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Hyun-Jeong Jin
Seoul National University
Jihyun Kim
Virginia Polytechnic Institute and State University
ABSTRACT
CONSCIOUSNESS–EMOTION–VALUE MODEL
and keep on-line customers (e.g., Choate, 2000; Gehrke & Turban, 1999;
S. E. Kim, Shaw, & Schneider, 2003; Lohse & Spiller, 1998; Lui, Arnett,
& Litecky, 2000; Zhang, Small, Von Dran, & Barcellos, 1999). In this lit-
erature, interactivity of a Web site offers facilitated communications,
customization of presented information, image manipulation, and enter-
tainment for the customer. Respective examples of such interactivity are
24/7 customer service representatives via e-mail, ASPs (active server
pages) permitting customers to customize what information appears on
the Web page, 3D virtual tours, and entertaining contests and games.
Interactivity of a Web site, in general, is seen as offering utilitarian ben-
efits of saving time/effort, reducing risk, and increasing likelihood of
finding a superior alternative (Klein, 1998). Interactivity of a Web site is
also credited with providing hedonic benefit of enjoyment (Koufaris et al.,
2001/2002).
Factors dependent upon Web-site interactivity, such as community
building and 3D virtual experiences, have been embraced by on-line mar-
keters to entice the consumer to visit the site, purchase on-line, and be
satisfied enough to become a repeat visitor/customer (Li, Daugherty, &
Biocca, 2001; Mathwick, 2002). Moreover, the interactive nature of Web
sites has been credited with enhancing attitude toward the on-line store,
desire to browse or return to the Web site, and on-line purchasing (Gehrke
& Turban, 1999; Hartnett, 2000; Li et al., 2001).
Empirical evidence supports the importance of incorporating interac-
tivity to affect consumer attitude and behavior. Wu (1999), for instance,
found that perceived interactivity was positively related to attitude
toward two greeting card companies that allowed customers to person-
alize e-cards with added messages. Lohse and Spiller (1999) looked at
actual sales of on-line retailers and found that interface design, partic-
ularly navigation features that reduced the time needed to purchase
products on-line, accounted for the most variance in monthly sales. Kou-
Fiore and Jin (2003) found that an image interactivity feature had a pos-
itive influence on approach responses toward the on-line store. The pres-
ent study furthers this line of research. It tests how person variables
affect the value that motivates the consumer to try image interactivity
features and examines the resulting effect these variables have on emo-
tion and approach responses toward the on-line store.
OSL characterizes an individual’s general response to environmental
stimuli. Every organism has a preferred level of stimulation, termed the
optimum stimulation level (Zuckerman, 1971). An individual seeks this
level of stimulation from environment stimuli. According to Kish and
Donnenwerth (1969), high OSL individuals find stimulation in situa-
Fiore, Lee, and Kunz (2004) found that OSL was associated with value
desired from new mass-customization technology of apparel that per-
mits consumers to have input during the design of their apparel product.
High-OSL subjects reported trying mass customization of apparel not
only for the uniqueness of the resulting aesthetic product, but also because
the process offered an exciting experience. Turning attention to on-line
stores selling mass-produced products, image interactivity features pro-
vide a new means for consumers to explore products purposively or non-
purposively and to explore new product combinations. High-OSL indi-
viduals are driven by variety seeking, intrinsic curiosity, and risk taking
and have more positive responses toward new stimuli and situations
than low OSL individuals (Raju, 1980). Therefore, high-OSL individu-
als would value the stimulating experience offered by new Web-site fea-
tures that allow nonpurposive exploration of new product combinations.
Similarly, recreational shoppers enjoy the stimulation offered by prod-
uct newness and the process of exploring new and interesting shops
(Gehrt & Carter, 1992). They tend to pursue hedonic experience by cre-
ating fantasies and positive emotional arousal while purchasing and
consuming products (Babin et al., 1994). The store environment con-
tributes to sensory, emotional, and cognitive stimulation (e.g., Donovan
et al., 1994; Fiore, Yan, & Yoh, 2000), which enhance the hedonic expe-
rience. Likewise, the image interactivity feature of the on-line store may
increase the recreational shopper’s level of stimulation due to novelty
and creative exploration of product combination. Therefore, the follow-
ing hypotheses are given.
H2: OSL will predict trying the image interactivity feature as a stim-
ulating experience.
Image interactivity features on Web sites may serve not only the
needs-driven, rational consumer, but also the consumer who seeks (hedo-
nic) experiential aspects of consumption. These aspects consist of sen-
sory pleasure, satisfying emotional experiences, mental play, and fan-
tasies, according to Holbrook and Hirschman (1982). Mental play and
fantasies may generate an emotional experience (Fiore & Yu, 2001); in
the present case, emotional experience may be generated during men-
tal play when coordinating product images with the use of the image
interactivity feature.
Trying the image interactivity feature as a stimulating experience
taps the subject’s desired value—attaining a positive emotional expe-
rience. The stimulating (emotional) experience involved in the con-
As stated, Fiore and Jin (2003) showed that adding an image inter-
activity feature to an apparel Web site enhanced approach responses
toward an on-line store. Image interactivity increased global attitude,
willingness to purchase, and patronage-related variable such as will-
ingness to return to the site and spend more time than planned at the
on-line store. Fiore and Jin suggested that the image interactivity fea-
ture’s value lies in providing more of the risk-reducing sensory infor-
mation available during direct contact with the product. In line with
an information-processing perspective, this more complete information
is necessary to evaluate the product accurately and to overcome hesi-
tancy to purchase on-line (Lee, 2002; Li et al., 2001), resulting in a pos-
itive effect on approach responses. The additional information from
image interactivity helps the problem-solving consumer arrive at a care-
fully considered evaluation or cognitive response, the outcome of infor-
mation processing.
Approach responses toward the on-line store may result for a differ-
ent reason according to the researchers of the present study. In line with
the Holbrook and Hirschman conceptualization, researchers (Batra &
Ahtola, 1991; Crowley, Sprangenberg, & Hughes, 1992) have shown that
consumer attitude is inherently bidimensional, based on both utilitarian
and hedonic value. The present researchers propose that for those high
in OSL and recreational shopping, value lies in providing a stimulating
experience that produces emotional pleasure and arousal. This hedonic
H7: (a) Emotional arousal will predict attitude toward the on-line
store.
(b) Emotional arousal will predict willingness to purchase from
the on-line store.
(c) Emotional arousal will predict willingness to patronize the
on-line store.
H8: (a) Emotional pleasure will predict attitude toward the on-line
store.
(b) Emotional pleasure will predict willingness to purchase from
the on-line store.
(c) Emotional pleasure will predict willingness to patronize the
on-line store.
METHOD
Subjects
The 103 usable subjects for the present study were enrolled in five courses
at a large midwestern university in the United States. In order to encour-
age cooperation, students who volunteered for this experiment received
either extra credit or $4.00 as an incentive. The subjects came from a
variety of colleges on campus, mainly the Colleges of Family and Con-
sumer Sciences (38.8%), Business (20.4%), Liberal Arts and Sciences
(13.6%), and Engineering (12.6%). Seventy percent were female and 30%
Stimulus
The Mix & Match feature from Guess.com was determined to be the best
stimulus for the study. Guess.com offered a wide variety of products and
offered the Mix & Match feature for both men’s and women’s products.
The target market for Guess.com products is mainly teen-age and college-
age customers, making the site appropriate for use with the present sam-
ple. Image interactivity features from two apparel retailers (Lands’ End,
Lane Bryant) were eliminated because the target market did not match
the sample. Delia.com’s Mix & Match feature was eliminated because it
worked with only a limited number of products. Information from six
pre-test respondents confirmed that they and other college students liked
the Guess brand.
Instrument
The general instructions for the subjects included a statement that the
“study is looking at consumers’ evaluation of an apparel retailers’ Web
site.” Nine-point scales (–4 to 4) were used for all variables involved in
hypothesis testing. A variety of scales have been used frequently to meas-
ure OSL, and alternative scales continue to be introduced (Grande, 2000).
The 32-item Arousal Seeking Tendency II Scale (AST II Scale) was imple-
mented in the present study because research (Steenkamp & Baum-
gartner, 1992; Wahlers et al., 1986) confirms that the AST II Scale was
the best measure of consumer exploratory behavior tendencies of OSL.
The AST II Scale measures preference for arousal from change, unusual
stimuli, risk, sensuality, and new environments. The scale’s developers
(Mehrabian & Russell, 1974) and other researchers (see Steenkamp &
Experimental Procedure
Six students pilot tested the instrument and procedure to ensure clar-
ity of item wording and instructions, to determine time needed to suffi-
ciently explore the on-line products and image interactivity feature, and
to test for potential computer/network problems. Their responses were
not included in data for hypotheses testing. In a laboratory experiment,
subjects completed the OSL, recreational shopping, and Internet usage
scales. Five subjects at a time, each on his/her own computer, navigated
the Guess.com product offerings for 5 minutes. Subjects then completed
the emotional pleasure and arousal questions and approach response
questions (not used in the present study). Subjects navigated the image
interactivity feature for another 5 minutes to examine how products
(tops and bottoms) of their choosing would look together. Subjects then
completed the remainder of the questionnaire related to emotional pleas-
ure and arousal, reasons for trying the image interactivity feature, and
approach responses. Exposure to a stimulus was controlled because level
of exposure can affect evaluation, with an increase in exposure leading
to more positive responses toward the stimulus (Zajonc, 2001). All sub-
jects used the same model PCs with the latest version of Internet Explorer
to ensure the speed and look of the site would be similar.
RESULTS
1 2 3 4 5 6 7 8
1. OSL —
2. Recreational shopping .25* —
3. Image interactivity .43*** .40*** —
4. Arousal response .23* .26** .51*** —
5. Pleasure response .27** .29** .52*** .85*** —
6. Global attitude .26* .36*** .51*** .61*** .68*** —
7. Willingness to purchase .18 .19 .44*** .49*** .49*** .77*** —
8. Willingness to patronize .21* .25* .34*** .51*** .51*** .75*** .82*** —
* p .05. ** p .01. *** p .001.
Predictor
Variables Global Attitude Willingness to Purchase Willingness to Patronize
DISCUSSION
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This research was partially funded by Iowa State University’s College of Fam-
ily and Consumer Science.
Correspondence regarding this article should be sent to: Ann Marie Fiore, 1062
LeBaron Hall, Iowa State University, Ames, IA 50011 (amfiore@iastate.edu).