The effect of touch simulation in virtual reality shopping

This study aims to explore the effect of touch simulation on virtual reality (VR) store satisfaction mediated by VR shopping self-efficacy and VR shopping pleasure. The moderation effects of the autotelic and instrumental need for touch between touch simulation and VR store satisfaction are also exp...

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Bibliographic Details
Published in:Fashion and Textiles Vol. 9; no. 1; pp. 34 - 22
Main Authors: Lee, Ha Kyung, Yoon, Namhee, Choi, Dooyoung
Format: Journal Article
Language:English
Published: Singapore Springer Science and Business Media LLC 15.10.2022
Springer Nature Singapore
Springer Nature B.V
SpringerOpen
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ISSN:2198-0802, 2198-0802
Online Access:Get full text
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Summary:This study aims to explore the effect of touch simulation on virtual reality (VR) store satisfaction mediated by VR shopping self-efficacy and VR shopping pleasure. The moderation effects of the autotelic and instrumental need for touch between touch simulation and VR store satisfaction are also explored. Participants wear a head-mounted display VR device (Oculus Go) in a controlled laboratory environment, and their VR store experience is recorded as data. All participants’ responses (n = 58) are analyzed using SPSS 20.0 for descriptive statistics, reliability analysis, exploratory factor analysis, and the Process macro model analysis. The results show that touch simulation positively influences VR store satisfaction, which is mediated by the self-efficacy and by the dual path of the self-efficacy and the pleasure. Furthermore, the relation between touch simulation and pleasure is moderated by need for touch. For individuals with a high level of autotelic need for touch, the effect of touch simulation on the pleasure is heightened. However, instrumental need for touch does not moderate the path of touch simulation on the self-efficacy.
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ISSN:2198-0802
2198-0802
DOI:10.1186/s40691-022-00312-w