situation", European Journal of Marketing, 43(9, pp.10) (2009), 1154~1170
- Jiang, Zhenhui, "Effects of Interactivity on Website Involvement and Purchase Intention", Journal of the Association for Information Systems, 11(1), pp.34~ (2010)
- Jung, Yoonhyuk, "Virtual goods, Real Goals : Exploring Means-End Goal Structures of Consumers in Social Virtual Worlds", Information &Management, 51(5), pp.520~531 (2014)
- Keohane, Robert. O., "Power and Interdependence in the Information Age", Foreign Affairs, 81~94 (1998)
- Lanier, Jaron, "An Insider's View of the Future of Virtual Reality", Journal of Communication, 42(4), pp.150~172 (1992)
- Laurel, Brenda, "What is Virtual Reality?", medium. com, ~ (2016)
- Li, Hairong, "Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention : The Mediating Role of Presence", Journal of Advertising, 31(3), pp.43~57 (2002)
- Li, Hairong, "The Role of Virtual Experience in Consumer Learning", Journal of Consumer Psychology, 13(4), pp.395~407 (2003)
- Martineau, Pierre, "The Personality of the Retail Store", 47~55 (1958)
- Pelet, Jean-Éric, "Optimal experience of flow enhanced by telepresence : Evidence from social media use", Information & Management, 54(1), pp.115~128 (2017)
- Schlosser, Ann E., "Experiencing Products in the Virtual world : The Role of Goal and Imagery in Influencing Attitudes versus Purchase Intentions", Journal of Consumer Research, 30(2), pp.184~198 (2003)
- Steuer, Jonathan, "Defining Virtual Reality : Dimensions Determining Telepresence", Journal of Communication, 42(4), pp.73~93 (1992)
- Tauber, Edward M., "Marketing Notes and Communications: Why Do People Shop?", Journal of Marketing, 36, pp.45~59 (1972)
