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Article
Publication date: 26 May 2023

Tseng-Lung Huang, Henry F.L. Chung and Xiang Chen

The purpose of this study is to clarify the role of various levels of modality richness [text-visual, audiovisual and augmented reality interactive technology (ARIT)] on vivid…

Abstract

Purpose

The purpose of this study is to clarify the role of various levels of modality richness [text-visual, audiovisual and augmented reality interactive technology (ARIT)] on vivid memories (visual sensory detailed, emotionally intense, first-person perspective and coherent) and exploratory behavior. To clarify which modality richness online retailers use is more appropriate to create a virtual reality simulation experience to fill a significant gap in the sensory interactive marketing paradigm.

Design/methodology/approach

A task-based laboratory study was conducted to provide users with private try-on space. A total of 429 valid questionnaires were collected, and partial least squares path modeling was adopted to test hypotheses.

Findings

The results indicate that various levels of modality richness (text-visual, audiovisual and ARIT) positively affect vivid memories (visual sensory detailed, emotionally intense, first-person perspective and coherent), and vivid memories successfully induce exploratory behavior.

Practical implications

The study results could also help retailers and brands with clear guidance in designing and creating simulation experience services and choosing the best way to present products. With the results of this research, retailers will also be able to grasp better the critical points of introducing innovative technology into the service experience and then create the benefits of digital economic growth.

Originality/value

Exploring which digital interactive technology online retailers use is more appropriate to create a virtual reality shopping experience to fill a significant gap in the sensory interactive marketing paradigm. Exploring the antecedents of vivid memories in a digital sensory interactive experience contributes to the body schema literature and the script theory. We draw from construal level theory (CLT) to clarify the impact of various levels of modality richness on driving the difference in sensory simulation schema to break through the limited findings of previous studies, namely using CLT to interpret psychological distance.

Details

Journal of Research in Interactive Marketing, vol. 17 no. 6
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 29 February 2024

Ratna Candra Sari, Mahfud Sholihin, Fitra Roman Cahaya, Nurhening Yuniarti, Sariyatul Ilyana and Erna Fitriana

The purpose of this paper is to investigate the process by which the level of immersion in virtual reality-based behavioral simulation (VR-BS) impacts on the non-cognitive and…

Abstract

Purpose

The purpose of this paper is to investigate the process by which the level of immersion in virtual reality-based behavioral simulation (VR-BS) impacts on the non-cognitive and cognitive outcomes. The cognitive outcome is measured using the increase in the level of Sharia financial literacy, while the noncognitive outcome is measured using the behavioral intention to use VR-BS.

Design/methodology/approach

The method consists of two parts: First, the development of VR-BS, in the context of sharia financial literacy, using the waterfall model. Second, testing the effectiveness of VR-BS using the theory of interactive media effects framework. The participants were 142 students from three secondary schools (two Islamic religious schools and one public school) in Yogyakarta and Central Java, Indonesia. Partial least squares structural equation modeling was used for testing the hypotheses.

Findings

VR-BS creates a perceived coolness and vividness, which in turn has an impact on increasing the participants’ engagement. Also, the use of VR has an impact on natural mapping, which increases a user’s engagement through its perceived ease of use. As predicted, the user’s engagement affects VR’s behavior, mediated by the user’s attitude toward VR media. VR’s interactivity, however, does not impact on the cognitive aspect.

Research limitations/implications

The participants were not randomly selected, as the data were collected during the COVID-19 pandemic. As a result, the majority of the participants had never tried VR before this study. The participants, however, were digital natives.

Practical implications

It is implied from the findings that Islamic financial business actors and the relevant government agencies (e.g. the Indonesian Financial Services Authority [OJK], the Ministry of Education, Culture, Research and Technology and the Ministry of Religious Affairs) should collaborate to best prepare the future generation of ummah by using VR-BS in their joint promotion and education programs. The results of the current study reveal that the use of VR-BS may attract people to engage in Islamic financial activities. By engaging in such activities, or at least engaging in real-life simulations/classes/workshops, people may gradually acquire more knowledge about Islamic finance.

Originality/value

As predicted, the user’s engagement has an impact on behavior toward VR-BS, which is mediated by attitude toward VR-BS.

Details

Journal of Islamic Accounting and Business Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1759-0817

Keywords

Article
Publication date: 10 August 2012

Kathy Ning Shen and Mohamed Khalifa

Integrating the two‐system (reflective vs. impulsive) model and the “stimulus‐organism‐response” framework, the purpose of this paper is to construct and empirically test a model…

11453

Abstract

Purpose

Integrating the two‐system (reflective vs. impulsive) model and the “stimulus‐organism‐response” framework, the purpose of this paper is to construct and empirically test a model that examines online impulse buying as a phenomenon triggered by system design factors.

Design/methodology/approach

A laboratory experimental design with a 2×2 full factorial design involving 151 undergraduate students was used to validate the effects of system design stimuli on online impulse buying. Interactivity and vividness, two design factors, were manipulated and a fictitious VCD movie store was created, with four storefronts representing each combination of treatments.

Findings

A compelling and sociable virtual experience as conceptualized with telepresence and social presence has a significant effect on buying impulses over and above traditional marketing/product stimuli. Such virtual experience can be created through the usage of interactive and vivid website features. Furthermore, cognition positively moderates the relationship between buying impulse and the actual purchasing behavior.

Practical implications

The findings provide valuable guidance in website design that can stimulate online impulse buying. The results also indicate the importance of providing cognitive intervention at the purchasing stage.

Originality/value

A significant extension of the “stimulus‐organism‐response” framework is to introduce presence as the system stimulus that captures the overall virtual experience and to specify the associated design features; i.e. interactivity and vividness. By incorporating the two‐system model, this study offers a theoretical underpinning of the role of cognitive processing in impulse buying.

Details

Internet Research, vol. 22 no. 4
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 22 June 2021

Jung-Hwan Kim, Minjeong Kim, Minjung Park and Jungmin Yoo

The purpose of the study is to investigate the effects of interactivity and vividness on perceived usefulness and perceived enjoyment and their consequent impacts on consumer…

4999

Abstract

Purpose

The purpose of the study is to investigate the effects of interactivity and vividness on perceived usefulness and perceived enjoyment and their consequent impacts on consumer behavioral responses in a retail furniture VR store context. Considering the lack of VR empirical research, the indirect effect of interactivity and vividness on perceived usefulness and perceived enjoyment through telepresence and the moderating effect of consumer previous experience with VR are also included.

Design/methodology/approach

A commercial IKEA VR store was chosen for the study. Head-mounted display (HMD) VR headsets were employed for the VR shopping experience. The study was conducted at a laboratory at a large university in the southeastern United States. A total of 146 college students participated in the study.

Findings

Vividness had significant positive effects on perceived usefulness and perceived enjoyment, which in turn influenced attitude towards VR and behavioral intentions. Interactivity did not have positive impacts on perceived usefulness and perceived enjoyment. However, it indirectly affected perceived usefulness and perceived enjoyment through telepresence. The findings also proved the moderating effect of consumer previous VR experience between interactivity and perceived usefulness and between interactivity and perceived enjoyment. The relationship between attitude and behavioral intentions was also positive.

Originality/value

Notwithstanding the benefits of VR in relation to its utilitarian, hedonic, and behavioral values, little is known about consumers' responses towards the usage of VR as a shopping tool. The present study can be considered as a starting point in understanding the usefulness of VR from consumer and managerial perspectives. The findings of VR indicated in the study will help practitioners understand the urgency of adopting VR in a retail setting.

Details

Journal of Research in Interactive Marketing, vol. 15 no. 3
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 4 December 2017

Liuqing Yue, Yongmei Liu and Xuhua Wei

Against the background of industrialisation and modernisation of agriculture, food production issues and environmental hazards have become more and more obvious and consumers are…

2006

Abstract

Purpose

Against the background of industrialisation and modernisation of agriculture, food production issues and environmental hazards have become more and more obvious and consumers are increasingly concerned about food safety and health, which is strengthening demand for organic food. E-commerce provides a new channel for sales. Research on consumer trust in online organic food sales is the basis of network marketing. The paper aims to discuss these issues.

Design/methodology/approach

A laboratory experiment was used to empirically test the effects of media richness on consumers’ trust and the moderating effect of online review length. A 2×2 factorial design (i.e. two types of online product presentation formats (between-subject)×two levels of online review lengths (between-subject)) was used.

Findings

Media richness has a significant positive effect on consumers’ trust and that this effect is moderated by online review length. Meanwhile, perceived risk conveys the interaction effect of the media richness of online product presentation and online review length to trust.

Practical implications

E-commerce websites should aim to promote organic food by using a variety of online product presentation formats and by presenting high quality online reviews in order to reduce consumers’ perceived risk and improve their degree of trust when buying online.

Originality/value

This paper provides a new insight into consumers’ attitude of buying organic food online. The results of the research could provide proposals for promoting organic food sales online.

Details

British Food Journal, vol. 119 no. 12
Type: Research Article
ISSN: 0007-070X

Keywords

Article
Publication date: 1 August 1998

Chuan‐Fong (Eric) Shih

The purpose of this paper is to address consumer experiences in cyberspace and which aspects of technology brought about these experiences. This paper proposes a conceptual model…

3077

Abstract

The purpose of this paper is to address consumer experiences in cyberspace and which aspects of technology brought about these experiences. This paper proposes a conceptual model of technology and consumer experiences within virtual space by drawing from various literatures outside of marketing that have extensively studied the Internet phenomenon. Building from research in these diverse areas, two constructs are proposed that help describe consumer experiences in virtual space: telepresence and bricolage. Also examines aspects of cyber technology that give rise to these consumer experiences and projects what the consequences of these experiences may be as they apply to marketing.

Details

European Journal of Marketing, vol. 32 no. 7/8
Type: Research Article
ISSN: 0309-0566

Keywords

Book part
Publication date: 9 December 2009

Martin Yongho Hyun and Liping A. Cai

As more destinations jump on the bandwagon of branding, their marketing organizations increasingly employ the Internet as a convenient medium for promotion. This chapter argues…

Abstract

As more destinations jump on the bandwagon of branding, their marketing organizations increasingly employ the Internet as a convenient medium for promotion. This chapter argues that instead of extending their brand communications to the Web by simply digitizing the logos, taglines, and other elements, destinations can build brands virtually in an internet-mediated environment where virtual experience takes place. The study examines how branding can be achieved through building virtualized destination image. It adopts the concepts of telepresence, virtual experience, and integrated informational response and explains how online and offline communication stimuli can affect various components of virtualized image. This expands and modifies the conventional image constructs by specifying information sources as antecedents through telepresence and integrated behavioral responses as consequences. The relationships between the image, its antecedents, and consequences, and among the image constructs are illustrated through 14 propositions. The chapter concludes with a discussion of the net community in which residents and other stakeholders of communities actively participate in virtually building a strong destination brand.

Details

Tourism Branding: Communities in Action
Type: Book
ISBN: 978-1-84950-720-2

Keywords

Article
Publication date: 10 September 2017

Tae-Im Han and Leslie Stoel

The purpose of this research is to examine the effectiveness of using social media to increase knowledge about and motivate purchase behaviors of fair-trade products, focusing…

Abstract

Purpose

The purpose of this research is to examine the effectiveness of using social media to increase knowledge about and motivate purchase behaviors of fair-trade products, focusing specifically on the influence of information format (media richness) and characteristics (information quality and quantity).

Design/methodology/approach

One-way analysis of variance (ANOVA) was conducted to test whether consumer responses differ based on the information format. Additionally, structural equation modeling (SEM) was performed to examine the relationship among constructs of the hierarchy of effects model.

Findings

Participants exposed to the video format (rich media) had higher scores on information quality, subjective knowledge and emotion than those exposed to the text only format (lean media). SEM results showed that both objective and subjective knowledge had significant influences on emotion and emotion, in turn, had a significant influence on purchase intentions. In addition, information quantity and quality had direct and significant effects on emotion.

Originality/value

This study focused on the crucial role of knowledge related to fair-trade products by distinguishing two different types: objective and subjective knowledge. Despite the growing body of literature concerning socially responsible consumer behavior (SRCB), there are very few studies that specifically examine the differential impact of objective and subjective knowledge on consumer behaviors. Furthermore, the original hierarchy of effects model does not include antecedents of the cognitive dimension. Because developing knowledge plays a key role in motivating SRCB, this study added characteristics of information to the model to examine their influence on knowledge level.

Details

Journal of Research in Interactive Marketing, vol. 11 no. 4
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 21 June 2021

Jiaying Lyu, Xi Leung, Billy Bai and Marla Stafford

This paper aims to examine the effectiveness of two types of hotel commercials [virtual reality (VR) versus traditional commercials] by proposing and testing a presence-mediated…

1241

Abstract

Purpose

This paper aims to examine the effectiveness of two types of hotel commercials [virtual reality (VR) versus traditional commercials] by proposing and testing a presence-mediated model along with gender effects.

Design/methodology/approach

An experimental design is used to test the proposed hypotheses. Data were collected in China, and the Shangri-La hotel brand was chosen. University students were randomly assigned to watch either a hotel VR commercial or a hotel traditional video commercial. One HTC Vive VR headset was provided to those participants in the hotel VR commercial group.

Findings

The study revealed that VR commercials generate a higher level of vividness and interactivity among customers, which positively influence attitudes toward the ad, brand attitude and booking intention. Moreover, the findings showed that in the virtual environment, women, as compared to men, are influenced more by VR.

Originality/value

This research is the first to bring the presence model and gender effects together to better understand the effectiveness of VR in hospitality advertising research.

研究目的

本论文检验两种酒店广告类型的有效性(VR对比传统广告), 通过构建和检验存在-中介模型和性别影响。

研究设计/方法/途径

本论文使用实验设计方式来验证提供的模型。研究样本数据来自中国, 以香格里拉酒店品牌为例。本论文随机抽样大学学生, 一组看酒店VR广告, 另一组观看酒店传统视频广告。实验参与者使用HTC Vive VR头盔观看VR广告。

研究结果

研究结果表明, VR广告引发酒店客人的生动和互动性, 对广告、品牌态度、和预定房间意图有着积极影响。此外, 研究结果还表明女性相对男性在虚拟环境中受到VR更多影响。

研究原创性/价值

本论文是首个将存在模型和性别影响相结合, 更好地理解VR在酒店广告研究中的作用。

关键词 虚拟现实、酒店广告、广告有效性、存在、生动、互动性、性别影响

Details

Journal of Hospitality and Tourism Technology, vol. 12 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 15 June 2022

Eunjoo Jin and Matthew S. Eastin

AI-driven product recommendation chatbots have markedly reduced operating costs and increased sales for marketers. However, previous literature has paid little attention to the…

1395

Abstract

Purpose

AI-driven product recommendation chatbots have markedly reduced operating costs and increased sales for marketers. However, previous literature has paid little attention to the effects of the personality of e-commerce chatbots. This study aimed to examine the ways that the interplay between the chatbot's and the user's personality can increase favorable product attitudes and future intentions to use the chatbot. Based on prior literature, we specifically focused on the degree of extroversion of both chatbot and user.

Design/methodology/approach

A total of 291 individuals participated in this study. Two different versions of chatbot were created for this study (i.e. extroversion: high vs. low). Participants self-reported their degree of extroversion. The PROCESS macro Model 1 and Model 7 with the Johnson–Neyman technique were employed to test the hypotheses.

Findings

The results showed that the high extroversion chatbot elicited greater user satisfactions and perceptions of chatbot friendliness among users with a high level of extroversion. On the contrary, the low extroversion chatbot resulted in greater user satisfactions and perceived chatbot friendliness among users with a low level of extroversion. This study further found that user satisfactions and perceived chatbot friendliness mediated the effects of the chatbot on greater intentions to use the chatbot and more favorable product attitudes.

Originality/value

By showing the effects of matching the personality of the chatbot and user, this study revealed that similarity-attraction effects also apply to human–chatbot interaction in e-commerce. Future studies would benefit by investigating the similarity-attraction effects in different characteristics, such as appearance, opinion and preference. This study also provides useful information for e-commerce marketers and chatbot UX/UI designers.

Details

Journal of Research in Interactive Marketing, vol. 17 no. 3
Type: Research Article
ISSN: 2040-7122

Keywords

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