The effect of touch simulation in virtual reality shopping

被引:4
|
作者
Lee, Ha Kyung [1 ]
Yoon, Namhee [2 ]
Choi, Dooyoung [3 ]
机构
[1] Chungnam Natl Univ, Dept Clothing & Text, 99 Daehak Ro, Daejeon 34134, South Korea
[2] Korea Univ, Human Ecol Res Ctr, 145 Anam Ro, Seoul 02841, South Korea
[3] Old Dominion Univ, Dept STEM Educ & Profess Studies, Norfolk, VA 23529 USA
基金
新加坡国家研究基金会;
关键词
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;
D O I
10.1186/s40691-022-00312-w
中图分类号
TB3 [工程材料学]; TS1 [纺织工业、染整工业];
学科分类号
0805 ; 080502 ; 0821 ;
摘要
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.
引用
收藏
页数:22
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