Author List: Suh, Kil-Soo; Lee, Young Eun;
MIS Quarterly, 2005, Volume 29, Issue 4, Page 673-697.
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.
Keywords: cognitive fit; consumer learning; interface design in e-commerce; Virtual reality
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#118 0.340 online consumers consumer product purchase shopping e-commerce products commerce website electronic results study behavior experience b2c impact internet purchases websites
#95 0.123 learning mental conceptual new learn situated development working assumptions improve ess existing investigates capture advanced proposes types context building acquisition
#120 0.098 virtual world worlds co-creation flow users cognitive life settings environment place environments augmented second intention spatial interactivity ownership objects immersive
#285 0.097 effects effect research data studies empirical information literature different interaction analysis implications findings results important set large provide using paper
#74 0.067 high low level levels increase associated related characterized terms study focus weak hand choose general lower best predicted conditions implications
#279 0.056 field work changes new years time change major period year end use past early century half traditional areas established strong
#283 0.056 interface user users interaction design visual interfaces human-computer navigation human need cues studies guidelines laboratory functional developed restricted know guided