IS

Suh, Kil-Soo

Topic Weight Topic Terms
0.406 online consumers consumer product purchase shopping e-commerce products commerce website electronic results study behavior experience
0.341 virtual world worlds co-creation flow users cognitive life settings environment place environments augmented second intention
0.123 learning mental conceptual new learn situated development working assumptions improve ess existing investigates capture advanced
0.108 integration present offer processes integrating current discuss perspectives related quality literature integrated benefits measures potential

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Kim, Hongki 1 Lee, Young Eun 1 Suh, Eung Kyo 1
avatar identification 1 avatar similarity 1 cognitive fit 1 consumer learning 1
functional congruity 1 interface design in e-commerce 1 self-congruity 1 Virtual reality 1

Articles (2)

WHAT IF YOUR AVATAR LOOKS LIKE YOU? DUAL-CONGRUITY PERSPECTIVES FOR AVATAR USE. (MIS Quarterly, 2011)
Authors: Abstract:
    As broadband Internet access and virtual reality technology rapidly expand, virtual worlds and three-dimensional avatars will become more pervasive and widely adopted. In virtual worlds, people assume an identity as an avatar and interact with each other. The objective of this study is to theorize how users form attitudes and intentions regarding avatars in realistic, task-focused virtual world settings. To investigate these effects, this study proposes a conceptual framework based on dual-congruity perspectives (self-congruity and functional congruity). The results show that the more closely an avatar resembles its user, the more the user is likely to have positive attitudes (e.g., affection, connection, and passion) toward the avatar, and the better able to evaluate the quality and performance of apparel products. In the end, these positive attitudes toward an avatar and its usefulness positively affect users' intentions to use the avatar. Based on this study, we propose that avatars representing users' actual appearance may be helpful in experiencing and evaluating some business areas related to users' lives in the real world (e.g., virtual apparel shopping, matchmaking, plastic surgery, fitness clubs, etc.); utilization of such avatars may be a new business opportunity likely to thrive in virtual worlds.
THE EFFECTS OF VIRTUAL REALITY ON CONSUMER LEARNING: AN EMPIRICAL INVESTIGATION. (MIS Quarterly, 2005)
Authors: Abstract:
    As competition in business-to-consumer e-commerce becomes fiercer, Web-based stores are attempting to attract consumers' attention by exploiting state-of-the-art technologies. Virtual reality (VR) on the Internet has been gaining prominence recently because it enables consumers to experience products realistically over the Internet, there by mitigating the problems associated with consumers' lack of physical contact with products. However, while the employment of VR has increased in B2C e-commerce, its impact has not been explored extensively by research in the IS field. This study investigates whether and under what circumstances VR enhances consumer learning about products. In general, VR enables consumers to learn about products thoroughly by providing high-quality three-dimensional images of products, interactivity with the products, and increased telepresence. In addition, congruent with the theory of cognitive fit, the effects of VR are more pronounced when it exhibits products whose salient attributes are completely apparent through visual and auditory cues (because most VR on desktop computers uses only those two sensory modalities to deliver information). Based on these attributes, we distinguish between two types of products--namely, virtually high experiential (VHE) and virtually low experiential (VLE) products--in terms of the sensory modalities that are used and required for product inspection. Hypotheses arising from the distinctions expressed by these terms were tested via a laboratory experiment. The results support the predictions that VR interfaces increase overall consumer learning about products and that these effects extend to VHE products more significantly than to VLE products.