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EXPRESS: Observing Product Touch: The Vicarious Haptic Effect in Digital Marketing and Virtual Reality

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Retail is rapidly evolving to construct virtual environments for consumers. Online product images, videos, and virtual reality (VR) interfaces enliven consumer experiences and are a source of product information. Since consumers are unable to physically touch products in these digital environments, this research considers vicarious touch, or the observation of a hand in physical contact with a product in a digital environment. Across eight studies, the authors use images, GIFs, and VR to show that vicarious touch affects consumers’ psychological ownership and product valuation due to the active nature of product touch which results in a felt sense of body ownership of the virtual hand. This is termed the vicarious haptic effect. Results demonstrate that it is not simply enough to have a hand in an advertisement, the hand must be touching a product. The vicarious haptic effect is strongest for people who become highly stimulated by an immersive VR experience (i.e., measured via the elevation in heart rate). The vicarious haptic effect is attenuated if the viewed interaction does not represent a diagnostic hand movement. The authors discuss theoretical and managerial implications for digital product presentation in order to encourage feelings of product ownership and valuation.
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... Most of the existing research focuses on the tactile properties of products and product packaging and does not consider how haptic cues in visual language can encourage people to understand tactile properties in a metaphorical way, so as to achieve the purpose of tactile compensation. Additionally, the majority of previous investigations (Luangrath et al., 2022) have concentrated on the compensating effects of a single type of haptic cue and have not examined the possibility that tactile compensation might be achieved with various types of haptic cues. The innovative point of this paper is to delve into how online retailers can effectively design visual language, i.e., to explore designing strategies for various haptic cues types in online product displays. ...
... In e-commerce practice, online retailers often rely on MVL by designing relevant haptic cues in the display of the target product, such as a hand touching the product or an object with significant tactile properties, in order to express and convey the tactile properties of the target product visually and concretely. On the basis of the concept of Luangrath et al. (2022), vicarious touch is conceptualized as the touch between the haptic cues in MVL in picture display and the product, so that consumers can have a nearly real tactile experience. In this paper, haptic cues are specifically divided into hand haptic cues and object haptic cues (Ebisch et al., 2008). ...
... Lederman and Klatzky (1987) showed that the initiative and diagnostic hand exploration process (EPs) can be mapped to the tactile system and extract relevant haptic information. Additionally, in the context of observing others' hand touch online, touching products with others' hands leads to increased somatosensory activity in brain regions (Basso et al., 2018) and vicarious experiencing (Luangrath et al., 2022). Studies in cognitive psychology and consumer behavior have shown that observing hand haptic cues and product touch could stimulate vicarious touch experience. ...
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Introduction There is a common phenomenon of tactile missing in online retail. How to realize consumer tactile compensation is a consensus problem in the field of e-commerce. More and more marketeers and scholars convey their ideas via visual display, but few researches have focused on the tactile compensatory effect of visual language. Methods Study 1 collected data from nearly 13,000 online purchases to analyze the impact of haptic cues on sales in real online shopping platforms; Study 2 used a experimental research method to design three experimental groups: hand haptic cue group vs. Object haptic cue group vs. control group ( N = 165) to investigate whether the main effect of haptic cues and the dual mediating effect of mental simulation held. Study 3 also adopted a simulated experimental research approach to design a two-factor group: 2 (haptic cue: hand vs. object) × 2 (product type: tactile functional product vs. tactile experiential product) ( N = 198). To further explore whether the moderating effect of product type holds based on Study 2. Results Therefore, based on the visualization theory and mental simulation theory, and through a second-hand data experiment and two simulated experiments, this study confirmed that visual language did have a compensation effect on tactile missing specifically. Haptic cues in metaphorical visual language can actively compensate for consumers’ tactile loss, thus affecting the purchase intention. Mental simulation plays a mediating role in the tactile compensation effect. Product type has a moderating effect, and the use of hand (object) haptic cues in metaphorical visual language in tactile functional products (tactile experiential products) can lead to a more active purchase intention. Discussion This study not only enriches the theoretical research on the tactile compensation effect of visual language, but also provides valuable management enlightenment for e-commerce enterprises to improve the effectiveness of online product display and online sensory marketing strategies.
... HaptX, a U.S.-based haptics company, has developed tactile gloves and suits that simulate touch (HaptX, 2022). Such tactile experiences in VR influence consumers' products evaluation (e.g., vicarious haptic effect: Luangrath et al., 2021); however, even without special machines such as VR, merely imagining the use of a product might increase purchase motivation. In fact, Peck et al. (2013) found that by simply closing one's eyes, touching a product imaginarily and thinking about how it would feel increased physical control and psychological ownership of that product. ...
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The COVID‑19 pandemic has increased the popularity of online shopping, and companies are looking for ways to provide consumers with experiences that online shopping cannot provide, such as touching products and imagining them in use. In this context, the importance of haptic imagery of products showcased online is increasing. This study replicated and extended Peck et al.’s (2013, Journal of Consumer Psychology , 23 , 189–196) finding that physical control and psychological ownership mediate the influence of haptic imagery on purchase intention. This study showed that imagining touching a product increased purchase intention through the mediation of physical control and psychological ownership compared with not imagining, conceptually replicating Peck et al.’s study. This study also examined the moderating effect of product involvement and showed that there was no moderator role of product involvement. The findings would have a practical application in marketing, such as encouraging consumers to imagine touching the product.
... Awakened experiences would then help consumers to imagine using and touching the products, thus offsetting the scarcity of touch-related information in the 360-virtual store. A relatively simple way for marketers to elicit haptic simulations is to use "mirror-touch" which is also referred to as vicarious touch (Luangrath et al., 2022;Pino et al., 2020), i.e., visual images and cues which show a hand touching a product. Lee et al. (2009) find that consumers gain more pleasure and an increase in sensory curiosity when the sense of realism increases relative to the haptic sense. ...
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The inability to touch products is a fundamental shortcoming in online shopping because humans typically use the sense of touch to evaluate the utilitarian product functionality and to obtain hedonic sensory enjoyment, which the instrumental and autotelic need for touch capture. This study of 900 consumers looks at the interplay between need for touch and imagination to study how imagination compensates for the lack of touch when consumers shop in a 360-virtual store. The study finds that while telepresence of a 360-virtual store improves consumer attitudes toward virtual shopping, the need for hedonic sensory enjoyment – autotelic need for touch – significantly reduces this effect. Further, imagination can compensate for the need for touch; yet this finding holds only for the instrumental need for touch, not for the autotelic need for touch. Consequently, we conclude that imagination can compensate for the utilitarian need to touch products in a 360-virtual store.
... Stimuli for phase 1 and 2 respondents included 20-s videos of each product in the hands of a human model, as well as still imagery for each product from multiple angles to convey height, width, and thickness. As full-blown virtual reality with goggles was not within the budget for phase 2, we did aim to create a "vicarious haptic effect" (Luangrath et al. 2022) through the videos of in-hand products being manipulated. ...
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