The effect of touch simulation in virtual reality shopping

The efect of touch simulation in virtual reality shopping
  • Lee, Ha Kyung; 
  • Yoon, Namhee; 
  • Choi, Dooyoung
Citations

WEB OF SCIENCE

13
Citations

SCOPUS

19

초록

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. The moderation effects of the autotelic and instrumental need for touch between touch simulation and VR store satisfaction are also explored. Participants wear a head-mounted display VR device (Oculus Go) in a controlled laboratory environment, and their VR store experience is recorded as data. 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. 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. Furthermore, the relation between touch simulation and pleasure is moderated by need for touch. For individuals with a high level of autotelic need for touch, the effect of touch simulation on the pleasure is heightened. However, instrumental need for touch does not moderate the path of touch simulation on the self-efficacy.

키워드

Virtual reality (VR); VR store; Touch simulation; Self-efficacy; Pleasure; VR store satisfaction; Need for touch (NFT); Autotelic need for touch; Instrumental need for touch; TECHNOLOGY ACCEPTANCE MODEL; CONSTRUAL-LEVEL THEORY; SELF-EFFICACY; PURCHASE INTENTION; BRAND ATTITUDE; IN-STORE; IMPACT; TELEPRESENCE; MOTIVATIONS; INVOLVEMENT
제목
The effect of touch simulation in virtual reality shopping
제목 (타언어)
The efect of touch simulation in virtual reality shopping
저자
Lee, Ha Kyung; Yoon, Namhee; Choi, Dooyoung
DOI
10.1186/s40691-022-00312-w
발행일
2022-10-15
유형
Article
저널명
Fashion and Textiles
권
9
호
1
페이지
1 ~ 22