满足
虚拟实境
社会世界
透视图(图形)
心理学
社会心理学
计算机科学
社会学
人机交互
社会科学
人工智能
虚拟现实
作者
Kanchan Patil,Vijayakumar Bharathi S,Dhanya Pramod
标识
DOI:10.1109/icetsis55481.2022.9888929
摘要
This study investigated the intention of youngsters to experiment with metaverse during their shopping experience. The study combined the Uses and Gratification Theory and Stimulus-Organism-Response theory to develop the conceptual model. The model was validated through an empirical study involving youngsters (N=270). The results show that the retail experience and metaverse application characteristics significantly impacted the organism components of hedonic and social gratification. However, features of retail experience characteristics and metaverse applications did not impact utilitarian gratification. Hedonic and social gratification significantly impacted the youngsters' intention to experiment metaverse during their shopping experience. Utilitarian gratification did not impact their shopping intentions, enabled through the metaverse experience. The study elucidates the implications for theory and retail practice benefiting consumers, metaverse retail app designers and influences retailers' marketing strategy.
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