The DOI matches its Crossref record; 65 of the 65 references it cites were found in a registry or an index.
How 3D Virtual Reality Stores Can Shape Consumer Purchase Decisions: The Roles of Informativeness and Playfulness
Abstract
The recent rise of consumer virtual reality (VR) hardware raises important questions in the field of online marketing: what makes 3D VR more informative and playful than conventional 2D media such as a still image and a video, and how it affects the online purchase decision-making process. In this study, we mainly focus on three interface features—interactivity, visual–spatial cues, and graphics quality. We explore how each of these three interface features enhances playfulness and informativeness of shopping interface and further influences subsequent product evaluation and purchase intention. The results of the study provide two meaningful insights. First, interactivity and visual–spatial cues significantly enhance perceived informativeness and playfulness; however, the role of graphics quality was found to be more critical for 2D displays than for 3D VR environment. Second, informativeness and playfulness influence the purchase decision-making process in distinct ways. More specifically, a playful interface may enhance consumers’ preference for hedonic product benefits (e.g., a stylish and attractive design), whereas informativeness is a more important explanatory variable for subsequent purchase intentions. We discuss the theoretical contribution and managerial insights the research provides for online retailers and designers.
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1 retracted
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“A dichotomy of functional and hedonic dimensions of an interface — informativeness and playfulness in this paper — has been a fertile research domain (Davis, Bagozzi, and Warshaw 1992; Ha and Stoel 2009; Kim and Forsythe 2008).”
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Cited by
Personalization in personalized marketing: Trends and ways forward
Chandra, S., Verma, S., Lim, W. M., Kumar, S., & Donthu, N. (2022) · Psychology & Marketing · doi:10.1002/mar.21670 · Cited by 595
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Metadata
- Authors
- Kang, H. J., Shin, J.-H., & Ponto, K.
- Venue
- Journal of Interactive Marketing
- Publisher
- SAGE Publications
- Published
- 2020-02
- Volume
- 49
- Issue
- 1
- Pages
- 70-85
- ISSN
- 1094-9968 (ISSN-L)
- 1520-6653
- OpenAlex
- W2994789982
- Cited by
- 331
- References
- 65
- FWCI
- 29.63
- Type
- journal article
- Language
- en
- Open access
- closed
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- Kang, H. J., Shin, J.-H., & Ponto, K. (2020). How 3D Virtual Reality Stores Can Shape Consumer Purchase Decisions: The Roles of Informativeness and Playfulness. Journal of Interactive Marketing. https://doi.org/10.1016/j.intmar.2019.07.002
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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