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Information & Management 56 (2019) 103153

Contents lists available at ScienceDirect

Information & Management


journal homepage: www.elsevier.com/locate/im

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

ARTICLE INFO ABSTRACT

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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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. Theoretical Foundations 3. Research Model and Hypotheses

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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mechanisms) [75]. We look to extend the TAM with attitude model by


looking at how the individual-level contextual factor of technology
attributes impacts this baseline behavioral intention model to create
this new model, a multi-level investigation approach suggested by
Venkatesh et al. [75] as a future research direction for enriching ac-
ceptance and usage models. Thus, we add the antecedents of perceived
social presence and telepresence to the factors of perceived ease of use,
perceived usefulness, trust, and enjoyment to investigate the impact on
user's attitude toward e-shopping comparing two differing technology
contexts (web-based e-commerce sites and virtual world’s e-commerce
sites). It is particularly germane to investigate how the levels of per-
ceived social presence and telepresence impact the overall shopping
experience in both web-based and virtual world’s e-commerce en-
vironments [14,76], where shoppers desire socially rich and function-
ally convenient experiences within the context of e-commerce user
adoption models. Including telepresence as an antecedent for e-com- Fig. 1. Research Model for both Web-based (Hxa) and Virtual World’s (Hxb)
merce shopping attitudes allows investigation into the potential im- Environments.
pacts of a virtual world’s e-commerce shopping environment on e-
shopping attitudes in contrast to a web-based e-commerce environ- presence reflects giving the consumer a sense of warmth. Because users
ment. make a psychological connection between this human warmth using a
communication medium and the medium's usefulness across a range of
3.1. Attitude as endogenous variable communication tasks [87,88], we expect that perceived social presence
will be positively related to perceived usefulness. Prior studies have
In this investigation, attitude is chosen as the dependent variable investigated and established the relationship between perceived social
rather than behavior intention, which the Ingham et al. [44] model presence and perceived usefulness in the web-based e-commerce en-
uses. Three reasons prompted this model modification. First, this in- vironment [66,89,90]. With respect to the effect of telepresence on
vestigation utilizes a controlled experimental design with directly in- perceived usefulness, there are conflicting findings. Increasing levels of
dicated e-shopping sites to evaluate. Participants were told exactly telepresence have shown to have a positive effect on perceived use-
which sites to purchase from. As such, asking respondents to indicate fulness in a web-based environment [91], while in a social network
their behavioral intention, such as their likelihood to purchase from or context, it was found to be not significant [92]. By engendering the
return to a mandated shopping site, might not be appropriate or rea- state of flow, the virtual world’s environment would be expected to
listic, particularly with respect to the virtual world’s shopping site [37]. have an increased level of perceived social presence compared to a web-
Second, behavioral intention (for example, to purchase) is most often based e-commerce environment. Thus, we hypothesize:
used as a surrogate for actual behavior (to purchase). In this study, all
H1a. Increasing levels of perceived social presence will have a positive
respondents did actually engage in purchasing behavior; thus, cap-
impact on the perceived usefulness of online shopping in a web-based e-
turing “behavioral intention” (to purchase) would be redundant and
commerce environment.
unnecessary. Rather, it is more realistic to solicit perceptions of atti-
tude, as a predisposition to influence shopping behavior in other in- H1b. Increasing levels of perceived social presence will have a positive
stances. Third, attitude is particularly relevant to the consumer deci- impact on the perceived usefulness of online shopping in a virtual
sion-making context. In the domain of consumer online shopping world’s e-commerce environment.
adoption, several researchers have found positive and significant im-
H1c. The impact of perceived social presence on perceived usefulness
pacts of attitude on intention [77–79,80]. Additionally, attitude has
will be greater in the virtual world’s environment than in the web-based
been shown to correlate well with behavioral intention when adoption
environment.
is voluntary [81], as it would be in e-shopping. These reasons support
the usage of attitude as the endogenous variable rather than behavioral
intention.
3.4. Impact of Telepresence on Perceived Usefulness
3.2. Risk
The effect of telepresence on perceived usefulness mirrors that of
Risk was not included in our model for reasons similar to those the effect of perceived social presence on perceived usefulness, with
underpinning the exclusion of behavioral intention. The experimental conflicting findings in the literature [91,92]. In our model, we expect
design directing the participants specifically where to shop makes any the more conservative finding that telepresence will not be significant
measure of risk problematic to interpret. Rather, we follow the lead of in the web-based environment. When investigating the virtual world’s
studies investigating the link between trust and risk, which find trust is environment, we expect that increased levels of telepresence and, thus,
an antecedent of risk: The greater the trust in the e-shop, the less the the greater levels of perceived social presence (H1b), would have a
perceived risk (see Pavlou)[82]. Thus, we did not include risk in our greater impact on perceived usefulness in a virtual world’s environment
antecedent model and rely on future investigations to assess risk. For a over a web-based environment. However, this relationship might also
comprehensive discussion of research on trust in virtual worlds, please be impacted by spatial memory confusion [93], where interfaces with
see Zhang et al. [83]. Our research model is presented in Fig. 1 below. higher dimensions are less efficient for the user.
H2a. Increasing levels of telepresence will have no impact on the
3.3. Impact of Perceived Social Presence on Perceived Usefulness
perceived usefulness of online shopping in a web-based e-commerce
environment.
Extensive research has been conducted on social presence and its
impact on online shopping [67,84–86]. Both web-based e-commerce H2b. Increasing levels of telepresence will have a positive impact on
environments and virtual reality environments employ social presence the perceived usefulness of online shopping in a virtual world’s e-
to entice shoppers to their sites. In this context, perceived social commerce environment.

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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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3.10. Impact of Telepresence on Trust Table 1


Demographic Information for Respondents (N = 237).
The impact of telepresence on trust is hypothesized to differ be- Gender
tween the two environments. In a web-based environment, we would
not expect telepresence to have a significant impact on trust, based on Female 92 (38.8%) Male 145 (61.2%)
our hypothesis that telepresence is not engendered in a web-based en-
Age Hours per Week in Virtual World
vironment [34]. In a virtual world’s environment, we would expect that 18-29 147 (62.3%) 0-5 135 (57.0%)
telepresence would have a significant impact on trust [105]. Prior re- 30-39 30 (12.7%) 6-10 20 (8.4%)
search has found that physical telepresence had a significant impact on 40-49 33 (14.0%) 11-20 18 (7.6%)
trust and attitude with respect to e-commerce [56,106]. Therefore, we 50-59 23 (9.7%) 21-30 31 (13.1%)
60-66 3 (1.3%) > 30 33 (13.9%)
hypothesize:
Hours per Week on Internet Why shop on the Internet? (Answer all that
H9a. Increasing levels of telepresence will have no impact on trust in apply)
0-5 24 (10.1%) Convenience 215 (91%)
online shopping in a web-based environment. 6-10 44 (18.6%) Product/Service 103 (43%)
11-20 67 (28.3%) Better Price 141 (59%)
H9b. Increasing levels of telepresence will have a positive impact on
21-30 43 (18.1%) Curiosity 69 (29%)
trust in online shopping in a virtual world’s environment. > 30 59 (24.9%)
H9c. The impact of telepresence on trust in online shopping will be
greater in the virtual world’s environment than in the web-based
4.2. Experimental procedure
environment.

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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E. White Baker, et al. Information & Management 56 (2019) 103153

Table 2 in their corresponding row and column, supporting the discriminant


Measurement Model Factor Loadings. validity of our scales. We do note, however, that the cross-construct
Web-Based Environment Virtual World’s Environment intercorrelation between enjoyment and attitude in the web-based en-
vironment is 0.78 and between trust and attitude in the virtual world’s
ATT1 0.93 0.95 model is 0.85.
ATT2 0.95 0.94
We tested convergent validity using SmartPLS by extracting the
ATT3 0.94 0.95
ENJ1 0.92 0.88
factor and cross loadings of all indicator items to their respective latent
ENJ2 0.85 0.86 constructs. These results, presented in Tables 5a and 5b, indicate that
ENJ3 0.94 0.95 all items loaded on their respective construct from a lower bound of
ENJ4 0.89 0.92 0.80 to an upper bound of 0.95, and more highly on their respective
EOU1 0.91 0.91
construct than on any other. The loadings and cross loadings of the
EOU2 0.92 0.92
EOU3 0.87 0.86 items in the constructs and the highly significant T-statistic for each
EOU4 0.89 0.91 individual item loading (at p < 0.001) both confirm the convergent
PSP1 0.93 0.90 validity of these indicators as representing distinct latent constructs.
PSP2 0.96 0.90
PSP3 0.96 0.93
PU1 0.85 0.85
PU2 0.91 0.89
6.1. The Structural Model
PU3 0.91 0.91
PU4 0.90 0.91 Figs. 2 and 3 depict the structural model results for the web-based
TEL1 0.80 0.81 environment model and the virtual world’s environment model,
TEL2 0.80 0.81
showing the beta values of the path coefficients, their significance le-
TEL3 0.89 0.89
TEL4 0.70 0.70 vels, and R2 values. Appendix B gives the descriptive statistics for both
TRST1 0.87 0.91 structural models. Viewing the results exclusively from the web-based
TRST2 0.87 0.90 environment data (Fig. 2), it can be noted that all path coefficients are
TRST3 0.82 0.90
positive and significant, except for the three paths emanating from
TRST4 0.89 0.90
telepresence to perceived usefulness, trust, and enjoyment. This is
evidence that telepresence has less of an impact (or rather, no impact)
hoc model [112]. In assessing the between-group differences with re- on the downstream latent constructs when purchasing on a website.
spect to the web-based and virtual world’s environments, we follow This is consistent with prior literature on antecedents to web-based e-
Qureshi and Compeau's [113] decision tree to use the parametric ap- commerce shopping attitudes.
proach [114]. This involves estimating model parameters for each In the structural model for the virtual world’s environment, per-
group separately using PLS, then performing a between-group test of ceived social presence did exhibit positive influences on perceived use-
significance across the groups e.g., [115]. fulness (beta = 0.12, p < 0.05, hypothesis H1), trust (beta = 0.30,
p < 0.001, hypothesis H5), and enjoyment (beta = 0.39, p < 0.001,
hypothesis H7). Interestingly, telepresence did not exhibit significant
6. The Measurement Model direct positive influences on perceived usefulness (beta = -0.05, hy-
pothesis H2). However, telepresence did have a positive direct influence
Table 2 presents the factor loadings for the measurement model on both trust (beta = 0.13, p < 0.05, hypothesis H9) and enjoyment
based on the web-based e-commerce environment and on the virtual (beta = 0.28, p < 0.001, hypothesis H10). Perceived social presence and
world's observations. All of the factor loadings were statistically sig- telepresence together accounted for 30.9% of the explained variance (R2)
nificant at p < 0.001. Each measurement item loaded on its respective in enjoyment and 13.9% of the explained variance (R2) in trust. Also, as
latent constructs from a lower bound of 0.80 to an upper bound of 0.96. expected, perceived ease of use had a strong positive impact on perceived
Reliability results for the two measurement models are presented in usefulness (beta = 0.70, p < 0.001, hypothesis H3). Finally, perceived
Table 3. The data indicate that the measures are robust in terms of their usefulness (beta = 0.16, p < 0.01, hypothesis H4), trust (beta = 0.65,
internal consistency reliability as indexed by the composite reliability. p < 0.001, hypothesis H6), and enjoyment (beta = 0.19, p < 0.001,
The composite reliabilities of the different measures range from 0.88 to hypothesis H8) each exhibited positive influences on attitude, as ex-
0.97, which exceed the recommended threshold value of 0.70 [116]. In pected. The direct influences of perceived usefulness, trust, and enjoyment,
addition, consistent with the guidelines of Fornell and Larcker [117], together with the indirect influences of perceived ease of use, perceived
the average variance extracted (AVE) for each measure well exceeds social presence, and telepresence, accounted for 77.9% of the explained
0.50. Specifically, the AVEs range from 0.64 to 0.90. Table 4 reports the variance (R2) in attitude.
results of testing the discriminant validity of the two measurement To further validate whether there is an interaction (e.g., a moder-
scales. The elements in the matrix diagonals, representing the square ating effect) of the e-commerce environment (virtual world versus web-
roots of the AVEs, are greater in all cases than the off-diagonal elements based) with respect to the impact of telepresence on perceived

Table 3
Reliability Assessment of the Measurement Models.
Web-Based Model Virtual World’s Model

Constructs Composite Reliability AVE R2 Alpha Composite Reliability AVE R2 Alpha

Perceived Ease of Use 0.94 0.81 0.92 0.94 0.81 0.92


Perceived Social Presence 0.97 0.90 0.95 0.94 0.83 0.90
Telepresence 0.88 0.64 0.81 0.88 0.65 0.82
Perceived Usefulness 0.94 0.80 0.543 0.92 0.94 0.79 0.596 0.91
Trust 0.92 0.75 0.130 0.89 0.95 0.81 0.139 0.92
Enjoyment 0.95 0.81 0.383 0.92 0.95 0.82 0.309 0.92
Attitude 0.96 0.89 0.729 0.94 0.96 0.90 0.779 0.94

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E. White Baker, et al. Information & Management 56 (2019) 103153

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

1. Perceived Ease of Use .90 .90


2. Social Presence .24 .95 .43 .91
3. Telepresence .01 .47 .80 .25 .38 .80
4. Perceived Usefulness .73 .23 -.03 .89 .76 .43 .27 .89
5. Trust .45 .36 .18 .49 .86 .63 .35 .25 .65 .90
6. Enjoyment .54 .61 .38 .44 .63 .90 .65 .49 .43 .62 .52 .90
7. Attitude .58 .48 .29 .57 .74 .78 .94 .72 .38 .31 .70 .85 .63 .95

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

usefulness, trust, or enjoyment, group comparisons of the differences in


the beta coefficients along these three corresponding paths (e.g., virtual
world’s beta coefficient minus web-based beta coefficient) were con-
ducted as described by Chin [112] and exemplified by Keil et al. [118].
Because of differences in the variances across samples, a Smith–Sat-
terthwait (S-S) test would be a more rigorous approach compared to a t-
test to examine the differences in the significance across the two sam-
ples. Of the 10 paths in the model, only two were found to be sig-
nificantly different across the two groups. The direction of the differ-
ences (< or >) that can be determined by comparing the estimated
coefficients from the two groups is presented in Table 6.
The impact of trust on attitudes toward e-commerce was impacted
positively by higher levels of telepresence if the e-commerce environ-
ment was a virtual world, than if it were the Internet. The impact of
enjoyment on attitudes toward e-commerce was also significant when
comparing the two environments; however, the impact was found to be Fig. 2. Structural Model Path Coefficients and R2 Values for Web-Based
in the opposite direction of that hypothesized. The virtual world’s data Environment.
(alone) was tested for moderating effects of telepresence on perceived
social presence with respect to perceived usefulness, trust, and enjoy-
on enjoyment. Table 7 presents a summary of the original hypotheses
ment (see Fig. 4). There was a negative moderating effect of tele-
and the respective findings.
presence with respect to the impact of perceived social presence on
We tested for our findings for common method bias. Because
enjoyment for individuals who purchased an item of clothing in the
Harman's one-factor test is increasingly contested for its ability to detect
virtual world. In other words, perceived social presence had a positive
common method bias [119], an additional test was performed sug-
impact (beta = 0.25, p < 0.001) on enjoyment, but increasing levels of
gested by Pavlou et al. [120]. In their test, the construct correlation
telepresence mitigated the positive impact of perceived social presence
matrix as calculated by PLS (reported in Table 4) is examined to

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E. White Baker, et al. Information & Management 56 (2019) 103153

attitudes toward e-commerce [121]. Additionally, this study is con-


sistent with prior studies that have shown that e-commerce environ-
ments that mitigate perceived uncertainty (e.g., reduce perceived risk
and enhance trust) lead to greater adoption [36,120]. The impact of
trust on attitudes toward e-commerce shopping is greater in the virtual
world’s environment than in the web-based environment, reinforcing
the enhanced importance of instilling trust in the virtual world’s en-
vironment, as well as the actual storefront in which the consumer will
be shopping.
This study provides empirical evidence to validate Ingham et al's
[44] TAM with attitude model and supports the inclusion of factors
related to presence as having an effect on attitudes toward online
shopping. The findings were revealing with respect to the added effect
of telepresence on perceived usefulness, trust, and enjoyment in the
virtual world’s environment. While the structural model path loadings
Fig. 3. Structural Model Path Coefficients and R2 Values for Virtual World’s in the virtual world’s shopping environment (Fig. 3) indicated that
Environment. telepresence did not have significant direct effects on perceived use-
fulness, there was clear evidence that the effects of telepresence on trust
Table 6 and enjoyment were mediated by perceived social presence (Fig. 4). In
Significant Comparison Paths between the Models. this sample of electronic shoppers, increased levels of perceived social
presence lead to increased levels of perceived usefulness, trust, and
Path Web-Based Direction Virtual World’s
Model Model enjoyment, but an increased sense of telepresence also indirectly af-
fected two of these constructs, as mediated by perceived social pre-
Enjoyment →Attitude .48 (.080) *** > .19 (.084) *** sence.
Trust → Attitude .34 (.090) *** < .65 (.074) ***
Path coefficient is significant at: ***p < .001
One-tailed tests were performed as the direction of differences was hypothesized
7.1. Implications for Research
Numbers in parenthesis are the standard errors
The most significant theoretical contribution of this study is ex-
tending established models of attitudes toward virtual world’s e-com-
merce in contrast to web-based e-commerce shopping experiences, with
the base model of antecedents of attitudes toward e-commerce being
the meta-analysis of Ingham et al [44]. Animesh et al. [65] established
the impact of environmental stimuli on a consumer's virtual experience,
and this study shows that perceived usefulness, trust, and enjoyment
are mediators of virtual experience on attitudes, which are known to
have a direct influence on intention to purchase. Additionally, the
concept and impact of “flow” is confirmed to be composed of two in-
dependent and distinct constructs in virtual world’s e-commerce: tele-
presence and enjoyment, supporting the findings of Nah et al. [110].
Flow has been studied in web-based e-commerce settings and found to
be nonsignificant [122]; yet, when flow is studied in a virtual world’s e-
commerce setting, flow is found to have a significant impact on user
attitudes and intention to purchase [110]. Our study corroborates these
findings. Thus, the e-commerce experience in a web-based environment
versus a virtual world's environment varies only with the addition of
Fig. 4. Telepresence Moderating Perceived Social Presence with Respect to telepresence.
Enjoyment in Virtual World’s Environment. Applying Baron and Kenny's [123] rubric to the data from this study
indicates that perceived social presence completely mediates the effect
determine whether any constructs correlate extremely high (greater of telepresence on trust and enjoyment in a virtual world’s environ-
than .90). In the present case, none of the constructs were so highly ment, but not on perceived usefulness. Specifically, telepresence has
correlated. This finding indicated that common method bias was not a direct and significant effects on both trust (beta = 0.13, p < 0.05) and
problem. on enjoyment (beta = 0.28, p < 0.001) when the effects of perceived
social presence on these two variables are controlled. However, the
introduction of perceived social presence as a mediator renders the
7. Discussion direct effect of telepresence on trust as nonsignificant (H9 is not sup-
ported). Increased levels of telepresence (for example, in virtual worlds)
The findings demonstrate that the nomological networks that apply do positively impact the trust of buyers and the enjoyment they ex-
to web-based e-commerce and virtual world’s e-commerce are similar, perience, which, in turn, can positively impact buyers' attitudes.
with the primary distinction between the two being the construct of Schultze and Leahy [124] found evidence of the avatar-self relationship
telepresence having an impact in the virtual world's environment and being integrated in virtual worlds, where the avatar acts as a “virtual
not being experienced by the shopper in the web-based environment. me” and is invisible, an important aspect of engaging virtual world’s e-
Greater levels of trust and enjoyment fostered improved attitudes to- commerce consumers in shopping for real products for themselves. In
ward shopping in both the web-based and virtual world’s environments terms of research, this (mediated) finding underscores the importance
(Figs. 2 and 3), consistent with other studies which showed that in- of continuing to investigate the impact of telepresence on behaviors of
teraction richness with the product and the ability to seek advice from shoppers of virtual world, in spite of the lack of direct effects of tele-
another entity on the product had a positive impact on consumers' presence on perceived usefulness reported in Fig. 3.

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E. White Baker, et al. Information & Management 56 (2019) 103153

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.

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E. White Baker, et al. Information & Management 56 (2019) 103153

7.3. Limitations applying counterbalancing in future studies.

A sequencing effect could be a potential weakness in this design,


8. Conclusion
with all the respondents having completed the Rfrye survey, then the
Land's End survey. The need for this progression was to be able to
The continued investigation of virtual world’s e-commerce is critical
perform a tutorial with those who were less familiar with the virtual
to understand the factors that underlie consumer behavior in these
world’s environment and lacked the basic skills to maneuver in the site
emerging retail environments and to better understand consumer atti-
and subsequently make informed survey responses on their shopping
tudes toward shopping in virtual worlds. This study finds that the in-
experience. For sequence effects to have an impact on responses, there
creased sense of telepresence experienced by virtual world’s shoppers in
must be a primacy effect, a recency effect, or serial effects present
comparison to a web-based e-commerce environment has a positive
[126]. The primacy effect does not exist in this study, as each re-
effect on their perceived social presence. As virtual worlds gain more
spondent filled out the environment's survey, either Internet e-com-
popularity and present more retailing opportunities, the utilization of
merce site or virtual world’s site, after each shopping experience. There
this so-called “mixed reality,” where consumers shop in a virtual
was little potential for remembering the first environment better to
world’s environment to buy real-world products for their person, may
impact scores, as the respondents were asked about each environment
provide advantages afforded by the intersection of virtual world and
individually after the task set. This same logic holds for the recency
real-world characteristics. Specifically, the use of mixed reality may
effect, as there was no difference in remembering the most recent en-
serve to drive consumer behavior toward virtual world’s e-commerce
vironment better. Serial effects could have an impact, yet respondents
because of the levels of enhanced perceived social presence and sub-
were never asked about the other environment during the completion
sequently enjoyment and trust provided by increased levels of tele-
of the survey for the current environment, leaving no explicit scenario
presence.
in the survey where there could be comparison. Thus, in this study,
As consumers gain familiarity with mixed reality e-commerce
sequence effects are unlikely to be significant.
through virtual world’s shopping experiences, the sense of complexity
One limitation of the study is that we used only one virtual world’s
and lack of utility of virtual world’s shopping environments may di-
site and one e-commerce retailer in this research. Consequently, gen-
minish, and consumers may engage more frequently in this type of
eralizability is limited. Further research using several different web
shopping behavior. Companies that participate in the early adopter
sites and virtual world’s stores should be pursued to gain additional
stage of this technological advance will be best positioned to take ad-
insight into these phenomena. Another limitation involves the fact that
vantage of the presumed acceleration of virtual world’s e-commerce
task order was not randomized in the study. Respondents went to the
activity that is sure to follow when consumer acceptance and legal is-
web-based environment first, then the virtual world’s environment to
sues catch up with the technological opportunities inherent in this en-
answer the survey. While the user's tendency to feel more comfortable
hanced form of e-commerce.
on later tasks and less comfortable on earlier tasks might be an issue,
the potential for a lurking effect is lessened as the experience level in
the web-based environment (the first task set) for respondents was 9. Declarations of Interest
much higher than the experience level in the virtual world’s environ-
ment (the second task set). This order effect threat can be mitigated by None.

Appendix A

Latent Construct Items for Participant Survey

Construct Item Citation

Perceived Ease of Use (PEOU)


PEOU1 The [Second Life vendor site/Internet e-commerce site] was easy to use for product assessment. [80,100]
PEOU2 I could quickly find the information I needed on the [Second Life vendor site/Internet e-commerce site].
PEOU3 The [Second Life vendor site/Internet e-commerce site] was a user-friendly site.
PEOU4 My interaction with the [Second Life vendor site/Internet e-commerce site] was clear and understandable.
Perceived Usefulness (PU)
PU1 The [Second Life vendor site/Internet e-commerce site] provided good quality information. [128,129]
PU2 The [Second Life vendor site/Internet e-commerce site] improved my performance in assessing product features.
PU3 The [Second Life vendor site/Internet e-commerce site] increased my effectiveness in assessing product features.
PU4 The [Second Life vendor site/Internet e-commerce site] was useful for assessing product features.
Enjoyment (ENJ)
ENJ1 I found my visit to the [Second Life vendor site/Internet e-commerce site] to be interesting. [127,122]
ENJ2 I found my visit to the [Second Life vendor site/Internet e-commerce site] to be entertaining.
ENJ3 I found my visit to the [Second Life vendor site/Internet e-commerce site] to be enjoyable.
ENJ4 I found my visit to the [Second Life vendor site/Internet e-commerce site] to be pleasant.
Trust (TRST)
TRST1 I felt that the [Second Life vendor site/Internet e-commerce site] was honest. [66]
TRST2 I felt that the [Second Life vendor site/Internet e-commerce site] was trustworthy.
TRST3 I felt that the [Second Life vendor site/Internet e-commerce site] cared for customers.
TRST4 I felt that the [Second Life vendor site/Internet e-commerce site] provided me with good service.
Perceived Social Presence (PSP)
PSP1 There was a sense of human contact on the [Second Life vendor site/Internet e-commerce site]. [95]
PSP2 There was a sense of sociability on the [Second Life vendor site/Internet e-commerce site].
PSP3 There was a sense of human warmth on the [Second Life vendor site/Internet e-commerce site].
Telepresence (TEL)

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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].

Appendix B

Descriptive Statistics for Structural Model

Web-Based Model Virtual World’s Model

Construct Mean Variance Mean Variance

Telepresence 3.353 3.394 3.860 3.373


PSP 3.403 3.497 4.024 3.061
PEOU 5.718 2.023 4.748 3.288
PU 5.270 1.839 4.399 2.448
Enjoyment 5.071 2.429 5.350 2.584
Trust 5.882 1.449 5.101 2.703
Attitude 5.716 1.997 4.812 3.855

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