Augmented Reality(AR) Fashion Shopping Service Acceptance Based on Consumers’ Technology Readiness

H. Hur, Ha Kyung Lee
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引用次数: 2

Abstract

This study analyzed the effects of optimism and innovativeness, the two drivers of a consumer’s technological readiness to use an augmented reality(AR) fashion shopping service within the framework of the Technology Acceptance Model (TAM). The survey was conducted on 249 people (males = 58; females = 191) in their 20s who were willing to participate in the AR experience. Data were analyzed using confirmatory factor analysis (CFA) and structural equation modeling by AMOS 22.0. The results indicated that a greater level of perceived optimism had a positive influence on the ease of use and usefulness of the technology. The findings also show that consumers with a high degree of innovativeness tend to have a higher level of playfulness toward AR fashion shopping. Regarding the effects of user beliefs, ease of use had a positive effect on the perception of usefulness and playfulness with higher levels implying a higher consumer intention to adopt an AR fashion shopping service. In addition, this study reveals the moderating effect of consumers with high-fashion versus those with low-fashion innovativeness. For the latter, technological innovation had an insignificant effect on playfulness, thus indicating that consumers with low interest in fashion did not enjoy AR fashion shopping even if the technology was highly innovative. Nevertheless, the analysis confirms the possibility that experiencing a fashion product through AR technology could replace the actual experience of wearing the products.
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基于消费者技术准备度的增强现实时尚购物服务接受度
本研究在技术接受模型(TAM)的框架内,分析了乐观和创新这两个驱动因素对消费者使用增强现实(AR)时尚购物服务的技术准备程度的影响。该调查共对249人进行了调查(男性58人;愿意参与AR体验的20多岁女性(191名)。数据分析采用验证性因子分析(CFA)和结构方程模型AMOS 22.0。结果表明,更大程度的感知乐观对技术的易用性和有用性有积极影响。研究结果还表明,创新程度高的消费者对AR时尚购物的玩味程度往往更高。关于用户信念的影响,易用性对有用性和游戏性的感知有积极影响,水平越高意味着消费者采用AR时尚购物服务的意愿越高。此外,本研究还揭示了高时尚消费者对低时尚创新的调节作用。对于后者,技术创新对可玩性的影响不显著,这表明对时尚兴趣低的消费者即使技术具有高度创新性,也不会享受AR时尚购物。然而,分析证实了通过AR技术体验时尚产品的可能性,可以取代穿着产品的实际体验。
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