{"title":"触摸模拟在虚拟现实购物中的效果","authors":"Ha Kyung Lee, Namhee Yoon, Dooyoung Choi","doi":"10.1186/s40691-022-00312-w","DOIUrl":null,"url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":555,"journal":{"name":"Fashion and Textiles","volume":"9 1","pages":""},"PeriodicalIF":2.3000,"publicationDate":"2022-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://fashionandtextiles.springeropen.com/counter/pdf/10.1186/s40691-022-00312-w","citationCount":"1","resultStr":"{\"title\":\"The effect of touch simulation in virtual reality shopping\",\"authors\":\"Ha Kyung Lee, Namhee Yoon, Dooyoung Choi\",\"doi\":\"10.1186/s40691-022-00312-w\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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.</p></div>\",\"PeriodicalId\":555,\"journal\":{\"name\":\"Fashion and Textiles\",\"volume\":\"9 1\",\"pages\":\"\"},\"PeriodicalIF\":2.3000,\"publicationDate\":\"2022-10-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://fashionandtextiles.springeropen.com/counter/pdf/10.1186/s40691-022-00312-w\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Fashion and Textiles\",\"FirstCategoryId\":\"88\",\"ListUrlMain\":\"https://link.springer.com/article/10.1186/s40691-022-00312-w\",\"RegionNum\":4,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"MATERIALS SCIENCE, TEXTILES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Fashion and Textiles","FirstCategoryId":"88","ListUrlMain":"https://link.springer.com/article/10.1186/s40691-022-00312-w","RegionNum":4,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"MATERIALS SCIENCE, TEXTILES","Score":null,"Total":0}
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 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.
期刊介绍:
Fashion and Textiles aims to advance knowledge and to seek new perspectives in the fashion and textiles industry worldwide. We welcome original research articles, reviews, case studies, book reviews and letters to the editor.
The scope of the journal includes the following four technical research divisions:
Textile Science and Technology: Textile Material Science and Technology; Dyeing and Finishing; Smart and Intelligent Textiles
Clothing Science and Technology: Physiology of Clothing/Textile Products; Protective clothing ; Smart and Intelligent clothing; Sportswear; Mass customization ; Apparel manufacturing
Economics of Clothing and Textiles/Fashion Business: Management of the Clothing and Textiles Industry; Merchandising; Retailing; Fashion Marketing; Consumer Behavior; Socio-psychology of Fashion
Fashion Design and Cultural Study on Fashion: Aesthetic Aspects of Fashion Product or Design Process; Textiles/Clothing/Fashion Design; Fashion Trend; History of Fashion; Costume or Dress; Fashion Theory; Fashion journalism; Fashion exhibition.