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The Effects of Virtual Reality on
Consumer Learning: An Empirical Investigation
Kil-Soo Suh and Young Eun
Lee
Volume 29, Number 4 -- December 2005
Abstract
As
competition in business-to-consumer electronic commerce becomes
fiercer, Web-based stores are attempting to attract consumers’
attention by exploiting state-of-the-art technologies. Virtual reality
(VR) on the Internet has recently been gaining prominence because it
enables consumers to experience products realistically over the
Internet, thereby mitigating the problems associated with consumers’
lack of physical contact with products. However, while the employment
of has increased in B2C e-commerce, its impact has not been
explored extensively by research in the Information Systems field.
The present study investigates whether and under what
circumstances enhances consumer learning about products. In
general, enables consumers to learn about products thoroughly by
providing high-quality, three-dimensional images of products,
interactivity with the products, and increased telepresence. In
addition, congruent with the theory of cognitive fit, the effects
of are more pronounced when it exhibits products whose salient
attributes are completely apparent through visual and auditory cues
(because most VR on desktop computers uses only those two sensory
modalities to deliver information). Based on these attributes, we
distinguish between two types of products—virtually high experiential
(VHE) and virtually low experiential (VLE)—in terms of the sensory
modalities that are used and required for product inspection.
Hypotheses arising from the distinctions expressed by these terms were
tested via a laboratory experiment. The results support the predictions
that VR interfaces increase overall consumer learning about products
and that these effects extend to VHE products more significantly than
to VLE products
Keywords: Virtual
reality, consumer learning, interface design in e-commerce, cognitive
fit
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