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Does “Being There” Matter? The Impact of Web-Based and Virtual World’s T
Shopping Experiences on Consumer Purchase Attitudes
Elizabeth White Bakera, , Geoffrey S. Hubonab, Mark Sritec
⁎
a
Cameron School of Business, University of North Carolina – Wilmington, 601 S. College Road, Wilmington, NC, 28403-5611, United States
b
Texas A&M International University, United States
c
Sheldon B. Lubar School of Business, University of Wisconsin-Milwaukee, United States
Keywords: The use of virtual worlds as an emerging technology is already having a significant impact on business to
e-Shopping consumer commerce and on corporate Internet retailing strategies. This research investigates consumer behavior
Virtual worlds in e-commerce retail environments, particularly with respect to consumer attitudes toward using virtual world’s
Social Presence shopping compared to web-based, online shopping for real-world items. We investigate two forms of presence,
Telepresence
perceived social presence and telepresence, and their effect on attitudes toward e-commerce, attitudes that
Trust
Enjoyment
ultimately influence the consumer's intention to shop using a particular e-commerce environment. Key im-
Consumer attitude plications of this research for researchers and practitioners are discussed.
1. Introduction such as the lack of face-to-face interaction and direct product contact
[13,14]. This higher level of engagement and interactivity in virtual
The only compelling reason for businesses and organizations to in- worlds is a form of intense involvement often referred to as “flow” [15],
vest in virtual worlds is if these environments can be shown to add which has been shown to lead to positive outcomes for virtual world’s
business value to the enterprise. Virtual worlds are fundamentally im- visitors, including satisfaction and loyalty.
mersive because of the higher levels of perceptual engagement and the Users who participate in virtual world’s buy and sell virtual pro-
capability of richer social interactions [1]. A large perceived benefit of ducts, virtual goods, virtual properties, and other virtual items, in-
using virtual worlds is the ability to interact and collaborate online cluding trading into and out of virtual world’s currencies per se [16].
[2,3]. Several areas of electronic collaboration and mediation, in- More and more retailers are experimenting with three-dimensional
cluding virtual world’s team work [4–6] and virtual world’s educational store web presences to increase the retailer's visibility and sales, both
endeavors [7–10], have demonstrated significant value to the organi- online and offline [17]. While some firms were successful in setting up
zations that have adopted virtual world’s technologies. Further, it has an e-commerce endeavor in a virtual world [18], many were not able to
been demonstrated that organizational learning is facilitated by various attract customers to their stores in early virtual world’s efforts [19].
forms of interpersonal “play” made possible by the digital representa- Moreover, other studies have indicated the difficulty of conveying the
tions of people, objects, and processes in virtual worlds [11]. One sig- value of real-life brands in virtual worlds, and particularly in Second
nificant trend in Internet consumer behavior relates to the initial stage Life [20]. However, at least one recent study has shown the utility of
adoption and diffusion of virtual world’s environments for e-commerce. “cyber-mavens,” highly knowledgeable consumers who disseminate
Examples of this type of virtual world’s real commerce include Deutsche generalized marketplace information, to promote the trials of new
Post World Net, which offers virtual cards that are subsequently de- products in virtual worlds [21]. In one study of avatars' physical ac-
livered as real postcards, and a US electronics retailer that uses its tivities in Second Life, it was found that avatars in commercial trans-
flagship store in Second Life, the most frequented virtual world’s e- action regions, for the buying and selling of virtual goods, were more
commerce environment open to the public, to sell real-life items that physically active than avatars in help-supporting regions, such as for
are subsequently shipped to the user's home [12]. Virtual reality en- seeking and offering help [22].
vironments provide further functionality and interactivity, and offer Even in light of the infancy of the efforts, the rapid development of
remedies to existing limitations of web-based e-commerce transactions, virtual world’s technology and virtual reality experiences for the end
⁎
Corresponding author.
E-mail address: bakere@uncw.edu (E. White Baker).
https://doi.org/10.1016/j.im.2019.02.008
Received 11 December 2017; Received in revised form 22 February 2019; Accepted 25 February 2019
Available online 28 February 2019
0378-7206/ © 2019 Elsevier B.V. All rights reserved.
E. White Baker, et al. Information & Management 56 (2019) 103153
user have led to the revenues of virtual worlds reaching $6 billion in such as the realism and interactivity, that offers an improved shopping
2012 [23]. However, in spite of the fast growth of investment, revenue, experience for the customer. To this end, they compiled a compre-
and user numbers, unique challenges to sustained economic activities in hensive typology of virtual store “atmospherics,” or virtual store buying
virtual worlds, such as the selling of goods and services, have been environmental characteristics, that produce emotional effects in the
identified, including how to retain customers, and the differential rates buyer to enhance his/her purchase probability. Chen, Liao, Chen, and
of adopting virtual world’s technology in non-Western Nations, such as Liu [41] demonstrated the importance of social interactions in re-
China, potentially a huge market [24]. commending virtual goods for purchase. Jung and Pawlowski [42]
As the popularity and technological advancement of virtual world examined the goals that users seek through virtual consumption, re-
and virtual reality technologies grows, companies are taking further porting that amusement, decorative activity, self-expression, and sociali-
advantage of the e-shopping channels as possibilities for e-commerce. zation are the predominant goals driving virtual consumption in Second
Virtual reality technologies are those that work to immerse the user in a Life. Mäntymäki and Salo [43] researched why teens spend real money
virtual world, very similar to the aim of virtual world's technology, yet in virtual worlds, reporting that benefits of a premium user account,
incorporating a more pronounced sensory experience using specialized decoration, status, and boosted enjoyment of the user experience to be the
hardware to enhance a user's feeling of actually “being there” in the most common reasons.
virtual world [25,26]. Current examples include Facebook's Oculus, The literature on website-based e-commerce related to online
Samsung's Gear VR, and Google's Cardboard. Virtual worlds afford the shopping attitude is robust, with many notable studies demonstrating
potential of richer, more robust consumer interactivity with products the impact that various antecedents have on an e-shopper's attitude and
and store environments, compared to web-based e-commerce sites. De behavioral intention [44]. However, these studies do not incorporate
Vries, Jager, Tijssen, and Zandstra [27] reported that higher inter- the additional factors that might impact e-shopping adoption in virtual
activity promoted ownership feelings and product valuations in a 3D worlds, or in other e-shopping environments that leverage having a
online grocery shopping experiment. Krasonikolakis, Vrechopoulos, shopper feel physically present in the shopping environment virtually,
and Pouloudi [36] compared consumers' store selection criteria in on- such as virtual reality environments. The key difference between web-
line versus virtual worlds (Second Life) environments. They reported based and virtual world-based e-commerce rests in the concept of
that “Core Store Features” and “Security and Privacy” are the most presence, specifically social presence and telepresence. The term “tel-
important store selection factors in virtual worlds and sales amounts are epresence” was first introduced by Marvin Minsky [45], as the degree to
predicted by the frequency of visiting and time spent within virtual which a user feels “transported” via a virtual “tele-porting system.” In
world’s stores. more recent years, telepresence has been used as a term descriptive of
While virtual reality is not a broadly diffused technology, it is very the sense of being “transported” by a new technology. With respect to
well-positioned for investment as a shopping channel. Goldman Sachs virtual worlds, this construct describes the sense of actually being
estimates that in a base case of virtual reality adoption for the retail present within the virtual world's interactive environment and is often
sector alone, virtual reality revenues in 2020 are to be $500 M US with modeled as an antecedent variable of other components of the user's
9.5 M users, growing to $1.6B US in revenue with 32 M users in 2025, a experience in that environment [46].
300% increase during that period [28]. Virtual worlds, a stable tech- E-commerce web sites incorporate perceived social presence, where
nology with significant adoption [29], share many of the characteristics the shopping site conveys a feeling of human contact, sociability, and
of virtual reality that when studied can give insight into consumer 3D e- sensitivity in the attempt to approximate the in-store consumer ex-
commerce attitudes. Given the huge potential of virtual worlds and perience [47]. Alternatively, virtual world’s shopping incorporates
virtual reality as e-commerce retailing environments offering unique perceived social presence in addition to telepresence, where the en-
experiences compared to web-based environments, 3D e-commerce vironment induces the disappearance of mediation, where both the
environments are expected to be important business platforms medium (the software-based environment) and the surrounding phy-
[12,30,31]. sical environment disappear from the user's phenomenal awareness
Shopping in virtual world’s environments for real items that con- [48]. Our primary research objective is to better understand underlying
sumers buy for themselves is becoming more popular among consumers consumer behavior in virtual world’s retail environments, particularly
[12]. Here, the possibility of virtually experiencing products before with respect to consumer attitudes and acceptance of virtual world’s
purchase is likely to lead to more favorable attitudes and higher pur- shopping, contrasted with web-based online shopping. Although the use
chase intentions due to higher object interactivity [32,33]. An early of 3D web design has been examined in the e-commerce context [49] as
study on advertising effects on consumer behavior found substantial a proxy for enhanced user experience in 3D and immersing a consumer
evidence that when users feel a “sense of being” in a mediated en- in the environment with augmented reality technology [50], this is
vironment, they are more likely to be persuaded to purchase or use among the first studies to directly compare web-based e-commerce
products presented by the mediated environment [34]. Research into environments and virtual world’s e-commerce environments and the
brand crossovers from virtual world’s environments to real life shows antecedents to examine user attitudes toward e-commerce involving
that real-life brands that establish a virtual presence are more likely to real-world’s items, as opposed to virtual world’s items [51].
be remembered in the real world [35]. There is evidence of a continued The primary theoretical contribution of this study is the addition of
uptake of virtual world’s shopping in the future, as virtual world’s telepresence as an antecedent to online shopping attitude when in-
shopping environments come to exploit what consumers value most in vestigating the potential of virtual world’s shopping channel adoption
e-commerce and in shopping in general: enhanced engagement, both or any potential 3D e-commerce shopping channel where telepresence
with products and services [36] and with other shoppers [37]. More might be a significant factor, including virtual reality shopping chan-
specifically, customers seek engagement through the provision of in- nels. Papagiannidis, Pantano, See-To, Dennis and Bourlakis [50] con-
formation on related products and services and through increased ducted an experiment comparing users' perceptions of a 2D online
communication capability about the products and services offered [38]. clothing store with an enhanced 3D immersive virtual store. They
Accordingly, it becomes essential that IS researchers gain a thorough modeled a “simulated experience” construct as a surrogate for tele-
understanding of virtual world’s consumer behaviors beyond what we presence, finding that the simulated experience in the 3D environment
have already established pertaining to web-based e-commerce sites and is more conducive of engagement and enjoyment, in turn, leading to
inform practitioners with clear guidelines on how to design compelling greater purchase intention. The dimension of presence known as tele-
virtual world’s shopping environments [36,39]. Hassouneh and presence is the key differentiating factor between 2D web-based e-
Brengman [40] note that retailing in virtual worlds is considered an commerce shopping site experiences and 3D internet e-commerce ex-
evolution of the traditional web store, with concomitant advantages, periences, inclusive of virtual worlds and virtual reality. Without this
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E. White Baker, et al. Information & Management 56 (2019) 103153
additional antecedent incorporated into theoretical models of online environment [50]. Therefore, an e-commerce shopper will likely have
shopping attitude, current models do not provide sufficient insight into an enhanced sense of telepresence in the virtual world’s shopping en-
the factors that influence shopping attitudes in these new channels. The vironment. Telepresence is fostered by a greater degree by the virtual
development of this model directly addresses the impact of presence, world’s e-commerce sites compared to web-based e-commerce sites
both perceived social presence and telepresence, on trust, enjoyment, and, thus, is an integral part of our research model. Comparing the
and perceived usefulness, antecedents of users' intention to purchase in effects of the web-based e-commerce shopping attitudes model to those
an e-commerce environment, within different e-commerce environ- of the virtual world’s e-commerce shopping attitudes model will pro-
ments. By incorporating telepresence into the nomological net of e- vide insight into which aspects of the e-commerce environment en-
commerce antecedents, virtual world’s e-commerce environments can hance adoption, focusing on the aspects of a virtual world’s environ-
be compared to web-based e-commerce shopping environments, giving ment found as a significant enhancement over the web-based e-
critical insights into how virtual world’s technology can change retail commerce model.
organizations, online retail sales strategies, and the e-commerce en- Social presence theory regards social presence as a quality inherent
vironments themselves [52], and how this technology will affect in- in a communication medium, widely varying among these media [62],
dividual consumer behavior [53]. Additionally, the model we present with social presence defined as the extent to which a medium allows
will provide researchers investigating these 3D shopping channels a users to experience others as being psychologically present [48]. The
theoretical basis for further investigations. theory of social presence posits that a medium's social effects are
Finally, using this model to compare web-based and virtual world’s principally caused by the degree of social presence that it affords to its
e-commerce environments provides practitioners relevant insights into users [62]. The increased social presence of a medium leads to a more
what aspects must be considered with developing a virtual world’s store focused perception of the person with whom one is interacting, by
presence that differ from the web-based store presence that an orga- conveying a feeling of human contact, sociability, and sensitivity
nization already has developed, following on the work of Dionisio et al [47,63,64]. By adopting this perspective of perceived social presence,
[54] and Hassouneh and Brengman [51]. The results of this study give we can add our findings to those of other studies of web-based and
companies and designers some insight into how best to position their virtual world’s-based e-commerce environments [65–68] in in-
virtual world’s presence in light of the significant investments that are vestigating the impact of perceived social presence on the commonly
currently being made in virtual world’s environments and virtual reality studied antecedents to consumers' attitudes toward e-commerce and
technologies, where shopping is a central activity [55]. how its impact differs between the two environments.
2.1. Perceived Social Presence and Telepresence Prior research into antecedents to e-commerce and to virtual world’s
purchasing behavioral intentions is vast and often presents conflicting
The sensation of immersion, such as that encountered in virtual findings. Bleize and Antheunis [69] performed a meta-analysis of fac-
worlds, has been previously confirmed as an antecedent condition to tors in the literature influencing purchasing intent in virtual worlds and
both social presence and telepresence [56]. Broadly, presence is defined reported that perceived enjoyment, social influence, customization, and
as the sensation that a manifestly mediated experience is not perceived ease of use are the important factors, as well as beliefs and attitudes.
as mediated, with virtual objects experienced as actual objects Mäntymäki and Salo [70] builds on the Unified Theory of Acceptance
[31,48,57]. While presence has other characterizations in research in and Use of Technology (UTAUT) model to examine the influence of
different academic fields, Ijsselsteijn et al. [58] collapsed the multi- perceived usefulness, perceived enjoyment, social presence, and per-
dimensionality of presence from six to two constructs: social and phy- ceived ease of use (among other variables) on purchasing intent in
sical presence, with the intersection of the two called co-presence. In social virtual worlds. Ahmad and Abdulkarim [71] performed an ex-
information systems research, both telepresence and social presence perimental study investigating the factors that impact the intention to
have been often studied with respect to their importance to systems use, or not use, Second Life. They report that a positive “flow” ex-
adoption [31]. With this research's focus on contrasting web-based perience with virtual world’s positively influences attitudes toward
shopping environments versus virtual world’s shopping environments virtual worlds, which, in turn, influences intention to use virtual
influence consumers' attitudes toward e-commerce, we focus on two worlds. What is notable about the Ahmad and Abdulkarim [71] model
key factors that would be likely to have the most impact within our is the integration of several prominent theoretical streams, including
research context: perceived social presence and telepresence. TAM, Theory of Reasoned Action (TRA) Embodied Social Presence
“Flow” is a form of intense involvement directly related to the in- theory, Flow theory, and Jungian personality theory. Cox, Guzman,
teractivity of virtual worlds [15]. Flow is an affect-based response to Cromer, and Bagui [72] and Cox [73] both examined the effects of
intense involvement that promotes high psychological engagement and virtual world’s skills, attitudes, and subjective norms on intentions to pur-
often leads to positive outcomes for virtual world’s visitors, including chase in virtual worlds, drawing from both TRA and Flow for theoretical
learning, satisfaction, and loyalty [15]. The “presence” aspect of flow underpinnings. Piyathasanan et al. [74] examined social presence, social
relevant to this research is the concept of telepresence, given that this capital, flow experience, and situational involvement as key drivers of the
work compares web-based e-commerce environments to those in virtual virtual world’s experience, finding that these variables positively in-
worlds. Virtual world’s environments have the added aspect of presence fluence perceptions of both economic and social value and, in turn,
– telepresence – that web-based e-commerce systems do not have. The loyalty, in both the real and virtual worlds.
overall effect fostered by telepresence in a virtual world's store is to Ingham et al. [44] performed a meta-analytic review on studies of e-
engender the sense of actually being present in the store, which, in turn, shopping acceptance and found that while there were varied findings
elevates the importance of the effects of physical presence, and po- across the studies, there was an improved model over TAM to describe
tentially social presence as well [34,57,59]. Additionally, telepresence e-commerce success, which they termed TAM with attitude. The TAM
is the extent to which one feels present in the mediated environment with attitude model [44] is an adaptation of the TRA to the field of IS.
rather than in the immediate physical environment [59–61]. A virtual While extensive studies have confirmed the robustness of TAM, several
world’s communication medium increases the interactivity and vivid- studies have also pointed out limitations of the model. Attempts to
ness of user interaction as compared to a web-based medium by offering extend TAM to address its limitations have primarily taken one of four
a greater number of movements in the virtual world’s space, a sense of approaches, including examining antecedents and moderators of per-
contact or touch, and sounds that stimulate those in the real ceived usefulness and perceived ease of use (new exogenous
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E. White Baker, et al. Information & Management 56 (2019) 103153
H2c. The impact of telepresence on perceived usefulness will be greater H5c. The impact of perceived social presence on trust will show no
in the virtual world’s environment than in the web-based environment. significant difference in the virtual world’s environment and in the web-
based environment.
3.5. Impact of TAM Constructs on Attitudes toward Online Shopping
TAM studies in the context of web-based e-commerce have con- 3.7. Impact of Trust on Attitudes toward Online Shopping
sistently shown that perceived ease of use influences perceived use-
fulness, which, in turn, affects user attitudes and intentions [44]. This Subsequently, consumer trust in a company's website has been
theory has also been shown to apply in the broader context of virtual shown to positively affect a consumer's attitude toward the company
world’s adoption [94]. To contrast attitudes toward a web-based e- and ultimately the behavioral intention to buy from that firm
commerce environment with those toward a virtual world’s e-com- [67,99,100]. When investigating the virtual world’s environment, we
merce store, including these TAM constructs, elucidates the impact of expect that increased levels of telepresence, and thus the greater levels
the perceived ease of use and perceived usefulness of the e-commerce of perceived social presence (H1b), would have a greater impact on
environment on a user's attitude toward each shopping environment. trust in virtual world’s environments than in web-based environments.
From a theoretical perspective, we see no support for the dimension- Thus, we hypothesize:
ality of the environment having a significant differentiating impact on H6a. Increasing levels of trust will have a positive impact on attitudes
the TAM constructs. Thus, we hypothesize: toward online shopping in a web-based environment.
H3a. Increasing levels of perceived ease of use will have a positive H6b. Increasing levels of trust will have a positive impact on attitudes
impact on the perceived usefulness of online shopping in a web-based e- toward online shopping in a virtual world’s environment.
commerce environment.
H6c. The impact of trust on attitudes toward online shopping will be
H3b. Increasing levels of perceived ease of use will have a positive greater in a virtual world’s environment than in a web-based
impact on the perceived usefulness of online shopping in a virtual environment.
world’s environment.
H3c. The impact of perceived ease of use on perceived usefulness will
show no significant difference between the web-based environment and 3.8. Impact of Perceived Social Presence on Enjoyment
the virtual world’s environment.
One of the most significant impacts of social presence is enjoyment
H4a. Increasing levels of perceived usefulness will have a positive [57,101]. When users feel an e-commerce site is warm and inviting,
impact on attitudes toward online shopping in a web-based e-commerce they will enjoy the shopping experience more than shopping at a site
environment. with lower levels of perceived social presence [102,103]. When en-
H4b. Increasing levels of perceived usefulness will have a positive joyment is investigated as a key component of flow, several studies
impact on attitudes toward online shopping in a virtual world’s have shown that increased perceived social presence has a positive
environment. impact on enjoyment [65,67]. Therefore, we hypothesize:
H4c. The impact of perceived usefulness on attitudes toward online H7a. Increasing levels of perceived social presence will have a positive
shopping will show no significant difference between the web-based impact on the enjoyment in online shopping in a web-based
environment and the virtual world’s environment. environment.
H7b. Increasing levels of perceived social presence will have a positive
3.6. Impact of Perceived Social Presence on Trust impact on the enjoyment in online shopping in a virtual world’s
environment.
Gefen and Straub [95] in their investigation of eServices confirmed H7c. The impact of perceived social presence on enjoyment will be
that perceived social presence was a necessary condition for the de- greater in the virtual world’s environment than in the web-based
velopment of trust. The greater the sense of social presence, the harder environment.
it is to act in an untrustworthy manner. Similarly, Srivastava and
Chandra [96] examined and confirmed the influences of social presence
on institutional trust-building factors that, in turn, promote consumer
3.9. Impact of Enjoyment on Attitudes toward Online Shopping
trust. As a result, a site with increased levels of perceived social pre-
sence was likely to facilitate deeper trust among the consumers [85,97].
Enjoyment is particularly relevant to this study with respect to the
One might anticipate that the telepresence aspect of a virtual world’s e-
nature of the e-commerce environment’s impact on whether or not the
commerce environment would elicit feelings of being more personal to
user has a positive attitude toward shopping in that particular en-
a shopper than a web-based site, and therefore, consumers would be
vironment. As a result, these studies among others [for example,
expected to feel more certain about these vendors and have more
[77,80]] have indicated that enjoyment has a positive impact on con-
confidence in their online transactions with these vendors. Yet, factors
sumer attitudes toward e-commerce websites, while Yim et al. [104]
of web site quality and vendor reputation that build consumer trust in a
show that enjoyment has a positive impact on consumer attitudes in a
web-based environment might not be sufficient to overcome the nega-
virtual world’s environment. Therefore, we hypothesize:
tive perceptions that users often have about the safety of the virtual
world’s environment [98]. Thus, we hypothesize: H8a. Increasing levels of enjoyment will have a positive impact on
attitudes toward online shopping in a web-based environment.
H5a. Increasing levels of perceived social presence will have a positive
impact on trust in online shopping in a web-based e-commerce H8b. Increasing levels of enjoyment will have a positive impact on
environment. attitudes toward online shopping in a virtual world’s environment.
H5b. Increasing levels of perceived social presence will have a positive H8c. The impact of enjoyment on attitudes toward online shopping will
impact on trust in online shopping in a virtual world’s e-commerce be greater in the virtual world’s environment than in the web-based
environment. environment.
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E. White Baker, et al. Information & Management 56 (2019) 103153
Clothing retail sites were chosen for this study for their familiarity
in terms of items available for purchase and the clear nature of pur-
3.11. Impact of Telepresence on Enjoyment
chasing a good online. Online shoppers with less experience in virtual
worlds were given instructions on how to create an avatar and navigate
When shopping in a virtual world, consumers who experience a
the environment, after which they followed the same survey procedure
heightened sense of telepresence are so immersed in the environment
as the more experienced virtual world’s users. Appendix A presents the
that they have little attention to concentrate elsewhere. Results of
survey questions, which correspond to the measurement items for each
empirical studies show significant positive effects of increased vividness
latent construct in the research model and the literature source for each
and interactivity on the development of a sense of telepresence
item. The wording of each item was modified such that the phrase
[107,108]. These consumers are less likely to sense the separation be-
“Second Life vendor site” or “Internet e-commerce site,” as appropriate,
tween themselves and the virtual environment and, thus, reach a state
was substituted for the term “website” in the original survey items.
of enjoyment. These consumers are consequently more likely to be sa-
With the exception of these substitutions, the wording of this survey
tisfied with the virtual world’s e-commerce experience [109]. This
items is virtually identical to the wording of the original studies' survey
suggests that shoppers in a virtual reality environment, with the in-
items.
creased level of telepresence, might have a higher level of satisfaction
Each participant was provided with a gift certificate in Linden
than with a web-based, e-commerce environment. Recent studies de-
dollars to purchase any clothing apparel of their choice at Rfrye. After
monstrated this impact of telepresence on enjoyment, when enjoyment
purchasing their item(s) of choice at Rfrye, they were directed to an
was studied as an aspect of flow [65,110]. Therefore, we hypothesize:
online survey that solicited their responses to the measurement item
H10a. Increasing levels of telepresence will have no impact on questions for the constructs specified in Appendix A. They responded to
enjoyment in online shopping in a web-based environment. each individual survey item using a 7-point Likert Scale (1 = strongly
disagree to 7 = strongly agree). Next, each participant was provided a
H10b. Increasing levels of telepresence will have a positive impact on
second gift certificate in US dollars to purchase an item of clothing on
enjoyment in online shopping in a virtual world's environment.
the Land's End e-commerce site. After purchasing their item(s) at Land's
H10c. The impact of telepresence on enjoyment in online shopping will End, they were again directed to the relevant survey regarding their
be greater in the virtual world's environment than in the web-based shopping perceptions. When they successfully completed the second
environment. survey, they were given an additional gift certificate to spend at any
retailer as a reward for finishing the experiment. At the end of the re-
spondent's participation, each had completed two identical surveys
4. Research Methods assessing their shopping perceptions: one reflecting their experience
with the virtual world’s (RFrye) store and the second reflecting their
4.1. Research participants experience with the e-commerce clothing (Land's End) site. Each par-
ticipant also responded to demographic questions regarding their
The hypothesized relationships presented in Fig. 1 are empirically gender, age, and relative usage of virtual worlds and the Internet.
examined through a survey of 237 online shoppers, each of whom made Participants were also asked, in free-form text boxes, to state their
a purchase at a virtual world’s clothing store (RFrye) in Second Life, reasons for shopping on the Internet. A summary of these responses is
and who subsequently made an additional purchase at a web-based e- given in Table 1.
commerce clothing store (Land’s End). This provided a total of 474
observations using a convenience sampling approach. Ninety-two re-
spondents were identified as female (38.8%), and 145 were identified 5. Results
as male (61.2%). The age range for the participants spanned from 18 to
66, with the majority falling into the 18-29 age group (62.0%). The The nomological network hypothesized in Fig. 1 is analyzed using
individuals generally spent more than 10 h a week on the Internet partial least squares (PLS)-based structural equation modeling (SEM).
(71.3%), although not a significant amount of this time in a virtual Specifically, SmartPLS [111] is employed as the SEM tool to analyze the
world’s environment, with 57.0% responding that they spent between 0 properties of structural and measurement models'. The choice of PLS
and 5 h in-world. The detailed demographic information for re- was driven by the exploratory nature of the research model. The aim is
spondents is presented in Table 1. to maximize the variance explained by the constructs in the overall, ad-
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Table 3
Reliability Assessment of the Measurement Models.
Web-Based Model Virtual World’s Model
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Table 4
Discriminant Validity (Intercorrelations) of Variable Constructs in Web-Based and Virtual World’s Environment.
Web-Based Model Virtual World’s Model
Latent Variables 1 2 3 4 5 6 7 1 2 3 4 5 6 7
Table 5a Table 5b
Factor Loadings (Bolded) and Cross Loadings in Web-Based Model. Factor Loadings (Bolded) and Cross Loadings in Virtual World’s Model
ATT ENJ PEOU PSP PU TEL TRUST ATT ENJ PEOU PSP PU TEL TRUST
ATT1 0.93 0.75 0.63 0.44 0.57 0.23 0.75 ATT1 0.95 0.60 0.73 0.40 0.68 0.28 0.84
ATT2 0.95 0.74 0.47 0.47 0.46 0.31 0.65 ATT2 0.94 0.62 0.65 0.36 0.64 0.34 0.77
ATT3 0.94 0.71 0.54 0.44 0.56 0.29 0.67 ATT3 0.95 0.56 0.66 0.31 0.66 0.25 0.81
ENJ1 0.73 0.92 0.48 0.56 0.40 0.35 0.57 ENJ1 0.54 0.88 0.55 0.42 0.53 0.35 0.43
ENJ2 0.55 0.85 0.27 0.58 0.24 0.42 0.48 ENJ2 0.39 0.86 0.43 0.46 0.46 0.41 0.30
ENJ3 0.76 0.94 0.55 0.55 0.44 0.32 0.61 ENJ3 0.60 0.95 0.63 0.44 0.59 0.39 0.50
ENJ4 0.63 0.89 0.54 0.45 0.50 0.33 0.57 ENJ4 0.69 0.92 0.69 0.46 0.64 0.39 0.60
EOU1 0.56 0.48 0.91 0.26 0.67 0.01 0.37 EOU1 0.66 0.59 0.91 0.42 0.68 0.26 0.57
EOU2 0.52 0.48 0.92 0.18 0.67 −0.01 0.39 EOU2 0.65 0.52 0.92 0.33 0.69 0.21 0.56
EOU3 0.44 0.41 0.87 0.16 0.61 −0.04 0.36 EOU3 0.58 0.59 0.86 0.39 0.67 0.18 0.51
EOU4 0.58 0.56 0.89 0.24 0.67 0.06 0.49 EOU4 0.69 0.62 0.91 0.40 0.70 0.25 0.63
PSP1 0.40 0.52 0.17 0.93 0.18 0.41 0.31 PSP1 0.26 0.37 0.31 0.90 0.31 0.34 0.26
PSP2 0.48 0.63 0.22 0.96 0.22 0.46 0.37 PSP2 0.24 0.44 0.32 0.90 0.34 0.28 0.23
PSP3 0.48 0.58 0.28 0.96 0.26 0.45 0.35 PSP3 0.48 0.51 0.50 0.93 0.50 0.41 0.44
PU1 0.61 0.48 0.79 0.22 0.85 0.01 0.49 PU1 0.70 0.63 0.78 0.39 0.85 0.28 0.65
PU2 0.45 0.35 0.58 0.19 0.91 −0.04 0.39 PU2 0.56 0.51 0.60 0.35 0.89 0.19 0.51
PU3 0.43 0.31 0.57 0.19 0.91 −0.05 0.38 PU3 0.58 0.50 0.64 0.41 0.91 0.24 0.53
PU4 0.49 0.39 0.62 0.22 0.90 −0.03 0.47 PU4 0.63 0.55 0.67 0.38 0.91 0.24 0.61
TEL1 0.19 0.25 −0.04 0.36 −0.07 0.80 0.13 TEL1 0.21 0.31 0.16 0.31 0.18 0.81 0.18
TEL2 0.16 0.23 −0.02 0.29 −0.03 0.80 0.10 TEL2 0.08 0.29 0.08 0.25 0.11 0.81 0.06
TEL3 0.33 0.42 0.07 0.50 0.01 0.89 0.21 TEL3 0.38 0.45 0.32 0.38 0.32 0.89 0.32
TEL4 0.20 0.25 −0.03 0.27 −0.04 0.70 0.11 TEL4 0.20 0.25 0.16 0.23 0.17 0.70 0.12
TRST1 0.56 0.47 0.31 0.20 0.36 0.09 0.87 TRST1 0.75 0.48 0.53 0.26 0.54 0.22 0.91
TRST2 0.55 0.44 0.31 0.19 0.37 0.11 0.87 TRST2 0.75 0.42 0.52 0.25 0.54 0.20 0.90
TRST3 0.60 0.58 0.30 0.47 0.37 0.26 0.82 TRST3 0.73 0.44 0.54 0.37 0.61 0.20 0.90
TRST4 0.78 0.64 0.56 0.34 0.55 0.15 0.89 TRST4 0.82 0.53 0.67 0.39 0.65 0.25 0.90
8
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Table 7
Summary of Findings.
HYPOTHESES Web-Based Model Comparison Virtual World’s Model
H1: Increasing levels of perceived social presence will have a positive impact Yes: (β = 0.11, n.s. Yes: (β = 0.12,
on the perceived usefulness of online shopping. p < 0.01) p < 0.05)
Supported Not supported Supported
H2: Increasing levels of telepresence will have a positive impact on the No: (β = -0.08, n.s.) n.s. No: (β = 0.05, n.s.)
perceived usefulness of online shopping. Supported Not Supported Not Supported
H3: Increasing levels of perceived ease of use will have a positive impact on the Yes: (β = 0.71, n.s. Yes: (β = 0.70,
perceived usefulness of online shopping. p < 0.001) p < 0.001)
Supported Supported Supported
H4: Increasing levels of perceived usefulness will have a positive impact on Yes: (β = 0.19, n.s. Yes: (β = 0.16,
attitudes toward online shopping. p < 0.01) p < 0.01)
Supported Supported Supported
H5: Increasing levels of perceived social presence will have a positive impact Yes: (β = 0.35, n.s. Yes: (β = 0.30,
on trust in online shopping. p < 0.001) p < 0.001)
Supported Supported Supported
H6: Increasing levels of trust will have a positive impact on attitudes toward Yes: (β = 0.34, < (Significant) Yes: (β = 0.65,
online shopping. p < 0.001) p < 0.001)
Supported Supported Supported
H7: Increasing levels of perceived social presence will have a positive impact Yes: (β = 0.56, n.s. Yes: (β = 0.39,
on the enjoyment in online shopping. p < 0.001) p < 0.001)
Supported Not Supported Supported
H8: Increasing levels of enjoyment will have a positive impact on attitudes Yes: (β = 0.48, > (Significant in opposite direction than Yes: (β = 0.19,
toward online shopping. p < 0.001) hypothesized) p < 0.001)
Supported Not Supported Supported
H9: Increasing levels of telepresence will have a positive impact on trust in No: (β = 0.02, n.s.) n.s. Yes: (β = 0.13,
online shopping. p < 0.05)
Supported Not Supported Supported
H10: Increasing levels of telepresence will have a positive impact on the No: (β = 0.12, n.s.) n.s. Yes: (β = 0.28,
enjoyment in online shopping. p < 0.001)
Supported Not Supported Supported
Notably, these findings do not indicate that this increased perceived necessarily need to focus on enjoyment as specifically as they do in 2D
social presence alone accounts for the shoppers' attitude toward virtual web-based e-commerce stores. The challenge for retailers in virtual
world’s e-commerce. Countering the positive effect of increased per- world’s environments is that while shoppers find the telepresence as-
ceived social presence is a negative impact on perceived usefulness pect of virtual worlds do not directly impact perceived usefulness, in-
when using the virtual world’s e-commerce site. Although the negative creased telepresence mitigates the increase in perceived social presence
impact of the virtual world’s environment was not statistically sig- toward increased enjoyment of the experience. While a virtual world’s
nificant over the web-based environment, virtual world’s shoppers did environment can bring shoppers closer to the in-store experience
not find the environment to be easier to use than the web-based e- through increased perceived social presence and indirectly through
commerce venue. In the open-ended questions asked at the end of our telepresence, the difficulties of using a virtual world's environment
survey, novice virtual world’s environment respondents expressed impacted the shopping experience negatively.
frustration in using the interface, potentially indicating that shoppers Looking at the findings from the virtual model alone, greater tele-
find this virtual world’s environment to be more difficult to use than a presence leads to greater enjoyment and trust in the shopping experi-
web-based e-commerce site when shopping online. The impact of in- ence, which is not so in the web-based environment. This is a signal to
creasing telepresence mitigating the positive impact of perceived social practitioners that investments in 3D shopping channel experiences are
presence on enjoyment is the result of the consumer experiencing dif- likely to pay off in terms of increased positive e-commerce shopper at-
ficulties using the virtual world's environment, an important finding for titudes in those channels. Adding the feeling of “being there” increases
researchers and practitioners alike. enjoyment and trust in the platform. In addition, when comparing the
two models of e-commerce shopper attitudes, we find that for virtual
7.2. Implications for Practice world’s shopping channel, greater trust leads to a more positive attitude
toward e-shopping, more so than in a web-based shopping channel. This
The primary contribution of this research to practitioners is to indicates to practitioners that resources need to be focused on experi-
provide insight into consumer experiences in virtual world’s environ- ences that will engender trust in shoppers. This has historically been a
ments to IS strategists responsible for B2C e-commerce channels. Our problem for virtual worlds, such as Second Life, and it could persist in
findings provide guidance to e-commerce shopping channel strategists virtual reality shopping environments if attention is not paid to the issue.
and designers with information on what is important to consider when In addition to providing insights into virtual world's e-commerce,
building a 3D shopping channel presence, whether that is in virtual the findings of this research could also be applied more generally to
worlds, augmented reality, or virtual reality. We find that there are virtual reality e-commerce environments, another e-commerce channel
additional, different factors that impact a user's e-commerce shopping where telepresence is a significant aspect of presence. North and North
attitude in a virtual world’s' shopping channel when compared to that [125] discuss how two types of virtual reality, traditional virtual reality
in a 2D, web-based e-commerce shopping channel. environments and immersive visualization environments, have dimen-
We find that enjoyment has a much more significant impact on web- sions of telepresence. As virtual reality becomes more important as a
based e-commerce attitudes than in virtual world's e-commerce atti- driver of commerce revenues for real products, these findings become
tudes, the result of telepresence having an impact on enjoyment in the increasingly significant for practitioners, as the findings apply to any 3D
virtual world's model and not the web-based e-commerce model. Thus, e-commerce shopping experience where telepresence is a significant
practitioners focusing on 3D shopping channel experiences do not factor in the model.
10
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Appendix A
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E. White Baker, et al. Information & Management 56 (2019) 103153
TEL1 I forget about my immediate surroundings when I am on the [Second Life vendor site/Internet e-commerce site]. [34]
TEL2 Browsing the [Second Life vendor site/Internet e-commerce site] often makes me forget where I am.
TEL3 After browsing the [Second Life vendor site/Internet e-commerce site], I feel like I come back to the “real world” after a journey.
TEL4 Using a [virtual world/web site] creates a new world for me, and this world suddenly disappears when I stop using it.
Attitude (ATT)
ATT1 I had positive feelings about buying a product from the [Second Life vendor site/Internet e-commerce site]. [80,130]
ATT2 The thought of buying a product from the [Second Life vendor site/Internet e-commerce site] was appealing to me.
ATT3 It was a good idea to buy a product from the [Second Life vendor site/Internet e-commerce site].
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