Acceptance of the metaverse: a laboratory experiment on augmented and virtual reality shopping

IF 5.9 3区 管理学 Q1 BUSINESS Internet Research Pub Date : 2024-01-26 DOI:10.1108/intr-05-2022-0334
Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila, Juho Hamari
{"title":"Acceptance of the metaverse: a laboratory experiment on augmented and virtual reality shopping","authors":"Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila, Juho Hamari","doi":"10.1108/intr-05-2022-0334","DOIUrl":null,"url":null,"abstract":"<h3>Purpose</h3>\n<p>In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.</p><!--/ Abstract__block -->\n<h3>Design/methodology/approach</h3>\n<p>This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.</p><!--/ Abstract__block -->\n<h3>Findings</h3>\n<p>Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.</p><!--/ Abstract__block -->\n<h3>Originality/value</h3>\n<p>This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.</p><!--/ Abstract__block -->","PeriodicalId":54925,"journal":{"name":"Internet Research","volume":null,"pages":null},"PeriodicalIF":5.9000,"publicationDate":"2024-01-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Internet Research","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1108/intr-05-2022-0334","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0

Abstract

Purpose

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.

Design/methodology/approach

This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.

Findings

Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.

Originality/value

This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
元世界的接受度:关于增强现实和虚拟现实购物的实验室实验
目的近年来,人们对采用 XR(扩展现实)技术(如 VR(虚拟现实)和 AR(增强现实))产生了浓厚的兴趣,尤其是在零售业。然而,由于其在可用性、可穿戴性、图形保真度等方面的缺陷,通过现实中介扩展活动仍被认为是一种低劣的体验。本研究旨在通过实验考察人们对元海外购物的接受程度,从而填补研究空白。本研究进行了一项 2(VR:有与无)×2(AR:有与无)的主体间实验室实验,共有 157 名参与者参与了模拟日常购物环境的实验。本研究在校园内建立了一家实体店,店内摆放了约 600 种产品,并附有产品信息和价格。研究结果表明,在工具性和享乐性方面,XR 可以提供与传统购物相媲美甚至超越传统购物的体验,尽管对可用性的感知略有降低。AR 对感知易用性产生了负面影响,而 VR 则显著提高了感知乐趣。令人惊讶的是,较低的感知易用性似乎与人们对元数据购物的态度脱节。原创性/价值这项研究为人们接受 XR 购物提供了重要的实验证据,而低感知易用性并不总是有害的这一发现为整个技术采用理论增添了新的内容。此外,这项研究还为今后探索技术采用效果的随机对照研究提供了重要参考。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Internet Research
Internet Research 工程技术-电信学
CiteScore
11.20
自引率
10.20%
发文量
85
审稿时长
>12 weeks
期刊介绍: This wide-ranging interdisciplinary journal looks at the social, ethical, economic and political implications of the internet. Recent issues have focused on online and mobile gaming, the sharing economy, and the dark side of social media.
期刊最新文献
Predicting the acceptance of e-government: a systematic review How perceived value of augmented reality shopping drives psychological ownership Bridging the health literacy gap through AI chatbot design: the impact of gender and doctor cues on chatbot trust and acceptance Driving engagement in metaverse-mediated tourism environments: exploring the role of perceived realism Perceived identity threat and brand advocacy responses to different types of brand-related attacks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1