首页> 外文OA文献 >To immerse or not? Experimenting with two virtual retail environments
【2h】

To immerse or not? Experimenting with two virtual retail environments

机译:是否沉浸?在两个虚拟零售环境中进行实验

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

Purpose: The aim 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. \ud\udDesign/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. \ud\udFindings: 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.\ud \udOriginality: 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.
机译:目的:本文的目的是检查用户在虚拟商店中模拟体验的决定因素,并显示该体验对参与度的后续影响。会根据享乐,满意度和购买意愿来检查参与的结果。 \ ud \ ud设计/方法/方法:该方法包括一项实验,该实验将用户对标准2D在线服装商店的感知与增强的,沉浸式的感知进行比较,旨在通过使用参与者的3D体验来提供接近传统商店的购物价值戴上专用眼镜和数据手套。 \ ud \ udFindings:结果证明了远程呈现组件在模拟体验中的主要作用以及该体验的关键作用,以及享乐主义和功利主义价值观在参与中的作用。购买意愿受满意度影响,而满意度又受享受和参与度影响。订婚反过来会受到功利和享乐价值以及产品模拟或远程呈现的经验的影响,这些经验包括控件,颜色和图形的逼真度以及3D真实性。在身临其境的3D环境中,体验与参与感和享受感更加相关,从而带来了更大的购买意愿。因此,沉浸式3D环境有可能在体验上与传统购物相媲美,从而为零售商带来更高的销售量,并为消费者带来满意。不仅可以在传统计算机平台上的3D环境中使用,还可以在身临其境的环境中(参与者戴着特殊眼镜和数据手套)。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号