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To immerse or not? Experimenting with two virtual retail environments
by
See-To, Eric W.K
, Dennis, Charles
, Papagiannidis, Savvas
, Bourlakis, Michael
, Pantano, Eleonora
in
Client satisfaction
/ Computer graphics
/ Computer simulation
/ Consumer behavior
/ Consumers
/ Electronic commerce
/ Enjoyment
/ Environment
/ Experience
/ Information management
/ Information technology
/ Innovations
/ Literature reviews
/ Product orientation
/ Purchase intention
/ Retail stores
/ Retailing industry
/ Sales
/ Satisfaction
/ Shopping
/ Simulation
/ Technological change
/ Technology
/ Technology adoption
/ Telepresence systems
/ User behavior
/ Virtual communities
/ Virtual environments
/ Virtual reality
/ Vividness
2017
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To immerse or not? Experimenting with two virtual retail environments
by
See-To, Eric W.K
, Dennis, Charles
, Papagiannidis, Savvas
, Bourlakis, Michael
, Pantano, Eleonora
in
Client satisfaction
/ Computer graphics
/ Computer simulation
/ Consumer behavior
/ Consumers
/ Electronic commerce
/ Enjoyment
/ Environment
/ Experience
/ Information management
/ Information technology
/ Innovations
/ Literature reviews
/ Product orientation
/ Purchase intention
/ Retail stores
/ Retailing industry
/ Sales
/ Satisfaction
/ Shopping
/ Simulation
/ Technological change
/ Technology
/ Technology adoption
/ Telepresence systems
/ User behavior
/ Virtual communities
/ Virtual environments
/ Virtual reality
/ Vividness
2017
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Do you wish to request the book?
To immerse or not? Experimenting with two virtual retail environments
by
See-To, Eric W.K
, Dennis, Charles
, Papagiannidis, Savvas
, Bourlakis, Michael
, Pantano, Eleonora
in
Client satisfaction
/ Computer graphics
/ Computer simulation
/ Consumer behavior
/ Consumers
/ Electronic commerce
/ Enjoyment
/ Environment
/ Experience
/ Information management
/ Information technology
/ Innovations
/ Literature reviews
/ Product orientation
/ Purchase intention
/ Retail stores
/ Retailing industry
/ Sales
/ Satisfaction
/ Shopping
/ Simulation
/ Technological change
/ Technology
/ Technology adoption
/ Telepresence systems
/ User behavior
/ Virtual communities
/ Virtual environments
/ Virtual reality
/ Vividness
2017
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To immerse or not? Experimenting with two virtual retail environments
Journal Article
To immerse or not? Experimenting with two virtual retail environments
2017
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Overview
Purpose
The purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions.
Design/methodology/approach
The method comprised an experiment comparing users’ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove.
Findings
Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experience of product simulation or telepresence, which is composed of control, colour and graphics vividness, and 3D authenticity. In the immersive, 3D environment, experience is more associated with engagement and enjoyment, leading to greater purchase intention. The immersive, 3D environment, thus, has the potential to rival traditional shopping in terms of experience, resulting in higher sales for retailers and satisfaction for consumers.
Originality/value
This work has evaluated a robust model of purchase intention and demonstrated it to hold not only in a 3D environment on a conventional computer platform, but also in an immersive one, where participants wear special glasses and a data glove.
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