The Effect of VR Store Vividness on Immersion and User Satisfaction [VR점포의 생동감이 점포 몰입과 쇼핑경험에 대한 만족에 미치는 영향]
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Yoon, N. | - |
dc.contributor.author | Lee, H.K. | - |
dc.contributor.author | Lee, Y.-J. | - |
dc.date.accessioned | 2022-03-10T03:40:54Z | - |
dc.date.available | 2022-03-10T03:40:54Z | - |
dc.date.created | 2022-02-09 | - |
dc.date.issued | 2021 | - |
dc.identifier.issn | 1225-1151 | - |
dc.identifier.uri | https://scholar.korea.ac.kr/handle/2021.sw.korea/138421 | - |
dc.description.abstract | This study explores the effects of VR (Virtual Reality) store vividness, which is one of VR shopping environmental features used in previous research, on user satisfaction. In addition, the mediating role of immersion between VR store vividness and user satisfaction is investigated. The moderating role of self-efficacy is also explored since the effects of vividness and immersion on user satisfaction may depend on a consumer's perceived shopping self-efficacy. A total of 58 participants experienced a VR store with the Oculus Go VR headset. To test the hypotheses, model 14 of Process Macro 3.4 is used (95% Confidence Interval). According to the results, immersion mediated between VR store vividness and user satisfaction. Additionally, there was a significant interaction effect between immersion and self-efficacy on user satisfaction. When a consumer experiences high immersion at a VR store, consumers may have a strongly positive experience, especially among those who have a perceived low shopping self-efficacy. © 2021, The Korean Society of Clothing and Textiles. All rights reserved. | - |
dc.language | Korean | - |
dc.language.iso | ko | - |
dc.publisher | Korean Society of Clothing and Textiles | - |
dc.title | The Effect of VR Store Vividness on Immersion and User Satisfaction [VR점포의 생동감이 점포 몰입과 쇼핑경험에 대한 만족에 미치는 영향] | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Lee, Y.-J. | - |
dc.identifier.doi | 10.5850/JKSCT.2021.45.3.559 | - |
dc.identifier.scopusid | 2-s2.0-85113851877 | - |
dc.identifier.bibliographicCitation | Journal of the Korean Society of Clothing and Textiles, v.45, no.3, pp.559 - 572 | - |
dc.relation.isPartOf | Journal of the Korean Society of Clothing and Textiles | - |
dc.citation.title | Journal of the Korean Society of Clothing and Textiles | - |
dc.citation.volume | 45 | - |
dc.citation.number | 3 | - |
dc.citation.startPage | 559 | - |
dc.citation.endPage | 572 | - |
dc.type.rims | ART | - |
dc.type.docType | Article | - |
dc.identifier.kciid | ART002735226 | - |
dc.description.journalClass | 1 | - |
dc.description.journalRegisteredClass | scopus | - |
dc.description.journalRegisteredClass | kci | - |
dc.subject.keywordAuthor | Immersion | - |
dc.subject.keywordAuthor | Self-efficacy | - |
dc.subject.keywordAuthor | VR store | - |
dc.subject.keywordAuthor | Virtual Reality (VR) | - |
dc.subject.keywordAuthor | Vividness | - |
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