Submitted:
10 October 2023
Posted:
11 October 2023
Read the latest preprint version here
Abstract
Keywords:
1. Introduction
2. Literature Review
2.1. Theoretical Background- Self-determination theory
2.2. Augmented reality (AR) versus virtual reality (VR)
2.3. Perceived alue and consumer experience
2.4. Perceived enjoyment and consumer experience
2.5. Perceived Informativeness and consumer experience
2.6. Perceived value and purchase intention
2.7. Perceived enjoyment and purchase intention
2.8. Perceived informativeness and purchase intention
2.9. Presence and purchase intention
2.10. Consumer experience and purchase intention
3. Research Methodology
3.1. In-depth interview
3.2. Research framework
3.3. Questionnaire development and pre-test
3.4. Measures
3.5. Measurement model fit
3.6. Fuzzy-set qualitative comparative analysis (fsQCA)
4. Results
4.1. Descriptive Analysis
4.2. Model validation
4.3. Measurement model fit
4.4. Structural model
4.5. fsQCA
5. Discussion
6. Conclusions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Gender | Responses | Percentage |
|---|---|---|
| Male | 197 | 29.19% |
| Female | 474 | 70.22% |
| Other | 4 | 0.59% |
| Total | 675 | 100% |
| Age | Responses | Percentage |
| 16-25 | 298 | 44.15% |
| 26-35 | 237 | 35.11% |
| 36-45 | 62 | 9.19% |
| 46-55 | 37 | 5.48% |
| 56-65 | 26 | 3.85% |
| 66+ | 15 | 2.22% |
| Total | 675 | 100% |
| Education | Responses | Percentage |
| Below high school | 51 | 7.56% |
| High School | 217 | 32.15% |
| Bachelor’s degree | 246 | 36.44% |
| Master’s degree | 126 | 18.67% |
| PhD. degree | 35 | 5.19% |
| Total | 675 | 100% |
| Using AR/VR experience | Responses | Percentage |
| Under five times | 364 | 53.93% |
| 5-10 times | 172 | 25.48% |
| 11-15 times | 89 | 13.19% |
| 16-20 times | 32 | 4.74% |
| 21+ times | 18 | 2.67% |
| Total | 675 | 100% |
| Income(Monthly) | Responses | Percentage |
| Less than NT$30,000 | 246 | 36.66% |
| NT$30,000-49,999 | 183 | 27.27% |
| NT$50,000-69,999 | 95 | 14.16% |
| NT$70,000-89,999 | 72 | 10.73% |
| NT$90,000-100,999 | 54 | 8.05% |
| More than NT$110,000 | 21 | 3.13% |
| Total | 675 | 100% |
| Construct and scale items | Mean | SD | Standardized loadings |
|---|---|---|---|
| Value (7-point scales with anchors strongly disagree and strongly agree) | |||
| 1. Fashion brand shopping with VR/AR responds to customer needs. | 4.8 | 1.6 | 0.84 |
| 2. Fashion brand shopping with VR/AR is clear and understandable. | 4.6 | 1.4 | 0.86 |
| 3. Fashion brand shopping with VR/AR are valuable to my shopping. | 4.7 | 1.3 | 0.83 |
| 4. Fashion brand shopping with VR/AR shows a sincere interest in trying it. | 5.1 | 1.7 | 0.82 |
| 5. Fashion brand shopping with VR/AR helps you in making a decision. | 4.9 | 1.6 | 0.89 |
| Enjoyment (7-point scales with anchors strongly disagree and strongly agree) | |||
| 1. Fashion brand shopping with VR/AR is fun to watch and listen to. | 4.6 | 1.3 | 0.84 |
| 2. Fashion brand shopping with VR/AR is entertaining. | 5.1 | 1.5 | 0.79 |
| 3. Fashion brand shopping with VR/AR is enjoyable. | 4.8 | 1.8 | 0.78 |
| 4. Fashion brand shopping is fun to use VR/AR function. | 4.7 | 1.7 | 0.84 |
| 5. Fashion brand shopping does not sell products, but it would entertain me. | 5.2 | 1.6 | 0.83 |
| Informativeness (7-point scales with anchors strongly disagree and strongly agree) | |||
| 1. Fashion brand shopping with VR/AR shows the information I expected. | 5.3 | 1.6 | 0.81 |
| 2. Fashion brand shopping with VR/AR provides detailed information about fashion brands. | 5.4 | 1.5 | 0.78 |
| 3. Fashion brand shopping with VR/AR provides complete information about fashion brands. | 5.2 | 1.6 | 0.74 |
| 4. Fashion brand shopping with VR/AR provides information that helps me understand the products. | 4.8 | 1.4 | 0.82 |
| 5. Fashion brand shopping with VR/AR provides the information to compare products. | 4.9 | 1.5 | 0.78 |
| 6. Fashion brand shopping with VR/AR offers product knowledge. | 4.7 | 1.6 | 0.79 |
| Presence (7-point scales with anchors strongly disagree and strongly agree) | |||
| 1. Fashion brand shopping with VR/AR is similar to experiencing the products in reality. | 5.3 | 1.6 | 0.81 |
| 2. Fashion brand shopping with VR/AR feels real. | 5.4 | 1.5 | 0.83 |
| 3. Fashion brand shopping with VR/AR seems real rather than virtual. | 5.2 | 1.6 | 0.85 |
| 4. Fashion brand shopping with VR/AR is as realistic to me as in the real world. | 4.8 | 1.4 | 0.75 |
| Consumer experience (7-point scales with anchors low and high) | |||
| 1. Fashion brand shopping with VR/AR awakens my curiosity | 4.6 | 1.5 | 0.72 |
| 2. Fashion brand shopping with VR/AR brings interesting ideas to my mind | 5.1 | 1.6 | 0.83 |
| 3. Fashion brand shopping with VR/AR inspires me | 5.2 | 1.4 | 0.82 |
| 4. Fashion brand shopping with VR/AR makes me feel enthusiastic | 4.3 | 1.7 | 0.86 |
| 5. Fashion brand shopping with VR/AR makes me feel amazed | 4.7 | 1.8 | 0.75 |
| 6. Fashion brand shopping with VR/AR makes me feel comfortable | 4.9 | 1.7 | 0.82 |
| 7. The experience of fashion brand shopping with VR/AR is exactly what I need. | 5.1 | 1.6 | 0.75 |
| 8. I am satisfied with the experience of fashion brand shopping with VR/AR | 4.8 | 1.4 | 0.82 |
| Purchase Intention (7-point scales with anchors low and high) | |||
| Please compare your firm's performance to your competitors over the last five years | |||
| 1. After using VR/AR, I would purchase the fashion brand product. | 5.4 | 1.8 | 0.87 |
| 2. After using VR/AR, I would consider buying a fashion brand product that is very high. | 5.1 | 1.7 | 0.91 |
| 3. After using VR/AR, I will be buying a fashion brand product that is very high. | 5.3 | 1.6 | 0.88 |
| 4. After using VR/AR, I intend to buy a fashion brand product that is very high. | 4.9 | 1.4 | 0.79 |
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