Hedonic Usage of Product Virtualization Technologies in Online Apparel Shopping
Hedonic Usage of Product Virtualization Technologies in Online Apparel Shopping
www.emeraldinsight.com/0959-0552.htm
IJRDM
35,6 Hedonic usage of product
virtualization technologies
in online apparel shopping
502
Jiyeon Kim
Department of Retailing, The University of South Carolina,
Columbia, South Carolina, USA, and
Sandra Forsythe
Department of Consumer Affairs, Auburn University, Auburn, Alabama, USA
Abstract
Purpose – The purpose of this study is to investigate whether online apparel shoppers’ adoption of
product virtualization technologies is facilitated more by hedonic motivations than functional
motivations due to the hedonic nature of the product virtualization technologies.
Design/methodology/approach – In addition to the focus group interview, two separate online
surveys with links to a stimulus web site containing one of the two product virtualization technologies
was conducted to a national online shopper sample. The data were analyzed using structural equation
modeling by comparing the structural coefficients of hedonic and functional motivations on the
attitude toward using the product virtualization technologies. The linear combination of functional
and hedonic roles of each technology was examined using discriminant function analysis to see if the
results were consistent.
Findings – The results showed that the hedonic motivation had a stronger positive relationship than
functional motivations with the attitude toward using product virtualization technologies. The
empirical findings of this study confirm our proposition that perceived entertainment value is a
stronger determinant of attitude toward using product virtualization technologies than perceived
usefulness.
Originality/value – The findings of the paper support the idea that the direction of technology
acceptance model related research should be drawn by the (functional or hedonic) purpose of the
technology/system. Based on the current findings, it seems likely that the predictive importance of
the hedonic or functional benefits on attitude toward using a particular technology/system will
depend, to a large extent, on the primary purpose of the system/technology.
Keywords Internet shopping, Fashion, Consumer behaviour
Paper type Research paper
Introduction
Decisions to shop in traditional and online shopping channels are influenced by both
functional and hedonic motives (Chilers et al., 2001). Functional motives focus on
making a good choice whereas hedonic motives reflect the enjoyment of the shopping
process (Babin et al., 1994). Like brick-and-mortar shopping environments, motivations
to engage in Internet shopping are both functional and hedonic. Consumers with
International Journal of Retail & predominately functional motivations for shopping are primarily concerned with
Distribution Management purchasing products in an efficient and timely manner to achieve their goals with a
Vol. 35 No. 6, 2007
pp. 502-514 minimum of effort. By contrast, consumers with hedonic motivations for shopping are
q Emerald Group Publishing Limited
0959-0552
largely concerned with the entertainment and enjoyment associated with shopping.
DOI 10.1108/09590550710750368 However, most apparel shoppers exhibit both functional and hedonic motivations for
shopping and consider enjoyment of the shopping process as an important contributor Usage of product
to a positive shopping experience. virtualization
Because many apparel shoppers still hesitate to make purchases online and
typically prefer shopping in traditional stores, online retailers are utilizing technologies
product virtualization technologies to enhance the online environment in order to
attract consumers and encourage online purchases. Product virtualization technologies
that allow online shoppers to view the product interactively not only deliver product 503
information but also deliver a more entertaining shopping experience than can be
obtained by static product images. The interactivity and customer involvement created
by product virtualization technologies increases the entertainment value of the online
shopping experience. According to Heijden (2004), the value of a hedonic system (e.g.
product virtualization technologies) is a function of the degree to which the user
experiences fun when using the system. To have a pleasurable experience, individuals
often seek sensations on multiple sensory channels (Holbrook and Hirschman, 1982).
Therefore, the hedonic content (e.g. interactive images) of product virtualization
technologies is important in enhancing online shopping.
Many online retailers, especially in the fashion industry, are beginning to use
product virtualization technologies such as 3D rotation views and Virtual Try-on
(creating a virtual model and trying clothing on it) in an attempt to enhance the
pleasure provided by online shopping experiences. Product virtualization technologies
often include video and/or audio input that allows user interaction. These technologies
provide shoppers with an image they can manipulate, allowing them to zoom in on a
3D product image, rotate it for a 3608 full rotation view, and add to, delete from, or alter
the elements of an image. Industry reports suggest that use of product virtualization
technologies can result in increased time spent on a site and higher surfer-to-buyer
conversion rates (Internetretailer.com, 2003; Mahoney, 2001). However, the provision of
product virtualization technologies will not influence consumers’ online behaviors
unless those shoppers use the technologies provided. Thus, it is important to fully
understand consumers’ attitudes toward using product virtualization technologies
given that online shopping attitudes predict usage behavior.
Through its multimedia features, shopping online provides a different type of
entertainment than traditional shopping. Whereas some online apparel shoppers use
product virtualization technologies primarily for functional purposes, such as
improved visual examination of a product, others use these technologies primarily for
hedonic purposes to enhance their shopping enjoyment by viewing the product from a
number of angles or on a virtual model (Chilers et al., 2001). Clearly, product
virtualization technologies have the potential to provide entertainment in addition to
functional value to online shoppers. We expect that the enhanced shopping
entertainment value provided by product virtualization technologies will fulfill apparel
shoppers’ hedonic shopping motives and significantly influence their attitudes toward
using the product virtualization technologies provided by online retailers. In some
cases, adoption of product virtualization technologies may be influenced even more by
shoppers’ hedonic motivations than by their functional motivations.
In this research, we develop an argument that consumers’ attitudes depend largely
on the functional or hedonic nature of the system/technology. For example, when using
a system that is primarily hedonic in nature designed to provide entertaining
experiences (e.g. product virtualization technologies), consumers’ attitudes will likely
IJRDM be influenced more by hedonic motivations than by functional motivations.
35,6 The purpose of this study is to investigate online apparel shoppers’ attitudes toward
using product virtualization technologies and whether the perceived entertainment
value provided by these technologies has a stronger positive relationship with attitude
toward usage than perceived usefulness. We propose that product virtualization
technologies (3D rotation views and Virtual Try-on) facilitate hedonic motivations
504 stronger than functional motivations. That is, because of the hedonic nature
of the product virtualization technologies, the perceived entertainment value of the
technologies is expected to be a stronger predictor of attitude toward using
the technology than perceived usefulness. To test this prediction, we examine the
functional and hedonic antecedents to attitudes toward using two product
virtualization technologies for online apparel shopping and compare the effects of
each on attitudes toward using the technology.
Theoretical background
The technology acceptance model (TAM), built on the theory of reasoned action (TRA)
(Ajzen and Fishbein, 1980), has been widely used as a tool for investigating and
predicting user acceptance of information technology (Davis, 1989, Davis et al., 1992;
Taylor and Todd, 1995a, b; Money and Turner, 2004). Both TRA and TAM assert that
the influence of external variables upon user behavior is mediated through user beliefs
and attitudes. Beliefs relate to an individual’s subjective assessment that performing
some behavior will result in a specific consequence, whereas attitudes relate to an
individual’s positive or negative affective feelings about performing the behavior. Davis
(1989) identified two key beliefs that accounted for information system usage –
ease-of-use and usefulness. TAM initially focused on functional motives, postulating the
effect of a person’s attitude toward using new job-related technology and the perceived
usage (usefulness and ease-of-use) of the technology on performance in the workplace.
Later research using TAM showed inconsistent results, indicating a weak direct linkage
of ease-of-use with attitude and behavioral intention to use technology.
Since, its original publication, the TAM model has undergone substantial replication,
refinement, and extension. TAM has been applied to explain the technologies under
study regardless of the functional/hedonic nature of the technology/system. Perceived
usefulness focuses on benefits that are external to the system-user interaction,
improving performance and productivity. By contrast, perceived entertainment value
specifies the extent to which fun can be derived from using the system, focusing on
intrinsic motivation. However, much of the research using TAM as a conceptual
framework has focused largely on the functional aspects of technology resulting in
findings that support perceived usefulness as the strongest predictor of user acceptance
across a diverse area of research settings. Similarly, much of the online shopping
research using TAM has focused more on the functional benefits of using the Internet,
often assuming that shopping online is a goal-oriented activity and is more likely to be
motivated by functional benefits (Cheung et al., 2000; Teo et al., 1999). Given that
previous research on traditional retail shopping behavior has confirmed the importance
of intrinsic (hedonic) shopping motivations, the enjoyment construct was added to TAM
(Davis et al., 1992) to explain the hedonic motivations in adoption of online shopping
(Babin et al., 1994; Chilers et al., 2001). Perceived enjoyment is defined as the extent to
which the activity of using the technology is perceived to be enjoyable in its own right,
apart from any performance consequences that may be anticipated (Davis et al., 1992). Usage of product
Despite its importance, the effect of perceived enjoyment has been found to be virtualization
consistently weaker than the effect perceived usefulness in much of the research using
the TAM as a conceptual framework (Davis et al., 1992; Igbaria et al., 1996; Igbaria et al., technologies
1994. These findings may be largely because the research using the TAM as a
conceptual framework has focused primarily on functional systems (e.g. designed to
improve work performance). 505
Chilers et al. (2001) have confirmed that hedonic motives for online shopping are
important predictors of attitudes toward online shopping. Some research has shown
hedonic motivations to have powerful influences on shopping behavior in both
traditional and online shopping environments (Menon and Kahn, 2002). One recent
study showed that fashion and cognitive absorption experiences on the web were more
important than perceived usefulness in explaining online shopping behavior (Shang
et al., 2005). Also, Heijden (2004) found that perceived entertainment value was a
stronger determinant of intentions to visit a movie site than perceived usefulness,
supporting the notion that the hedonic nature of a system is an important construct to
the validity of the TAM. Although hedonic motivations have been found to be an
important motivation to use the Internet for shopping (Orwall, 2001), they have often
been neglected in online shopping research.
Thus, for systems that are hedonic in nature, we can expect hedonic benefits
provided to be the dominant predictor of attitudes toward using the system. Similarly,
for product virtualization technologies that are largely hedonic in nature, we can expect
hedonic benefits to be a strong predictor of attitudes toward using these technologies.
This research shows that attitudes toward using a technology will depend largely on
the (functional or hedonic) nature of that technology.
Online survey
Online surveys were developed with multiple items measuring four constructs
(perceived usefulness, perceived entertainment value, attitude, and intention) using
seven-point Likert-type scales ranging from 1 (strongly disagree) to 7 (strongly agree).
Two separate surveys were developed – one for each of the product virtualization
technologies (3D rotation views and Virtual Try-on) examined. Each survey contained
the same scale items but used the name of the product virtualization technology
presented on the assigned stimulus web site. An online survey was administered to an
IJRDM online shopper national sample panel that is randomly selected from a pool of
35,6 participants in database purchased from a survey company. The selected members of a
consumer panel received an e-mail containing the online survey link. One of the two
online surveys, containing the link to the stimulus site with each technology, was
randomly assigned to a national sample of online shoppers. Upon clicking the hyperlink
provided in the survey, a stimulus site popup window, containing either 3D rotation
506 views or Virtual Try-on technology, opened up for simulation. After completing the
shopping simulation using the assigned product virtualization technology, participants
completed the survey with respect to their simulated shopping experience.
Sample characteristics
Survey participants were a US national sample of online shopper, 19 and older. We
received 978 valid and complete responses from 3,000 online survey requests, for a
33 percent response rate. About 52 percent of the respondents were male and 48 percent
were female. During the past 6 months, 36 percent had purchased apparel online 1-2 times,
21 percent had purchased apparel online 3-4 times, 18 percent had purchased apparel
online 5 or more times, and 25 percent of the respondents had not purchased apparel online.
For the participants who have purchased online, the total spent on online apparel
purchases during the past 6 months was as follows: 27 percent of the respondents spent a
total of $1-100, 20 percent spent $101-200, 12 percent spent $201-300, 8 percent of spent
$301-400, and 10 percent spent more than $400 on apparel. The majority of the respondents
(84 percent) had previously used 3D rotation views for online apparel shopping and more
than half of the respondents (58 percent) had used Virtual Try-on in the past. These
findings indicated that most respondents were moderate to heavy online apparel shoppers
with experience using the product virtualization technologies under investigation,
suggesting the characteristics of the sample were suitable for this investigation.
PU
0.34*
0.77*
ATT USE
Figure 1.
0.48* Structural model and
PE coefficients for both 3D
and Virtual Try-on
Note: *Significant at p < 0.001
PU
0.40*
0.83*
ATT USE Figure 2.
Structural model and
0.44* coefficients for 3D rotation
PE view
IJRDM First, SEM for both product virtualization technologies was conducted to see if the
35,6 research proposition was supported in general. Then separate SEM’s for each
technology (3D rotation views and Virtual Try-on) were completed to examine whether
or not the relationship of the perceived usefulness and the entertainment value with
attitude of using these technologies is different for these two technologies.
We assessed overall model fit using incremental goodness-of-fit indexes (e.g. CFI,
508 GFI). Owing to the tendency for x 2 to be sensitive to sample size, the model fit for our
three models was assessed according to Hu and Bentler’s (1999) rule of thumb for the
incremental goodness-of-fit indexes of the model. The results indicate a reasonably
good fit for all three structural models with CFI and GFI values greater than roughly
0.9 (Table II). All structural coefficients achieved statistical significance, strongly
supporting links between perceived usefulness/perceived entertainment value and
attitude as well as attitude and intention as suggested by TAM. A noticeable difference
existed in the relationship between the perceived usefulness and the attitude toward
using Virtual Try-on, which showed relatively weaker practical significance compared
to the 3D rotation view. However, since this structural coefficient (b ¼ 0.25, p , 0.001)
achieved minimum statistical significance with the coefficient close to the threshold
(b . 0.3) suggested by researchers for practical significance, this positive relationship
was still acknowledgeable. The results of our study were in line with previous findings
that the interactive nature of online shopping sites provided by product virtualization
technologies enhanced shoppers’ attitudes toward the online retailer, desire to browse
or revisit the site, and purchasing (Fiore and Jin, 2003; Li et al., 2001).
We then compared the unique contribution of perceived usefulness (PU) and
perceived entertainment value (PE) to determine which variable has a stronger positive
PU
0.25*
0.66*
ATT USE
Figure 3. 0.48*
Structural model and PE
coefficients for Virtual
Try-on
Note: *Significant at p < 0.001
Function
Product virtualization technologies Functional Hedonic
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