Virtual Reality, Involvement and the Consumer Interface

نویسندگان

  • John G. Gammack
  • Chris Hodkinson
چکیده

Consumer purchasing online is considered, with interactivity highlighted as a critical end-user issue. Levels of user interactivity up to and including virtual reality environments are now realistic in e-tailing. Conceptualizing interactivity to recognize the relevance of perceptions to consumer engagement motivates a focus on the user interface. Aspects relating to trust, usability and involvement are identified, and examined in a series of linked studies focusing on hedonic and high-involvement products, particularly surfboards. Preliminary studies across a range of businesses and products indicated consumer willingness to purchase hedonic products online, but many businesses imposed a high workload on online purchasers. Despite successful web marketing of hedonic products such as CDs, we found that no contemporary providers of customized surfboards offered finished product e-tailing, nor used virtual reality technology to demonstrate performance. A real case study of online swimwear purchase demonstrated an improved purchase process. “Beachtown”, a virtual reality e-tailing environment related to a coastal tourism economy allowed further examination of apparel, surfboard and holiday purchase. Results indicate that an enhanced interactive virtual environment increases end user involvement and willingness to purchase. 701 E. Chocolate Avenue, Suite 200, Hershey PA 17033-1240, USA Tel: 717/533-8845; Fax 717/533-8661; URL-http://www.idea-group.com ITB9991 IDEA GROUP PUBLISHING This chapter appears in the book, Advanced Topics in End User Computing, Volume 3, edited by M. Adam Mahmood. Copyright © 2004, Idea Group Inc. Copying or distributing in print or electronic forms without written permission of Idea Group Inc. is prohibited. 162 Gammack and Hodkinson Copyright © 2004, Idea Group Inc. Copying or distributing in print or electronic forms without written permission of Idea Group Inc. is prohibited. INTRODUCTION Emerging technologies promise new types of relationships between businesses and consumers. In particular, interactive multimedia and virtual technologies promise greater degrees of consumer engagement with online products and services, potentially leading to increased product exploration, and more hedonic purchases (Jeandrain, 2001). Even though the technologies involved are now largely affordable, widespread and stable, to date e-tailing has had a mixed acceptance, with significant shopping cart abandonment statistics reported of up to 75% (Gordon, 2000). Other figures cited in Hurst and Gellady (2000) indicate that 42% of shopping carts are abandoned, losing a potential US $3 bn in lost sales. While figures vary, and may include customers who later return to complete a purchase, the phenomenon remains significant. A study by Vividence (2001) showed that major reasons commonly given for shopping cart abandonment included the requirement for users to personally register and various aspects of the checkout process. Ghose (2002) reports McKinsey research on the dot.com crash noting that many sites successfully lured visitors, but failed to convert those into buyers. Clearly end user factors associated with the online purchase process contribute to the discrepancy between browsers and buyers. The diffusion of innovation literature (Rogers, 1995) suggests that e-commerce will only be adopted if it offers a relative advantage, trialability, and minimal complexity. For B2C e-commerce to achieve its potential, there is a need to better understand how individual consumers actively perceive and engage with the technologies mediating online purchasing and product choice behavior. In recent years, some studies have started to appear, identifying factors relevant to a deeper understanding of online purchasing, such as trust (Gefen, 2002; Jarvenpaa and Tractinsky, 1999), usability (Nielsen et al., 2001), and the quality of interactivity, including allure (Rafaeli and Sudweeks, 1997). These are themselves multidimensional constructs, and are the subject detailed studies in their own right. Gefen (2002) for example suggests trust is relevant to e-tailing uptake (2002), and can be related to technology acceptance models more generally (e.g., Davis, 1989). This well-established model naturally brings in usability issues, such as the perceived ease of use, and usefulness constructs familiar in mainstream IS literature. Usability and trustworthiness in web design is considered by Nielsen, (1999) who quotes relevant key findings from a user study. In particular, trust builds slowly as customers get good results from sites they use, and don’t feel let down, in other words, they have a good experience with the site. Nielsen (1999) describes other ways in which site design can convey trustworthiness, including professional appearance, comprehensive and correct product content, details of fulfillment procedures and up-front disclosure of relevant charges and information. Other theoretical models for understanding trust in e-commerce are provided by Tan and Thone (1999) and by Egger (2000) which incorporate several of the factors identified within the psychological and marketing literatures, such as reputation and information communication 20 more pages are available in the full version of this document, which may be purchased using the "Add to Cart" button on the product's webpage: www.igi-global.com/chapter/virtual-reality-involvementconsumer-interface/4462?camid=4v1 This title is available in InfoSci-Books, InfoSci-Social Technologies, Communications, Social Science, and Healthcare, InfoSci-Media and Communication Science and Technology. Recommend this product to your librarian: www.igi-global.com/e-resources/libraryrecommendation/?id=1

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Using a Virtual Reality Environment to Simulate the Pushing of Cylindrical Nanoparticles

With the rise in the use of AFM (Atomic Force Microscope), we have witnessed a growing use of atomic microscope based nanorobots in the precise displacement of various particles. There are certain limitations to the application of nanorobots in the moving of nanoparticles. One of the most important of these limitations is the lack of an appropriate image feedback concurrent with the displaci...

متن کامل

Determining Components of Medical Instructional Design based on Virtual Reality by Research Synthesis

Introduction: The purpose of the present study was to determine the components of medical education design based on virtual reality by research synthesis method. Methods: In the present study a synthesis method was used. In order to study the research background and to collect appropriate data among the databases of Science Direct, Springer, Scopus, ProQuest and Eric (ERIC) search. With the ke...

متن کامل

Investigating the efficacy of brain training by using virtual reality and real shooting on the shooting skills of students of a military university

Background and Aim: High quality, fast-paced and cost-effective training of novice military personnel is a major concern in most armed forces around the world. Hence, implementing psycho-technological findings is important in the armed forces. This study aimed to investigate and compare the efficacy of brain-training (neurofeedback) and virtual-reality training through the use of actual and vir...

متن کامل

Application of Virtual Reality Technologies in Consumer Product Usability

Users of consumer products have benefited from companies’ growing interest in seeking technological innovation to improve their competitiveness and business performance. In this context, interface design represents an essential task in the product process development to directly influence customer satisfaction and, consequently, the success of the product in the market. Usability is about the p...

متن کامل

Applications of Haptic Devices & Virtual Reality in Consumer Products Usability Evaluation

Usability has come to play an important role in interface design. Product usability focus on product ease of use first and foremost with consideration to users demographics, experience level and user requirements to serve the population efficiently. Virtual reality technologies provide novel and enhanced modes of human computer interaction that can be used as a potential tool to support product...

متن کامل

Virtual Reality and Hypermedia in Future Telecommunication Products and Services (virgin)

Our research agenda addresses particular enabling technologies, Virtual Reality and Hypermedia Systems, in the context of the future telecommunication society, services and industries. We are determined to carry out research in utilising these technologies both as enabling technologies to help in the process of future product and service development, and as technologies to be embedded in future...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:
  • JOEUC

دوره 15  شماره 

صفحات  -

تاریخ انتشار 2003