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Presenting Your Products in Virtual Reality: Do not Underestimate Cybersickness

机译:在虚拟现实中展示您的产品:不要低估了晕车

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摘要

For e-commerce retailers it is crucial to present their products both informatively and attractively. Virtual reality (VR) systems represent a new marketing tool that supports customers in their decision-making process and offers an extraordinary product experience. Despite these advantages, the use of this technology for e-commerce retailers is also associated with risks, namely cybersickness. The aim of the study is to investigate the occurrence of cybersickness in the context of the customer's perceived enjoyment and the perceived challenge of a VR product presentation. Based on a conceptual research framework, a laboratory study with 533 participants was conducted to determine the influence of these factors on the occurrence of cybersickness. The results demonstrate that the perceived challenge has a substantially stronger impact on the occurrence of cybersickness, which can only be partially reduced by perceived enjoyment. When realizing VR applications in general and VR product presentations in particular, e-commerce retailers should therefore first minimize possible challenges instead of focusing primarily on entertainment aspects of such applications.
机译:对于电子商务零售商而言,至关重要的是要提供信息丰富且有吸引力的产品。虚拟现实(VR)系统代表了一种新的营销工具,可在客户的决策过程中提供支持,并提供非凡的产品体验。尽管具有这些优点,但将这种技术用于电子商务零售商也带来了风险,即晕机病。这项研究的目的是调查在客户对VR产品展示的感知享受和感知挑战的背景下发生网络疾病的情况。在概念研究框架的基础上,进行了533名参与者的实验室研究,以确定这些因素对网络疾病发生的影响。结果表明,知觉的挑战对网络疾病的发生具有更大的影响,而知觉的享受只能部分缓解这种疾病。因此,在总体上实现VR应用程序以及特别是VR产品演示时,电子商务零售商应首先将可能的挑战降到最低,而不是主要关注此类应用程序的娱乐方面。

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