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Comsumer Learning and The Effect of Virtual Experience Relative To Indirect and Direct Product Experience
Comsumer Learning and The Effect of Virtual Experience Relative To Indirect and Direct Product Experience
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ABSTRACT
The Internet has the ability to serve as a more powerful medium than
traditional print or broadcast media because consumers are able to
interact with products in 3D multimedia environments, thus simulat-
ing a new form of experience—a virtual experience. However, very lit-
tle research has explored the impact of this new type of experience,
especially in combination with indirect (advertising) and direct
(product trial) experience. Therefore, this study presents the findings
from two laboratory experiments designed to empirically test both
the single and sequential impact of consumer exposure to indirect,
direct, and virtual experiences on brand attitude, product knowledge,
and purchase intention when evaluating a digital video camcorder.
The results indicate that exposure to a virtual experience preceding
both indirect and direct product experience is more effective at influ-
encing brand attitudes. The research proposition is that virtual expe-
rience from 3D product visualization is more similar to direct
experience than to indirect experience in terms of consumer learn-
ing. Implications for business-to-consumer Internet marketing and
e-commerce are discussed. © 2008 Wiley Periodicals, Inc.
While the Internet has demonstrated a high capacity for disseminating infor-
mation about products and services, it has often fallen short of expectations
when consumers want to “experience” a product. As a result, consumers tradi-
tionally do not achieve as rich an experience online as they would in a conven-
tional store, such as experiencing the store atmosphere, interacting with a
salesperson, and seeking sensory stimulation. More recently though, three-
dimensional (3D) product visualization technology has emerged online as a new
form of rich media advertising, enabling consumers to interact with a virtual
product much like they would with a physical product. Li, Daugherty, and Biocca
(2001) have conceptualized this new and challenging type of consumer experi-
ence as a virtual experience. Even though the term has been used in previous
research (Hoffman & Novak, 1996; Klein, 1998), Li and colleagues characterize
a virtual experience as a vivid, involving, active, and affective psychological
state that consumers encounter when interacting with 3D products in a
computer-mediated environment. Consumers are able to experience psycholog-
ical states online because the Internet creates a sense of interactivity and enjoy-
ment resulting in increased learning, altered behaviors, and a perceived sense
of control (Hoffman & Novak, 1996; Huang, 2006). A virtual experience is a sim-
ulation of a real or physical experience, which occurs within a computer-mediated
environment, and has been construed to be located between direct (i.e., product
trial) and indirect (i.e., traditional advertising) experience along the spectrum
of consumer learning (Li, Daugherty, & Biocca, 2001). Current research, however,
has failed to empirically confirm this position completely, as the unique and dis-
tinctive characteristics that distinguish a virtual experience from indirect and
direct experience have not been examined. Therefore, the purpose of this research
is to expand the theoretical knowledge of consumer learning by testing the
impact of a virtual product experience relative to indirect and direct product
experiences. Experiment 1 compares the effects of examining a commercial prod-
uct via virtual, direct, or indirect product experiences in order to isolate and
understand the influence of each on consumer learning. In turn, Experiment 2
extends this work by examining the sequential exposure of virtual experience
in conjunction with either indirect or direct product experiences. The implica-
tions of such findings could: (1) potentially provide scholars with a better theo-
retical understanding of consumer psychological processes and behavior online
when interacting with 3D product visualization; and (2) improve the prediction
for effective persuasive Internet marketing strategies.
CONSUMER LEARNING
Researchers have delineated two main types of experience associated with con-
sumer learning of products or services: indirect experience and direct experi-
ence (Deighton, 1984; Hoch & Deighton, 1989; Hoch & Ha, 1986; Kempf &
Smith, 1998; Smith & Swinyard, 1982, 1983, 1988; Wright & Lynch, 1995).
While indirect experience can occur from various sources (i.e., word of mouth,
Consumer Reports, etc.), the most prevalent form of exploration in consumer
learning is advertising. This form of experience can provide several advantages
for both consumers and advertisers. First, advertising is a mediated experi-
ence where messages are framed to emphasize the most important product
information. Second, advertising exposure can stimulate consumer awareness
VIRTUAL EXPERIENCE
The Internet is a more powerful medium than traditional print and broadcast
media in the sense that consumers are able to interact with products in 3D mul-
timedia environments, thus simulating a new form of experience—a virtual
experience. A virtual experience is a psychological and emotional state consumers
undergo while interacting with 3D visual products in a computer-mediated envi-
ronment (Li, Daugherty, & Biocca, 2001). The conceptualization of a virtual
experience has emerged because technological developments indicate a move-
ment toward more multisensory interactions incorporating high-quality visuals,
stereo sound, and rich imagery (Fiore, Jin, & Kim 2005; Soukup, 2000).
Fundamentally, it is the interactive and vivid nature of 3D product visuali-
zation that stimulates a consumer’s mental processing when experiencing a
EXPERIMENT 1
The concept of virtual experience is used in this study with the claim that it shares
the properties of both direct and indirect experience. It shares properties of indi-
rect experience because it is a mediated representation of an object or world. How-
ever, more so than with past media, virtual experience shares the properties of
direct experience because consumers can interact with objects and products
through multisensory iconic representations that simulate the properties of direct
experience. The research proposition is that consumers are more likely to per-
ceive a virtual experience to be richer than indirect experience and closer to direct
experience because of interactivity, vividness, personal relevance, enjoyment,
H1: Virtual experience will result in (a) greater product knowledge, (b) a more
favorable brand attitude, and (c) elevated purchase intent than exposure
to an indirect experience.
Method
Experiment Design. To test the hypothesis, a between-subjects design was
used with indirect, direct, and virtual consumer experiences serving as the inde-
pendent variables. Traditional advertising effectiveness measures, such as prod-
uct knowledge, brand attitude, and purchase intent served as the dependent
variables.
Procedure. The study was conducted in a laboratory setting and began with
the administration of a short survey designed to collect background information
Results
Data Analysis. The sample consisted of 66 women (73.3%) and 24 men
(26.7%) with an average age of 21.7 (SD 1.93). In addition, the majority of par-
ticipants were upperclassmen including 68 seniors (75.6%), 18 juniors (20.0%),
and 4 sophomores (4.4%). Reliability assessment was conducted using Cronbach’s
alpha on the dependent variables with composite measures used during analysis
7.00
6.00
5.00
4.00
3.00
to reduce measurement error. All scales exceeded the generally accepted guide-
line of .70 (Hair et al., 1998, p. 118).
Hypothesis Testing. The results show significant main effects for product
knowledge, F (2,89) 17.09, p .01, h2 .28; brand attitude, F (2,89) 3.90,
p .05, h2 .08; and purchase intention, F (2,89) 8.69, p .01, h2 .17, sug-
gesting the dependent measures were affected differently across the treatment
conditions (Figure 1). To test for the possibility of confounding effects due to
individual differences associated with product involvement and/or brand pref-
erence, a multivariate analysis of covariance was conducted on each of the
dependent variables. Controlling for involvement and brand preference for Pana-
sonic did not eliminate the observed effects for product knowledge, F (4,85)
14.1, p .01, h2 .41; brand attitude, F (4,85) 5.21, p .01, h2 .20; and pur-
chase intention, F (4,85) 20.83, p .01, h2 .51.
Univariate contrast comparisons were conducted to test the proposed hypoth-
esis, which stated that a virtual experience would heighten product knowledge,
increase brand attitude, and elevate purchase intention above an indirect expe-
rience. Indeed, the results support the hypothesis with participants reporting
significantly higher product knowledge (M 4.57, SD 1.21), brand attitude
(M 5.40, SD .96), and purchase intention (M 3.39, SD 1.31) from a vir-
tual experience compared to the reported product knowledge (M 2.78, SD
1.42, t(58) 5.26, p .01), brand attitude (M 4.68, SD 1.18, t(58) 2.61,
p .05), and purchase intention (M 2.18, SD 1.36, t(58) 3.49, p .01)
from evaluating the indirect experience. As expected, the null hypothesis was
supported with no reported differences for brand attitude (M 4.94, SD .88,
t(58) 1.93, p .05), and purchase intention (M 3.38, SD 1.17, t(58) .05,
p .05) for direct experience relative to virtual experience. Surprisingly, though,
a significant difference was detected for product knowledge with participants indi-
cating they felt more knowledgeable from the virtual rather than the direct
experience (M 3.23, SD 1.04, t(58) 4.58, p .01).
DISCUSSION
The purpose of this first experiment was to expand the theoretical knowledge of
consumer learning by testing the impact of a virtual experience compared to
indirect and direct consumer experiences. Rather than provide absolute evidence
in support of a virtual product experience, this study extends our understanding
of the cognitive, affective, and conative outcomes traditionally associated with con-
sumer learning to include the combination of this new type of consumer experi-
ence. The result is that consumers are more likely to perceive the examination
of products in a virtual experience as being richer than indirect experience. Par-
ticipants reported significantly higher levels of product knowledge, brand atti-
tude, and purchase intention after evaluating the Web site incorporating 3D
product visualization compared to the magazine advertisement. This suggests that
the virtual experience enhanced consumer learning, as measured from these
constructs, over the indirect experience. In turn, the virtual experience was
expected to emulate the effects of direct product experience with no differences
between the two evaluations. While no significant differences between direct and
virtual experiences were detected for brand attitude and purchase intention,
surprisingly, participants indicated more product knowledge after evaluating
the test product in the virtual experience rather than the direct experience. Per-
haps the impact of virtual experience is not understood by simply testing dif-
ferent experiences, but rather the greatest influence may come from the
combination of experiences as marketers engage in traditional advertising, direct
consumers to product Web sites, and rely on product exposure via retail stores.
EXPERIMENT 2
While comparing the individual differences between indirect, virtual, and direct
experience is an important first step, examining the interaction of these expe-
riences could offer marketers greater insight in developing online marketing
strategy. Smith and Swinyard’s (1982) Integrated Information Response Model
illustrates how exposure to advertising typically generates lower-order beliefs
leading to product awareness and trial, which represents an attempt by the
consumer to move toward higher-order beliefs via direct experience interaction.
However, indirect experience, such as advertising, under certain circumstances
can lead to higher-order beliefs for products high in search attributes relying less
on direct experience (Wright & Lynch, 1995). Essentially, the predisposition cre-
ated by advertising is reinforced by product trial elevating consumer learning.
Yet, when product trial precedes advertising, the confidently held higher-order
beliefs formed from direct experience overshadow the indirect experience, lim-
iting the overall evaluation. From an advertising perspective, the traditional
sequence of exposure enhancing consumer learning the most occurs when indi-
rect experience precedes direct experience, with numerous findings supporting
this model (Marks & Kamins, 1988; Moore & Lutz, 2000; Smith, 1993; Smith &
Swinyard, 1983; Wright & Lynch, 1995).
Because 3D product visualization incorporates elements of both indirect and
direct experience, virtual experience can potentially exceed the limits of each type
individually (Li, Daugherty, & Biocca, 2001, 2002, 2003). For instance, both indi-
rect and virtual experiences are mediated occurrences that provide marketers
Method
Experiment Design. To test the hypotheses, a between-subjects design was
used with the type of product evaluation experience (indirect, direct, and virtual)
paired together and sequentially alternated, resulting in six test conditions.
Pretest
Mean 4.11 6.04 5.16 4.88 4.59 4.33
St. Deviation 1.11 1.03 1.06 1.18 1.40 1.41
Experiment 1
Mean 4.35 6.00 5.09 4.93 4.63 4.34
St. Deviation 1.15 .99 .97 1.21 1.43 1.29
Experiment 2
Mean 4.10 6.09 5.33 5.10 4.73 4.59
St. Deviation 1.12 .97 1.28 1.16 1.30 1.15
Results
Data Analysis. The sample consisted of 84 women (50.6%) and 82 men
(49.4%) with an average age of 21.8 (SD 2.35). Reliability assessment was
again conducted on the dependent variables using Cronbach’s alpha and found
acceptable with composite measures used accordingly.
Hypothesis Testing. The results show significant main effects for product
knowledge, F (5,165) 3.04, p .05, h2 .09; brand attitude, F (5,165) 16.52,
p .01, h2 .34; and purchase intention, F (5,165) 2.66, p .05, h2 .08, sug-
gesting the dependent measures were affected differently across the treatment
conditions. Furthermore, participants indicated the highest level of product
knowledge when exposed to a direct experience preceding a virtual experience
(M 4.63, SD 1.24) (Table 1). However, exposure to a virtual experience
preceding both indirect (M 5.48, SD .92) and direct (M 5.55, SD .97)
experiences accounted for the strongest impact on brand attitude. Participants
exposed to a virtual experience preceding an indirect experience (M 3.58,
SD 1.36) indicated they were more likely to purchase the test product
(Figure 2). Results of the MANCOVA again indicated that controlling for involve-
ment and brand preference did not eliminate the observed effects for product
3
Product knowledge
2 Brand attitude
Purchase intent
1
I-D D-I I-V V-I V-D D-V
Figure 2. Product knowledge, brand attitude, and purchase intention across sequen-
tial exposure conditions.
Independent Variables
Product knowledge
H2a — 3.51 4.38 — — 8.00 .00
H3a 4.31 — — 4.31 — .000 .99
H4a — 3.51 — 4.31 — 6.75 .01
H5a 4.31 — — — 4.63 1.086 .30
H6a — 3.51 — — 4.63 13.24 .01
Brand attitude
H2b — 3.31 4.64 — — 22.25 .00
H3b 4.82 — — 5.55 — 6.67 .02
H4b — 3.31 — 5.55 — 65.23 .00
H5b 4.82 — — — 4.97 .258 .61
H6b — 3.31 — — 4.97 34.57 .00
Purchase intention
H2c — 3.39 2.67 — — 4.76 .04
H3c 2.67 — — 3.23 — 2.96 .08
H4c — 3.39 — 3.23 — .226 .64
H5c 2.67 — — — 3.22 2.85 .09
H6c — 3.39 — — 3.22 .253 .62
Discussion
The purpose of this study was to expand the theoretical knowledge of con-
sumer learning by testing the sequential impact of a virtual experience when
Limitations
Inherent within any study are limitations that affect the overall validity and reli-
ability of the results. With regard to this study, there are obvious limitations that
should be considered when interpreting the research findings. One limitation is
CONCLUSIONS
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The authors would like to thank Bonnie Reece and Steve Edwards for their comments
and suggestions on earlier versions of this manuscript and Matt Eastin, Carrie Trimble,
and Harsha Gangadharbatla for their assistance during the data collection.
Correspondence regarding this article should be sent to: Terry Daugherty, Department
of Advertising, The University of Texas at Austin, Austin, Texas 78729 (Terry.
Daugherty@mail.utexas.edu).