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Results of the CFA within the three latent factors

Results of the CFA within the three latent factors

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This study aims to define and conceptualise three-dimensional (3D) virtual product experience (VPE) for online retailers. Therefore, this research designed a hypothetical retailer website, which presents a variety of 3D laptop and ring sites that allow participants to control the content and form of the 3D flashes. This research finds that the meas...

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... were statistically significant at the α = .95 level (Table 5). This provided the necessary evidence that all the constructs exhibited convergent validity. ...

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... Online presentations should support consumer learning in forming a clear understanding of products (Jiang & Benbasat, 2007b). Creating this kind of understanding means online product presentations should reflect the diagnosticity of the presentation in the offline world (Algharabat, 2014;Algharabat & Shatnawi, 2014). According to Jiang and Benbasat (2004), the ability to view products from various angles and distances (visual control), and explore and experience different features and functions of products (functional control) are the main determinants of perceived diagnosticity. ...
... Previous research has provided evidence that LSE virtual product presentation modes have a positive impact on the attitude towards product (Jiang & Benbasat, 2007a;Lee, 2012;Lee et al., 2012;Suh & Chang, 2006) and purchase intention (Algharabat, 2014;Fiore et al., 2005) compared to standard non-virtual presentation modes. However, when considering HSE virtual product presentation modes, there is a lack of research about their impact on both attitude towards product and purchase intention. ...
... Similar to the study by Suh and Lee (2005), the web shop consisted of an introduction page, a page with product lists, and a page with detailed information about the product. A fictitious brand for the web shop was created to eliminate any effects resulting from previous experiences or attitudes (Algharabat, 2014;Fiore et al., 2005). In contrast to Martínez-Navarro et al. (2019), we did not investigate different shopping scenarios, but instead examined the differences in interaction with a product. ...
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Online shops have become increasingly interactive, using different technologies to create virtual experiences that attempt to simulate a realistic product experience. We explore the impact of high sensory enabling (HSE) virtual product presentation modes using state-of-the-art virtual reality (VR) technology that allows consumers to imitate natural movement and interactions via head-mounted displays (HMD) and dual hand VR controllers. This will compare the HSE virtual product presentation mode with a typical low sensory enabling (LSE) virtual product presentation mode that utilises conventional computer screens, along with mouse and keyboard inputs, on a desktop computer. For the HSE virtual product presentation mode, the results show significantly higher values for the studied variables, including presence, perceived diagnosticity, attitude towards product, and purchase intention. Shopping frequency has a moderating effect on the significant differences of presence between presentation modes. Our research contributes to theory by building on attitude theory, cue summation theory, as well as repetitive learning and memory to explore and explain the effects of HSE virtual product presentation modes on the constructs considered. For managers and industry leaders, this study identifies the importance of using state-of-the-art technology when creating HSE virtual experiences for their products.
... Among the specific online features analyzed in their study, product videos or content using both audio and dynamic visuals to present the information (e.g., VR and AR) achieved the strongest effects in the sensory dimension (Bleier et al., 2019). Likewise, studies in marketing and advertising comparing non-immersive desktop-based VR systems with traditional formats (e.g., pictures, videos, and text) have shown that users tend to better comprehend products when presented in VR formats (Algharabat, 2014;Fiore et al., 2005;Lee et al., 2012;Li et al., 2002;Suh and Chang, 2006;Suh and Lee, 2005). ...
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... As for customer online shopping behaviour, social influence could be addressed under the impact of people (i.e. family, friends, colleagues, and official manufacturer) whom customer could ask about online shopping (Giao et al., 2020;Koch et al., 2020;Lee & Ma, 2012;Semila & Rajesh, 2019;Te'eni-Harari & Hornik, 2010) WeChat is used for chat with family, friends, colleagues that may influence purchase intention of FMCG through WeChat (Algharabat, 2014;Kim, 2019;Zhou, 2020). Taking this into account, and based on the theory of UTAUT, we hypothesize that: ...
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... The importance of this study stems from the following: first, there have been numerous previous studies within the context of e-retail products, such as fashion brands (Kim et al., 2015;Oueldoubey et al., 2015), three dimensions (3D) using apparel products (Algharabat, 2016;Algharabat and Shatnawi, 2014;Wu et al., 2013), electronic goods and 3D laptops Dennis, 2010a, 2010b;Algharabat, 2014aAlgharabat, , 2014bAlgharabat, , 2014cAlgharabat et al., 2017;McKinney, 2004;Papagiannidis et al., 2013;Algharabat and Zamil, 2013) and online casinos (Abarbanel et al., 2015). However, little research within tourism website evaluation exists (Law et al., 2010) particularly for the interactive aspect related to visitor virtual centres. ...
... Telepresence was introduced to refer to shopping involving 'nervous' feelings in a virtual environment and to 'the extent to which one feels present in the mediated environment'. Algharabat (2014a) posits that flow is an important dimension of the virtual experience, which impacts on users' experience while navigating a 3D virtual store. Moreover, Algharabat et al. (2018) assert the positive impact of telepresence on online engagement. ...
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Using the stimulus-organism-response (S-O-R) framework, this study aims to investigate the impact of atmospherics and online flow cues of Jordan virtual tourist centre on visitors’ affective and cognitive states, which are assumed to affect their visiting intentions. This is based on the fact that more tourists are getting information directly via the internet to direct their choices of tourism destinations. In order to test our proposed model, an online survey was launched via different social networking means directed towards a convenience sample of non-Jordanians using a snowball technique. Non-Jordanians respondents who agreed to participate in the survey were asked to browse Jordan virtual tourist centre and to live a virtual experience before answering related questions measuring targeted constructs. Analysis of the results supports the research model and shows that both atmospherics and online flow cues experienced by visitors, impact positively their affective and cognitive states, which in turn impact their visit intentions. Affective and cognitive states were impacted upon by atmospherics more than online flow; however, affective state tends to explain more variations in visiting intentions vis-à-vis virtual centres. Implications and recommendations are discussed to develop robust tourist centres capable of attracting tourists’ visiting intentions.
... One of the current advances in computer information and graphic design systems is virtual reality (VR), which provides new tools for enhancing the realism of a virtual experience and makes it more like the real world (Algharabat, 2014a;Algharabat and Dennis, 2010a). This is achieved by reducing the distance between the real and virtual scenarios, thereby developing an efficient match between physical and digital stores (Laria and Pantano, 2012). ...
... The importance of this study stems from the following: first, there have been numerous previous studies within the context of e-retail products, such as fashion brands (Kim et al., 2015;Oueldoubey et al., 2015), three dimensions (3D) using apparel products (Algharabat, 2016;Algharabat and Shatnawi, 2014;Wu et al., 2013), electronic goods and 3D laptops Dennis, 2010a, 2010b;Algharabat, 2014aAlgharabat, , 2014bAlgharabat, , 2014cAlgharabat et al., 2017;McKinney, 2004;Papagiannidis et al., 2013;Algharabat and Zamil, 2013) and online casinos (Abarbanel et al., 2015). However, little research within tourism website evaluation exists (Law et al., 2010) particularly for the interactive aspect related to visitor virtual centres. ...
... Telepresence was introduced to refer to shopping involving 'nervous' feelings in a virtual environment and to 'the extent to which one feels present in the mediated environment'. Algharabat (2014a) posits that flow is an important dimension of the virtual experience, which impacts on users' experience while navigating a 3D virtual store. Moreover, Algharabat et al. (2018) assert the positive impact of telepresence on online engagement. ...
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... Therefore, a lack of any of these aspects will lead customers to be more reluctant to use online shopping (Gao et al., 2015). The importance role of IQ has been widely examined and approved to be key factor not only in predicting customers intention (i.e., Kim and Niehm, 2009;Algharabat and Shatnawi, 2014) but also in shaping their perception toward different aspects such as TR (i.e., Algharabat and Zamil, 2013;Zhou et al., 2010;Lee and Chung, 2009); user experience (Jung et al., 2009;Gao and Bai, 2014;Algharabat, 2014); customer satisfaction (Zhou, 2014;Mamonov and Benbunan-Fich, 2015;Algharabat and Zamil, 2013); actual user behaviour (i.e., Shih, 2004); perceived usefulness and ease of use (i.e., Shih, 2004); perceived value (i.e., Kim and Niehm, 2009). Honeycutt et al. (1998) assured that users of online shopping seem to be more interested in visiting the targeted website by increasing the level of quality of information provided in such website. ...
Article
Abstract: This paper aims to investigate the silent factors that may influence or hinder the adoption of online shopping in Lebanon. A conceptual framework was proposed based on the integration of unified theory of acceptance and use of technology2 (UTAUT2) and DeLone-McLean model of IS success. Data were collected from 342 Lebanese online shopping users using a cross-sectional survey. The measurement and structural model were estimated and tested using structural equation modelling (AMOS 22.0). The results revealed that performance expectancy (PE), product guarantee (PG), service quality (SerQ), price value (PV), trust (TR), system quality (SymQ) and information quality (IQ); were found to be significant predictors in influencing users’ behavioural intention (BI) to adopt online shopping, and explained 72.7% of its variance, with PE was found the strongest antecedent of BI. However, the relationship between effort expectancy (EE), social influence (SI), hedonic motivation (HM) and BI was insignificant. This is one of the few studies that integrate the unified theory of acceptance and use of technology2 (UTAUT2) and DeLone-McLean model of IS success to study the adoption of online shopping, and the first to be tested in Lebanon. In light of these findings, implications for both theory and practice are discussed.
... Elements or dimensions of virtual experience can be divided into three general categories: functional factors, psychological factors and content factors (Constantinides, 2004). The main elements of virtual experience (online experience) include trust, social presence, usability, interactivity, perceived ease-of-use, perceived usefulness, aesthetics, and enjoyment (Constantinides, 2004;Rose et al., 2011;Klaus, 2013;Algharabat, 2014;Bilgihan et al., 2016). Similar features are acknowledged in the definition of vir-tual experience by Li et al. (2001) defining individual virtual experience as vivid, involving, active, and raising affective psychological states. ...
Chapter
Companies search for new ways of utilizing technologies such as the Mixed Reality (MR) in order to enrich their customer interactions. While more of these MR technologies are emerging to assist customer-employee interactions, there is a strategic choice related to scalability of how to organize these service encounters: face-to-face or digitally over the web. Eventually, the question is how much of these interactions can be automatized with acceptable tradeoffs for the customer experience and business outcomes. This study analyzes the influence of a MR design elements on the outcomes of a customer experience in a use case where the customer learning is focal for the service. The experiment comparing two conditions: face-to-face interactions and remote interactions over the web showed no difference in terms of customer experience and perceived learning. On the other hand, the ease-of-use of the technology as well as the familiarity with the subject and technology effected the customer learning. The results offer implications to both the customer experience management and the MR system design. KeywordsCustomer experienceCustomer learningCustomer-Employee interactionMixed reality
... the empirical research, there has first been created a measurement framework relevant for 3D virtual gar- ment presentation in brick and mortar stores. In order to create the framework, there has been looked at measurement models from previous research focussing on CX of 3D virtual presented garments in webshops (Yu & Park, 2014;Algharabat & Dennis, 2010a;Algharabat & Zamil, 2013;Schoenmakers, 2017;Jiang & Benbasat, 2005;Koufaris, 2002;Fiore et al, 2005;Algharabat 2014;Lee & Tsai, 2010). The measurement components used in previous research are categorised into 6 new components (process book, p 29). ...
Thesis
Full-text available
Research the effect of different 3D Virtual Garment Presentation Technologies on the consumer experience in brick and mortar stores.
... Therefore, a lack of any of these aspects will lead customers to be more reluctant to use online shopping (Gao et al., 2015). The importance role of IQ has been widely examined and approved to be key factor not only in predicting customers intention (i.e., Kim and Niehm, 2009;Algharabat and Shatnawi, 2014) but also in shaping their perception toward different aspects such as TR (i.e., Algharabat and Zamil, 2013;Zhou et al., 2010;Lee and Chung, 2009); user experience (Jung et al., 2009;Gao and Bai, 2014;Algharabat, 2014); customer satisfaction (Zhou, 2014;Mamonov and Benbunan-Fich, 2015;Algharabat and Zamil, 2013); actual user behaviour (i.e., Shih, 2004); perceived usefulness and ease of use (i.e., Shih, 2004); perceived value (i.e., Kim and Niehm, 2009). Honeycutt et al. (1998) assured that users of online shopping seem to be more interested in visiting the targeted website by increasing the level of quality of information provided in such website. ...
Article
This paper aims to investigate the silent factors that may influence or hinder the adoption of online shopping in Lebanon. A conceptual framework was proposed based on the integration of Unified Theory of Acceptance and Use of Technology2 (UTAUT2) and DeLone-McLean model of IS success. Data were collected from 342 Lebanese online shopping users using a cross-sectional survey. The measurement and structural model were estimated and tested using structural equation modelling (AMOS 22.0). The results revealed that performance expectancy (PE), product guarantee (PG), service quality (SerQ), price value (PV), trust (TR), system quality (SymQ) and information quality (IQ); were found to be significant predictors in influencing users behavioural intention (BI) to adopt online shopping, and explained 72.7 % of its variance, with PE was found the strongest antecedent of BI. However, the relationship between effort expectancy (EE), social influence (SI), hedonic motivation (HM) and BI was insignificant. This is one of the few studies that integrate the unified theory of Acceptance and Use of Technology2 (UTAUT2) and DeLone-McLean model of IS success to study the adoption of online shopping, and the first to be tested in Lebanon. In light of these findings, implications for both theory and practice are discussed.