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The Effects of Virtual Reality on Consumer Learning: An Empirical Investigation

Author(s): Kil-Soo Suh and Young Eun Lee


Source: MIS Quarterly , Dec., 2005, Vol. 29, No. 4 (Dec., 2005), pp. 673-697
Published by: Management Information Systems Research Center, University of
Minnesota

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

V jllCil Ld IV RESEARCH ARTICLE

The Effects of Virtual Reality on


Consumer Learning: An Empirical
Investigation1

By: Kil-SooSuh by mitigating the problems associated with con


School of Business sumers' lack of physical contact with products.
Yonsei University However, while the employment of VR has in
134 Shinchon-dong, Seodaemoon-ku creased in B2C e-commerce, its impact has not
Seoul 120-749 been explored extensively by research in the IS
KOREA field.
kssuh@base.yonsei.ac.kr
This study investigates whether and under what
Young Eun Lee circumstances VR enhances consumer learning
Sauder School of Business about products. In general, VR enables consu
University of British Columbia mers to learn about products thoroughly by pro
2053 Main Mall viding high-quality three-dimensional images of
Vancouver, British Columbia V6T 1Z2 products, interactivity with the products, and in
CANADA creased telepresence. In addition, congruent with
lee@sauder.ubc.ca the theory of cognitive fit, the effects of VR are
more pronounced when it exhibits products whose
salient attributes are completely apparent through
visual and auditory cues (because most VR on
Abstract
desktop computers uses only those two sensory
modalities to deliver information). Based on these
As competition in business-to-consumer e
attributes, we distinguish between two types of
commerce becomes fiercer, Web-based stores are
products?namely, virtually high experiential
attempting to attract consumers' attention by ex
(VHE) and virtually low experiential (VLE) pro
ploiting state-of-the-art technologies. Virtual reality
ducts?in terms of the sensory modalities that are
(VR) on the Internet has been gaining prominence
used and required for product inspection. Hypoth
recently because it enables consumers to experi
eses arising from the distinctions expressed by
ence products realistically over the Internet, there
these terms were tested via a laboratory experi
ment. The results support the predictions that VR
interfaces increase overall consumer learning
1Ron Weber was the accepting senior editor for this about products and that these effects extend to
paper. Vivek Choudhury was the associate editor.
Dennis Galletta, Lome Olfman, and Jason Thatcher VHE products more significantly than to VLE
served as reviewers. products.

MIS Quarterly Vol. 29 No. 4, pp. 673-597/December 2005 673

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

Keywords: Virtual reality, consumer learning, consider most important in their purchase deci
interface design in e-commerce, cognitive fit sions. This argument is based on the theory of
cognitive fit, which identifies a contingent effect of
technologies: better performance results when
interfaces correspond to the nature of particular
Introduction -_-__ _-_ ___-_ _ tasks to be accomplished (Goodhue and Thomp
son 1995; Vessey 1991). In the context of B2C e
As competition in business-to-consumer e commerce, the nature of any particular product is
commerce becomes fiercer, Web-based stores are an important influence on consumer tasks, parti
adopting and using state-of-the-art technologies in cularly in processes of searching for and acquiring
their attempts to attract the fickle and selective information and making decisions about purchases
attention of consumers. Toward this end, virtual (Levin et al. 2003; McCabe and Nowlis 2001).
reality (VR) has emerged as a technology that Consequently, the second objective in this study is
provides users with realistic, interactive computer to investigate whether and how the impact of VR
environments (Li et al. 2001). VR interfaces pro on consumer learning may be contingent upon
vide high-quality three-dimensional images of product type.
products, interactivity with the products, and
increased telepresence (Klein 2003; Steuer 1992). We investigate the moderating effect of product
With the assistance of VR, users can experience type on VR effectiveness in terms of the sensory
products virtually by examining and manipulating stimuli VR is able to convey. In particular, current
the visual images, functions, and features of pro VR can reasonably generate and transmit only
ducts in a variety of ways. VR brings verisimilitude visual and auditory stimuli through monitors and
to Web-based stores, partially alleviating the major (sometimes) speakers, given that the kinds of VR
constraints caused by the lack of contact between adopted by most Web-based stores do not employ
consumers and products online (Klein 2003). more sophisticated tools, such as force-reflecting
devices. Hence, the effects of VR are manifested
Previous marketing research into three-dimen only when it represents products that require vision
sional (3D) advertising (which is made possible on and hearing for inspection. We use the term
a two-dimensional (2D) screen using VR tech virtually high experiential (VHE) to characterize
nology) has demonstrated that consumer learning such products and to distinguish them from
is enhanced by such interfaces (Li et al. 2001, virtually low experiential (VLE) products, whose
2002, 2003). Compared to products presented in evaluation is best accomplished by senses other
2D modes, consumers tend to understand than vision or hearing.
products better, prefer them to other products, and
are more inclined to buy products when they are In the sections below, we first review previous
presented with 3D advertising. However, while the research on VR and consumer learning in order to
employment of VR has increased in B2C e derive our hypotheses on the overall impact of VR
commerce, its impact has not been explored on consumer learning. Next, we present a review
extensively by research in the IS field (Walsh and of existing literature on the theory of cognitive fit
Pawlowski 2002). and product attributes, which provides a founda
tion for our theories on the relations between
Thus, the first goal of this study is to examine different product types and VR. We then explicate
whether the use of VR in Web-based storefronts product types and predict the moderating effects of
positively influences consumer learning, including the different product types on consumer learning.
consumer intentions to purchase. While positing Our research method is explained, including the
a positive overall effect from the use of VR, we operationalization of independent and dependent
assert that its effectiveness is greatest when the variables and the experimental design and
qualities of VR correspond to the salient attributes procedures. Data analysis and results are pre
of products, specifically, the attributes consumers sented in the subsequent section. Finally, we

674 MIS Quarterly Vol. 29 No. 4/December 2005

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

conclude with a summary of the results of the and cumbersome equipment required for
experiment, the implications for theory and immersive VR.
practice, and suggestions for future research.
VR provides high media richness (i.e., high levels
of representational quality and volume of content
in a mediated environment). The degree of media
richness is determined by the sensory depth and
Theoretical Background breadth of an interface (Steuer 1992). Depth
and Hypotheses __ __-_-__-_-__- -. refers to the quality of information within each
channel. Breadth, on the other hand, refers to the
Figure 1 presents the research model developed number of sensory dimensions simultaneously
and applied in this study. The figure illustrates that presented. VR increases sensory depth, espe
VR, with high media richness, interactivity, and cially in the visual sense, as it can transmit more
telepresence, enhances consumer learning about detailed 3D images than 2D static images,
products. In addition, VR can best replicate con particularly through zoom and rotation functions
sumer inspections of products that require vision (Klein 2003). Simultaneously, VR has the capa
bility to increase the breadth of a sensory interface
and hearing, because VR on desktop computers
generally uses only these two sensory modalities inasmuch as it often stimulates multiple sensory
to deliver information. Hence, the effects of VR channels, although, in the context of B2C e
are more pronounced when it exhibits VHE commerce, most VR targets only two senses:
vision and hearing.
products whose salient attributes are completely
apparent through visual and auditory cues, while
VR also provides high interactivity (i.e., the degree
the effects are limited in regards to VLE products
to which users can manipulate the form and
whose salient attributes are best described by
content of a mediated environment in real time;
other sensory cues or from secondary sources.
Steuer 1992). Interactivity is achieved when users
These assertions and the corresponding hypoth
are provided with immediate feedback through
eses are developed below.
their perceptions that a mediated environment is
modified based on their input (Klein 2003). This
relates to the prominent features of VR. It offers a
high level of control over computer-mediated
Virtual Reality environments, both in terms of user abilities to
adjust the information according to their individual
VR is a computer-generated, interactive, 3D interests and concerns, and, in general, their ability
environment in which people become immersed to be active, rather than passive, in their
(Wexelblat 1993). Depending on the extent of this engagement with the information (Pimentel and
immersion, VR applications can be classified into Teixeira 1994, pp. 20-21).
two categories: immersive VR and non-immersive
VR (Mills and Noyes 1999). In the former, users Through high media richness and interactivity, VR
wearing head-mounted displays are totally sur can generate compelling feelings of telepresence
rounded by enclosed virtual environments. Non (Biocca 1997; Klein 2003). Telepresence is a
immersive VR, on the other hand, is conveyed sense of "being there" in an environment by means
most commonly by desktop or laptop computers. of a communication medium (Reeves and Nass
Thus, users' VR experiences are limited to what 1996; Steuer 1992). Based upon sensory stimuli
they see on their display monitors and what they conveyed by a VR interface, human beings can
hear from their speakers. The present study create a perceptual illusion of being present and
focuses on non-immersive VR interfaces, because highly engaged in a mediated environment, while
most Web-based stores have implemented non they are in reality physically present in another
immersive VR, generally due to the high expense place (Biocca 1997).

MIS Quarterly Vol. 29 No. 4/December 2005 675

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

Interactivity -x- Attitude


I Telepresence I Purchase Intent
I H4a, H4b, H5, H6

Fit (Sensory modalities used by VR and


required for product descriptions)

Vision and Hearing_

_Product Types_
Virtually High
Experiential Products

Virtually Low
Experiential Products

Figure 1. Research Model

Consumer Learning environments (Hoch and Deighton 1989). VR


reduces ambiguity by providing rich information,
Previous research has indicated that rich, interand it motivates consumers by enabling them to
active, and engaging presentations of informationinteract with products (Kempf and Smith 1998).
enhance consumer learning (Kim and Biocca Thus, by providing VR, Web retailers can positively
1997; Li et al. 2003). Consumer learning refers to
influence consumer learning about products.
any process that changes a consumer's memory
and behavior as a result of information processing
Lavidge and Steiner (1961) first established a
(Arnould et al. 2001). Learning is open to outside
research tradition that has investigated consumer
influences, given that it is not always a process of
achieving absolute truth; furthermore, it remains learning from three dimensions (cognitive, affec
vulnerable to external factors such as consumers' tive, and conative), and that has accumulated a
familiarity with particular products, their motiva rich history of research. For instance, it has been
asserted that,
tions, and the ambiguity of various information

676 MIS Quarterly Vol. 29 No. 4/December 2005

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

traditionally, effective consumer learning knowledge (Bettman and Park 1980). The affec
is assumed to be a critical mediator of tive dimension, on the other hand, identifies
consumption and ascertained from cogni whether or not consumer attitudes are influenced
tive, affective, and conative dimensions. by particular stimuli (McKenzie et al. 1989).
Likewise, numerous techniques for mea Finally, conative measurements investigate behav
suring effectiveness are intended to ioral responses to various stimuli, such as pur
examine components from the same chase intentions that may be invoked by the stimuli
domains (Li et al. 2003, p. 398; emphasis (see Li et al. 2003).
added).
In terms of cognitive processes, Kempf and Smith
The sequence along which the three dimensions (1998) have claimed that product trials enhance
occur has yet to be fully explicated, however. consumer comprehension about products. The
Hierarchical models of effects have posited that richness of VR allows consumers to examine
the process is sequential, beginning with cognition, realistic 3D images of products from various
proceeding through affects, and concluding with angles and distances. The interactive capabilities
conation. In practice, consumers first comprehend of VR permit them to sample various product func
cognitively a given message and form positive, tions and features. Simultaneously, consumers
neutral, or negative attitudes toward products. experience strong telepresence, which engages
They then develop their intentions for action. them in learning processes and hence increases
However, for less-complicated products that can their comprehension of the objects (Klein 2003; Li
be sampled relatively easily, researchers have et al. 2003). On the other hand, consumers feel
proposed an alternative path from cognition to less telepresence in static interfaces consisting of
conation and affect (see Smith and Swinyard still pictures, inasmuch as pictures are relatively
1982). Confronted with such disagreements lean media compared to VR. Moreover, they are
regarding the actual sequence, Maclnnis and rarely interactive. Therefore, we expect that VR
Jaworski (1989) have provided an integrative interfaces can enable consumers to comprehend
framework that includes antecedents to learning, products better than static interfaces.
information processing, and consequences of this
process. Notably, their framework separates infor H1a. Compared to static interfaces, VR
mation processing from its consequences. Fol interfaces increase consumers' actual
lowed by exposure to stimuli, information pro
product knowledge.
cessing occurs. As a result, cognitive, affective,
and conative responses are invoked.
H1b. Compared to static interfaces, VR
interfaces increase consumers' per
In the present study, we examine VR effects on
ceived product knowledge.
consumer learning in terms of cognitive, affective,
and conative dimensions, based on observations
Next, from the perspective of the affective and
made by Maclnnis and Jaworski (1989) and Li et
conative dimensions, consumers form either posi
al. (2003).2 The cognitive dimension determines
tive, neutral, or negative attitudes and purchase
the extent to which information about products
intentions toward products as they examine the
enhances consumer comprehension. It can be
products. VR, with its higher media richness, in
measured based on either actual or perceived
creased interactivity, and higher telepresence,
affects consumers' attitudes and purchase inten
tions regarding products more significantly than
2The sequence along which the three dimensions occur
is not considered in this paper because we do not intend static pictures. However, more-thorough examina
to partake in the debate in the marketing field, which tions of products do not always result in positive
remains unresolved. Benbasat and Zmud (2003) have consumer attitudes and strong purchase inten
warned IS researchers of the danger of including or over tions. If consumers realize the drawbacks of a
investigating issues that are best left to scholars in other
disciplines. product, the influence on their attitudes and

MIS Quarterly Vol. 29 No. 4/December 2005 677

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

purchase intentions is negative. Regardless of 2003). Specifically, consumers experience pro


whether the influence is positive or negative, the ducts with physical or actual trials (i.e., direct
enhanced examination of products possible with experience), through secondhand source informa
VR can change consumers' attitudes and pur tion such as advertising or labels (i.e., indirect
chase intentions. experience), or with virtual representations of the
products, such as by using VR (i.e., virtual
H2. Consumers' attitudes toward products experience). The primary difference between the
presented with VR interfaces differ from three lies in the human senses that are involved.
their attitudes toward products presented All five senses of active organisms (i.e., orien
with static interfaces. tation, hearing, touch, taste-smell, and vision) can
be used in direct experience (Klein 2003;
H3. Consumers' purchase intentions toward Schiffman 1990). Conversely, none of these
products presented with VR interfaces senses are used directly in indirect experience,
differ from their purchase intentions because no physical contact with products is
toward products presented with static involved. Two senses (i.e., vision and hearing) are
interfaces. used in virtual experiences, because the VR
adopted by most Web-based stores uses only
monitors and speakers.3

The distinction between virtual and direct experi


Theory of Cognitive Fit and
ences parallels distinctions that can be made
Product Types
between different kinds of product attributes
While VR generally influences consumer learning, because experiencing different attributes requires
the degree to which VR affects consumer learning
the use of distinct senses. Specifically, direct
varies contingent upon the particular product type
experiences are most suitable for experience
being examined. The theory of cognitive fit posits attributes (e.g., the taste of food; see Table 1)
because the use of one or more of the five senses
that a match between IT applications and users'
tasks is important for the realization of positive is often required (Nelson 1975). Indirect experi
ences, on the other hand, are sufficient for search
results from IT (Vessey 1991). Goodhue and
attributes (e.g., calories of food) that do not involve
Thompson (1995) have found that, when users
the direct use of these senses (Wright and Lynch
perceive that the characteristics of a technology
match the characteristics of their tasks, they be 1995). However, attributes that are best supported
by virtual experience have not been fully explicated
lieve the technology exerts a more positive impact
on their effectiveness and productivity in achieving
by previous research.
their goals. Furthermore, prior marketing research
has demonstrated that an important influence on
the consumer task is the nature of the product
(McCabe and Nowlis 2001). That is, the attributes
of products affect consumers' tasks of searching Web-based VR does not support receivers' touch, taste
for and acquiring information and making decisions smell, or orientation because it does not employ the
about their purchases (Levin et al. 2003). Given devices required for replicating such sensations,
including head-mounted displays and force-reflecting
the influence of product type on consumers' tasks, devices. On the other hand, vision is considered to be
we claim that the advantages of VR are aug the most important sense in the context of generating
mented only in relation to products whose critical virtual experiences through realistic 3D displays (Gigante
1993; Pimentel and Teixeira 1994, p. 95). VR can also
attributes can be assessed adequately by the generate auditory sensations. However, auditory stimuli
characteristics of VR. play a secondary role in the generation of virtual
experiences when accompanied by visual stimuli
(Pimentel and Teixeira 1994, pp. 95-98). Thus, in the
Consumers can experience products in three
present study, products are characterized primarily by
ways: directly, indirectly, and virtually (Li et al. their visible qualities.

678 MIS Quarterly Vol. 29 No. 4/December 2005

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O CD r~CD 3

=! button o
<d modalities of a camera shutter o

^ visual/ auditory channels choice, and the click j|.

? environment using auditory sensory bed frame, color ^

Eg a mediated Attributes through visual or movement of a sofa- ?

contact using full experience perfume

2. Experience about products in Experiential be described only wristwatch, the g

Experiential Attributes
Product that one The appearance of
Experience about products sources (No direct Attributes be fully described vitamins, calories of =*

Indirect Consumers learn Secondary N/A Search Attributes that can Components of co

Product Sensory Attributes

? from secondary physical contact by secondary food r Experience Definition Media Used Modalities Used Examined Definition Examples
Experience about products (Physical contact) vision, hearing, Attributes can assess only clothing, the taste of
^ Virtual Consumers learn VR interface* Vision, hearing Virtually Attributes that can The shape of a o

0 sources without involved) sources JL

5- II I I I I I I o

Product Experience Product Attributes

j^ *VR interface refers to the VR operated on a desktop platform, given the current state of technology. c

Table 1. Summary of Product Experience and Attributes

sensory modalities

| physical contact 5?

CD g
o 2CJi ^ (O CQ

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

In this light, Li et al. (2003) have discussed types this type of product are not anticipated easily.
of products that are suited for virtual experience by Given the absence of a proper product type
investigating the senses used for conveying the associated with the effect of VR that emphasizes
products. They have classified products as geo the use of vision and hearing, we provide a new
metric, material, or mechanical. Geometric pro classification of product types. Specifically, we
ducts are those whose attributes consumers can refer to the attributes that can be experienced with
understand fully by visual cues, whereas material visual and auditory senses as virtually experiential
products are those whose attributes require haptic attributes. This category includes (1) the shape
cues (i.e., physical touching) in addition to visual and appearance of a product (e.g., the shape of
inspection (McCabe and Nowlis 2001). Mechani wristwatches and the appearance of furniture),
cal products, a third category corresponding to (2) possible changes in the form of a product (e.g.,
consumer desires to interact with a product when the assembly of a toy, the movement of a sofa-bed

examining it, are those whose attributes can be frame) and possible changes in its content (e.g.,
color choice), and (3) the sound of a product (e.g.,
evaluated by behavioral interaction in addition to
the click of a camera shutter button).
merely touching the product (Li et al. 2003).

In contrast, product attributes that can only be


Despite the contribution by Li and his colleagues to
assessed through senses other than vision and
the classification of product types based on virtual
hearing are not assessed ideally through virtual
experience, this classification system is not
experience in the current state of technology.
exhaustive. They deal only with visual and haptic Furthermore, the attributes that are better
senses with little explanation of other senses.
assessed through indirect experience generally
Geometric products are related primarily to vision, cannot be examined by virtual experiences in
material products are associated with vision and satisfactory ways. In other words, certain attri
touch, and mechanical products involve vision and butes are not virtually experiential at this time. For
touch (because behavioral interaction is achieved example, the bouquet of wine, which requires
through a visual sense in VR). Thus, products consumers to use another sensory channel, or the
whose attributes require senses other than vision reliability of a PDA, which can be examined
and touch do not fall into any of these categories. satisfactorily through secondary sources, are not
Consider a bag of potato chips and a candy bar, virtually experiential attributes.4
the examples of geometric products proposed by
Li et al. (2003). These products require con We define salient attributes of products as those
sumers' taste and smell for satisfactory information attributes that are most prominent and important
to be obtained, not just vision, the sense that when consumers make decisions about pur
characterizes geometric products. Thus, this type chasing the products. For example, with clothing
of product is not exactly a geometric product, but and similar products, consumers emphasize the
neither is it explicitly a material nor a mechanical ability to examine the designs of the products,
product. while with products like compact disks they like to
listen to the products. We refer to products whose
Furthermore, because this classification does not salient attributes are mainly virtually experiential as

effectively distinguish the senses that are most virtually high experiential (VHE) products. We
suitable for virtual experiences from those that are refer to products whose salient attributes are not
not, it is difficult to predict the impact of virtual
experience consistently. For example, to assess
material products (e.g., a sweater), consumers 4We are positing that the effects of virtual experiences
are enhanced insofar as VR supports the sensory stimuli
must see and touch them. Thus, both visual and
required for consumers to assess particular attributes
haptic senses are important. However, because faithfully and realistically. Hence, no matter how crea
VR cannot fully support haptic senses, consumers tively a VR interface is designed, some attributes can be
can assess only those attributes requiring visual best appreciated with senses other than vision and
hearing. Therefore, for these attributes, the additional
cues. Thus, the effects of virtual experience on knowledge gained by VR viewers will be limited.

680 MIS Quarterly Vol. 29 No. 4/December 2005

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

primarily virtually experiential as virtually low Research Method


experiential (VLE) products.
A laboratory experiment was employed to empi
These types of products moderate the degree to rically test the effects of VR on consumer learning
which VR affects consumer learning, since the and the moderating effect of product types. The
strengths of VR (media richness, interactivity, and experiment allowed close control over indepen
telepresence) are enhanced by visual and auditory dent, moderating, dependent, and possibly con
cues. That is, visual and auditory cues intensify founding variables to achieve a high degree of
media richness of VR, establish interactivity,5 and internal validity (Singleton and Straits 1999, p.
build perceptual illusions that generate tele 183). To enhance mundane realism, the similarity
presence. Therefore, when VR is applied to VHE of experimental events to real experiences (Single
products, consumers are able to visually examine ton and Straits 1999, p. 194), and the generali
and interact with products by sampling features of zability of the findings, we selected products sold
the products. However, when VR is used for VLE in real Web-based stores and interfaces developed
products, the functionality of VR may not be as by a commercial VR application provider.
useful as it is for VHE products because the
salient attributes cannot be represented effectively
through vision and hearing. Thus, VR for VLE
products does not contribute as much to con Experimental Design
sumers' knowledge, attitudes, and purchase
intentions as it does for VHE products. A 2 x 2 factorial design with a within-subject factor
and a between-subject factor was used. The
H4a. Increases in consumers' actual know within-subject factor, interface design, had two
ledge, effected by VR interfaces, are levels: VR and static. The between-subject factor,
more significant for VHE products product type, had two levels: VHE and VLE.
than VLE products. Besides economizing on the number of partici
pants (Gravetter and Wallnau 2000), the use of a
H4b. Increases in consumers' perceived within-subject design for the interface design
knowledge, effected by VR interfaces, enabled control over individual differences in
are more significant for VHE products comprehension and memory abilities, which
than VLE products. otherwise could have significantly influenced the
dependent variables (Stemthal and Craig 1982).
H5. The impacts of VR interfaces on con
sumer attitudes toward products are Because interface design was a within-subject
more significant for VHE products factor, different products were employed for each
than VLE products. interface design. This prevented the learning
effect that could occur through repeated searches
H6. The impacts of VR interfaces on con for information about the same products. How
sumer purchase intentions toward ever, if the differences between products were too
products are more significant for VHE dramatic, a fair comparison of independent vari
products than VLE products. ables could not be drawn. Consequently, the inter
face effect would not be detected. If consumers
preferred certain products much more strongly
5The interactivity of VR is represented in a series of than others, for example, it would be unlikely that
visual states portraying the forms or content of products. interface design would change their attitudes.
Consider the operation of a camera shutter as an
Therefore, controlling for consumers' previous
example: the shutter is closed in the initial stage; the
user provides an input (e.g., a mouse click); this input attitudes toward products was essential. Con
provokes the shutter button to be pressed and released; ducting a pretest and counterbalancing products
the shutter opens and closes accordingly. The sequence for each interface accomplished this outcome.
of visually changing states of the camera manifests the
user's interaction with the camera. First, the pretest was conducted with a pilot group

MIS Quarterly Vol. 29 No. 4/December 2005 681

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

miitli VR Static

lllllJllj H2 : H3 H4 j
VHE [|^=p^
Product ii llliiiiii I ,,? "|lliSli:llill|! Hi: VHE product
|| H1 Blmil I H3 MKm Li: VLE product
:. . . . .v.T.":.-.;.::;r.7:-.: j. 1,2,3,4 (the number
; ;. . .,.-\ of products)
L1 L2 L3 L4

Product !| T^ I I H^ Ii
L1 L2 L3 L4

Figure 2. Counterbalancing Products

students taking ato


that was demographically similar financial
the management course in
experiment
participants. Purchase intentions
a large university. Participation was voluntary; all and
for 10 VHE
10 VLE products were measured.
participants were offered
Among $10 gift certificates
them, to
four products ranking fourth
encourage their to seventh
participation in Of
in the experiment. each
the 85 participants,
product type were selected, because 57 werethemale and 28 were
inclusion
of the most or least preferred
female. On average, products
they were 23.3 years old,
could
hinder realization of the and
interface effect.
85 percent were business In
students. Theyaddi
tion, as shown in Figure surfed
2,the Internet for 12.63 hours per week, and
we counterbalanced
products for each interface.
71 percentUnder
had previous experience
the with VHE
VR (87(and
percent
VLE) conditions, half the had previously purchased products
participants were in pre
Web-based
sented the first and third stores). A Chi-square
products in VR analysis
and re the
second and fourth products in
vealed no static
significant pictures.
differences in gender, area of The
other half was presented study,the
previousinterfaces
experience with VR, or in
online the
purchaseany
reverse order. To eliminate experience among the groups.extra
potential A one
way ANOVA further
neous effects in the experiment revealed no significantwere
participants
assigned randomly to eachdifferences between the groups
condition andin terms of age,
asked to
number of years in university, or
navigate freely around demonstrations of average
the time four
products. spent surfing the Internet. Participants were also
asked if they possessed sufficient product
knowledge to make suitable purchase decisions on
a seven-point Likert scale (1 for "strongly disagree"
Participants and 7 for "strongly agree"). Their prior knowledge
of each class of products was not statistically
For the main experiment, 85 participants were different (VHE = 3.7, VLE = 4.1, t = 1.269, p =
drawn from a pool that comprised undergraduate .208).

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Web-Based Store Design informed of the research objective, built VR inter


faces for all eight products to ensure that the
Interface Design quality and functions of the VR were as similar as
possible for VHE and for VLE products. 3DIGM's
We constructed four Web-based stores, each virtual-reality engine, NOVA, extending VRML 97,
offering four products. Two used a VR interface; was used to implement the VR interface.
two used a static interface. With the exception of Participants viewed this VR interface using
counterbalancing the interfaces, the two stores for 3DIGM's VR plug-in, NOVA Viewer. The Web
each product type were identical. They contained based stores were stored on a commercial Web
the same products, information, and design, there server that participants accessed through a LAN
by ensuring information symmetry. with a T1 connection. IBM-compatible 1.4 GHz
Pentium4 PCs with 256 megabytes DDR SDRAM,
Hoffman and Novak (1996) have categorized 17-inch color monitors, and GeForce, a VR sup
information technologies into the groupings of porting graphics card, were used for the experi
dynamic and static. Dynamic technology includes ment. Participants browsed the Internet using
audio, full-motion video, and animation, while static Microsoft Internet Explorer (Version 5.5). With this
technology contains text, images, and graphics. configuration, retrieval of information, including VR
Accordingly, VR interfaces, as a kind of dynamic representation, was almost instantaneous.
technology, employ 3D representations of pro
ducts, while static interfaces are built around still
pictures of products.6 Choice of Products

The Web-based stores were developed using We chose a computer table as a VHE product
HTML, ASP (Active Server Page), JavaScript, and because the salient attributes center on external
Flash, all of which are commonly used by online appearance and functionality that can be fully
stores. Each Web-based store consisted of an represented by visual stimuli. Consumers could
introduction page, a page with product lists, and examine the external appearance, such as the
four detailed-information-about-product pages. table design, by rotating the image and by magni
Product-display windows were attached to each fying or diminishing it. In addition, they could
page. From the product-list pages, participants examine alterations to the table, for example, by
were able to proceed to pages detailing informa adjusting the height or angle of the table, opening
tion about each product by selecting the product and closing drawers, and pulling out keyboard
names. The detailed-information-about-product trays. We selected a desktop computer for our
pages contained both specific information about VLE product because most of its salient features
the products (such as functions, features, sizes, cannot be effectively described by vision and
and benefits), and "Show Me This Product" hearing. Rather, they can only be described
buttons. Selecting these buttons led to product sufficiently by secondary sources (e.g., CPU type,
display windows, in either a VR or a static memory size, and hard-disk storage capacity).
interface, which allowed participants to examine The components for which appearance (i.e., visual
the products. Appendix A provides examples of stimuli) would generally be important, including
the VR and static interfaces for a sample product. peripherals (e.g., a monitor, speakers, keyboard,
and mouse), were excluded from the description
The VR interfaces were developed in collaboration (hence, from the product display), and only the
with a commercial VR application provider, 3DIGM main processor unit was included in the experi
Co. Ltd. The same programmer, who was not ment. Recall, four products in each product type
were selected to prevent learning effects and to
increase the generalizability of the results.
6A pilot study indicated that the quantity of pictures on a
Web site (single or multiple) causes no significant impact
For a manipulation check, a pretest was conducted
on dependent variables for VHE products; hence, a
single picture was used for the static format. with 35 participants who were demographically

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

similar to the main experiment participants. The desktop computers classified the products as VLE
salient attributes for the two types of products were (X2 = 41.47, p <.0001). Hence, we believe our
ascertained using Fishbein and Ajzen's (1975) identification of a computer table as a VHE product
free-elicitation method. Participants were asked to and a desktop computer as a VLE product is valid.
write down the attributes that would be important
to them when buying computer tables and desktop
computers. They were directed to report the attri Dependent Variables
butes related to product quality per se, putting
aside other attributes such as price and brand that Recall, the effects of VR on consumer learning can
might influence their perceptions of product quality. be measured in cognitive, affective, and conative
For the computer table, 94 percent of the respon dimensions (Hutchinson and Alba 1991; Li et al.
dents listed appearance as the most salient attri 2002, 2003; Lutz 1975). We adopted actual and
bute, followed by convenience of use (56 percent), perceived knowledge as indicators of cognitive
durability (53 percent), functionality (50 percent), learning (Bettman and Park 1980). Actual knowl
and storage space (35 percent). For the desktop edge was measured by a comprehension test.
computer, the most salient attribute was perfor Such tests have been employed previously by a
mance (71 percent), followed by features (66 number of studies on the effects of information
percent), appearance (54 percent), capacity for presentation formats (Agarwal etal. 1999; Jarven
future expansion (43 percent), warranty (43 per paa and Machesky 1989). This type of test exam
cent), and reliability (23 percent). This result is ines elements in a presentation with the intention
consistent with our definitions of VHE and VLE, of measuring whether viewers identify the ele
thereby ensuring the manipulation was successful. ments correctly (Gemino 1999). Six items con
taining correct or incorrect information about the
To ensure that this manipulation would also be products in the experiment were developed. The
successful in the main experiment, on the post content validity of all items was assessed carefully
experimental questionnaire, participants were by conducting a pilot test employing participants
asked to rate the degree to which each attribute demographically similar to the experimental group
was experiential by VR on a seven-point Likert (to ensure that the questions were not biased
scale (1 for "VR did not enable me to experience toward specific interfaces or products). The parti
this attribute at all" and 7 for "VR fully enabled me cipants answered 45 out of a total of 48 questions
to experience this attribute"). This method was correctly, demonstrating no differences in the rate
adopted from a study by Kempf and Smith (1998), of correct answers across interfaces and products.
which parallels our research purpose and context. Given the high rate of correct answers, only minor
For the computer table, all attributes with the revisions were made to the questionnaire, which
exception of durability had relatively high experi was used for the experiment.
entiality ratings (above 4) on the seven-point scale.
In contrast, only one of the six salient attributes To assess perceived product knowledge, three
(i.e., appearance) was classified as relatively high existing Likert-scale items were adopted (Li et al.
for the desktop computer. The weighted average 2002; Smith and Park 1992). Participants' atti
experientiality ratings of all of the salient attributes tudes toward the products were measured by
for the computer table and the desktop computer adopting an established scale using seven-point
were 5.10 and 3.16 respectively. semantic differential items (Bruner 1998; Li et al.
2003). Participants' purchase intentions were
The participants were also asked to classify the assessed using an existing seven-point semantic
given products into VHE or VLE categories after differential scale (Bearden et al. 1984; Li et al.
the experiment, and the result again confirmed the 2003). The participants answered these questions
success of the manipulation. Over 90 percent for each of the four products separately.
(90.7 percent) of the participants presented with
computer tables categorized the products as VHE, We measured the relative preference between the
while 78.6 percent of the participants viewing products using a pair-wise comparison method for

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

further analysis. This method has a foundation in Cronbach's Alpha was used to assess reliability for
analytical hierarchy process (AHP), which allows perceived knowledge, product attitudes, and pur
comparisons of many alternatives, yielding a rela chase intentions. All constructs displayed accep
tive preference for each alternative (Saaty 1980). table levels (.79, .95, and .96, respectively).
Participants were presented with a pair of products Furthermore, the scales were tested for internal
and were asked to distribute 100 points depending consistency and a specified factor structure using
on the degree to which they preferred each confirmatory factor analysis, which indicated they
individual product.
were unidimensional (Table 2). Composite mea
sures for perceived product knowledge, product
attitudes, and purchase intentions were then
Experimental Procedure constructed by aggregating the multiple items.
These measures were used in the subsequent
Prior to undertaking the experiment, participants analyses.
were assigned randomly to one of the four treat
ment conditions and trained for 10 minutes with
Prior research suggests that experience (Taylor
each of the VR and the static interfaces. To
and Todd 1995) and gender (Gefen and Straub
ensure identical training, the same instructor 1997) influence individuals' perceptions and use of
taught each participant. After the participants fully IT. We first tested whether demographic differ
understood how to manipulate the interfaces, they ences explained variance in the dependent
were asked to navigate freely around the Web variables. Multivariate regression analyses found
based store for as long as they wanted. The parti no significant covariate effects of gender and
cipants spent about 1 minute reviewing detailed experience (F(16, 150) = 1.05, p = .41 in Wilks'
information for each product. No significant time test). Thus, based on the principle of parsimony
difference existed between the products presented (Box et al. 1994, p. 16), we did not include these
in the VR interface (66 seconds) and in the static variables in the subsequent analysis.
interface (59 seconds). Nonetheless, participants
used more time to view displays on products in the Table 3 shows the means and standard deviations
VR interface (148 seconds) than the static inter of the dependent variables. The Pearson's pro
face (45 seconds). Examining products through duct-moment correlation coefficients indicate that
VR usually takes more time because interactive the dependent variables were moderately corre
VR product visualization allows participants to lated with each other. Thus, the MANOVA model
move, rotate, and magnify images. After navi was applied to the data to test for interface-design
gating around the store, participants were asked to and the product-type effects on these measures.
minimize their browser windows and to complete The interface-design main effect (F(4, 80) =
the actual knowledge test. Next, participants 34.226, p < .001) and the interaction effect
continued with the remainder of the experimental between interface design and product type were
session while referring to the sites. Each stage of significant (F(4, 80) = 17.515, p < .001). The pro
the experiment began with the distribution of ques duct-type main effect, however, was not significant
tionnaires and ended with their removal, because (F(4, 80) = 2.159, p>.05).
questionnaires from the prior stage might influence
responses in later stages. Because the MANOVA results were significant,
these results were further analyzed using individ
ual ANOVAs to examine the effects of the inde
pendent variables on each dependent variable.
Results and Analysis _ _ We applied the Bonferroni family adjustment to the
level of significance. We set our value at 0.05/4 or
Analyses of all dependent measures were con 0.0125 to control for an inflated Type I error that
ducted using SPSS for Windows Version 10.0. arises from multiple tests.

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

Table 2. Reliability and Factor Loadings


Construct Reliability Item Factor 1 Factor 2 Factor 3
Perceived Product Knowledge .79 PK1 0.31790 0.11963 0.66948
PK2 0.07611 0.11104 0.73991
PK3 0.07219 0.03296 0.71537
Product Attitudes .95 PA1 0.79164 0.37548 0.18622
PA2 0.76585 0.47864 0.17914
PA3 0.69065 0.29558 0.22531
PA4 0.81416 0.39890 0.14449
PA5 0.73632 0.27342 0.17117
PA6 0.79008 0.47727 0.08890
Purchase Intentions .96 PI1 0.45566 0.81167 0.09823
PI2 0.40863 0.85672 0.10525
PI3 0.38981 0.85732 0.15433

_PI4 0.38775 0.83181 0.118

Table 3. Descriptive Statistics

N.N.Product/
Interface_
VH? Product VLE Product
^X. Sub- Sub
Measurement ^\. VR Static tot
Actual Mean 5.35 4.76 5.05 5.08 5.00 5.04 5.22 4.88 5.05

Kn^dge (SP) (-72) (.80) (.56) (.69) (.79) (.59)


Percentile 89.2% 79.3% 84.2% 84.7% 83.3% 84.0% 87.0
Score*
Perceived Mean 5.17 3.23 4.20 4.37 4.06 4.21 4.77 3.64 4.21
Product
Knowledge (S.D.) (.64) (1.09) (.69) (.73) (1.00) (.80) (.80) (
Product Mean 4.93 3.81 4.37 4.50 4.05 4.27 4.71 3.93 4.32
Attitudes ???????????? ???????? ???????? ???????? ?????? ???????? ?????? ????? ????? ???
(S.D.) (.78) (.86) (.37) (.70) (.65) (.53) (.77) (.77) (.86)
Purchase Mean 4.37 3.09 3.73 3.58 3.15 3.37 3.98 3.12 3.55
Intentions (S p^ (Q1) (QQ) (44) (85) (/| QQ) (_3) (Q6
*There are 6 test items, thus percentile score can be calculated by dividing mean score by 6.

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

Hypotheses Testing To investigate the nature of the interaction effects,


separate t-tests were conducted comparing the
A repeated-measure ANOVA was run to analyze mean differences between the VR and static
the effects of interface design and product types treatments of the dependent variables for each
on each dependent variable. Table 4 shows the product type. In the case of VHE products, the
results. The interface design significantly affected values of all three variables were significantly
all dependent variables. Participants reported different between the VR and the static treatments
significantly higher scores for the actual product (t = 122.86, p < .0001 for perceived product knowl
knowledge test in the VR treatment (mean = edge; t = 25.06, p < .0001 for product attitudes;,
5.22/6.00 or 87.0 percent) than the static treatment and t = 24.99, p < .0001 for purchase intentions).
(mean = 4.88/6.00 or 81.3 percent). Thus, H1a, For the VLE products, however, the difference in
which predicts that VR interfaces have more signi purchase intentions between the VR and the static
ficant effects than static interfaces on consumers' treatments was not significant (t = 5.85, p = .02),
actual product knowledge, is supported. Per whereas the other two variables exhibited signi
ceived product knowledge in the VR treatment ficant differences (t = 7.98, p = .0073 for perceived
(mean = 4.77) was also higher than the static product knowledge; t = 12.35, p = .0011 for pro
treatment (mean = 3.64). Moreover, the partici duct attitudes), although the t-values for all three
pants reported more positive attitudes toward dependent variables for VHE were greater than
products in the VR treatment (mean = 4.71) those for VLE. In summary, the results demon
compared to those in the static treatment (mean = strate that the VR interface increases consumer
3.93). Likewise, purchase intentions for products learning about VHE products more than it does for
in the VR treatment (mean = 3.98) were more VLE products, but it does not promote purchase
pronounced than those in the static treatment intentions for VLE products.
(mean = 3.12). These results support hypotheses
H1b, H2, and H3, which predict the superior ef
fects of VR interfaces on perceived product knowl
edge, product attitudes, and purchase intentions. Additional Analyses: Relative
Preference
Product type exhibited a significant moderating
effect in the interface designs for all of the Given that the participants' attitudes toward pro
dependent variables except actual product knowl ducts differed significantly even when VLE
edge. For the VHE products, the mean scores of products were represented by VR, we analyzed
perceived product knowledge, product attitudes, relative preference to investigate further whether a
and purchase intentions increased 60 percent, 29 real difference existed in preference across dif
percent, and 41 percent respectively when they ferent product types. Our measurement of relative
were represented by the VR interface. On the preferences ("Which product do you prefer when
other hand, for the VLE products, the mean scores you compare the two?") is based on the AHP
increased only 8 percent, 11 percent, and 14 method (Saaty 1980). Participants in our experi
percent respectively (see Figure 3). Therefore ment were given four products. Thus, they com
H4b, H5, and H6, which state that the impact of pared a total of six pairs of products. The analysis
VR interfaces on perceived product knowledge, was completed using Expert Choice 2000 (2nd
product attitudes, and purchase intentions will be Edition for Groups). Table 5 shows the results of
greater for VHE products than VLE products, are the relative preference scores, along with the
supported. However, H4a, regarding actual pro inconsistency ratios.
duct knowledge, is not supported at the conser
vative significance level of .0125, although the The VHE product H1 received the highest pre
enhancement of actual product knowledge by the ference score (0.392) when presented by the VR
VR treatment for VHE products (12.4 percent) was interface, whereas this preference score dropped
greater than that for VLE products (1.6 percent). to third place (0.267) when the same product was

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

Table 4. ANOVA Results

Actual Product Knowledge Perceived Product Knowledge


(R2 = .616) (R2 = .824)
DF MS F p Power DF MS F p Power
Within-Subjects
Interface Design 1 4.860 10.331 .002** .888 1 53.65 1
Interface Design 1 2.760 5.867 .018 .668 1 28.72 6
* Product Type
Error (Interface 83 .470 83 .453
Design)
Between-Subjects
Product Type 1 .0048 .007 .932 .051 1 .0069 .006 .938 .051
Error (Product 83 .661 83 1.118
Type)_
Product Attitudes Purchase Intentions
(R2 = .527) (R2 = .548)
DF MS F p Power DF MS F p Power
Within-Subjects
Interface Design 1 26.20 36.642 .000** 1.000 1 31.08
Interface Design 1 4.765 6.664 .012* .723 1 7.737
x Product Type
Error (Interface 83 .715 83 1.041
Design)
Between-Subjects
Product Type 1 .403 .967 .328 .163 1 5.662 7.820 .006** .789
Error (Product 83 .417 83 .724
Type)_j_j_
*p<.0125; **p<.01

displayed by the static interface.


VLEMeanwhile,
products did not profess dramat
their
participants' preferences for product H2 preferences,
rose from regardless of the t
the lowest (0.135) to the highest (0.325)
face design
when that
its was used. Although
interface design was changed from and L4 were
static interchanged in their po
to VR.
These results suggest that consumer preferences
third to fourth, the experimental con
toward VHE products can be altered ferences did not vary significantly w
significantly
products
by presenting them with VR interfaces. On were
the represented in VR
other hand, participants who wereinterfaces.
provided with

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

6 5.17
5
i 4.37
4 _ .- - - <r 406
3*"
J 323
2
" " " "Static
1 .*.VR
0
VHE VLE

Perceived Product Knowle

5 **.-~" " . ?4.5


4 .+ 4.05
3 381
"Static
1 .-*-VR
0
VHE VLE

Product Attitudes

Figure 3. Differences Between VHE and VLE_ \

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

5 4.37
4 _ *.! 3.58
3.09 3/l5
2
1 " " "Static
VR
0
VHE VLE

Purchase Intentions

Figure 3. Differences Between VHE

Table 5. Preference Listing Acros


Inconsistency
Preference 1st 2nd 3rd 4th Ratio

Condition 1 |H1 (0.392)| |H3(0.311)| H4 (0.161) H

VHE_
Product CondJtion2 |H2 (0.325)| |H4 (0.289) | H1 (0.267) H3 (0.119) 0.00

Condition 3 ||_3 (0.372) | -2 (0-270) |n (0.239)] L4 (0.119) 0.00

VLE_
Product Conditjon 4 _3 (0.353) |L2 (0.246)| |L4 (0.207) | L1 (0.194) 0.01

VR = the VR interface static = the static interface


Hi = VHE product Li = VLE product i = 1, 2, 3, 4 (the number of products)

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Discussion and Conclusions experiment did not contemplate all sensory stimuli
that VR can reasonably present. However, visual
VR on the Internet has been gaining prominence stimuli are the main sensory cues in producing
in recent years because it enables consumers to virtual experiences (Pimentel and Teixeira 1994, p.
experience products virtually over the Internet, 146). Participants reported more positive results
alleviating consumers' lack of physical contact with for the VHE products, even with the absence of
products. Furthermore, compared to a static inter auditory cues that might have expanded their
face, the results of laboratory experiments demon learning about the products. These points suggest
strate that participants exhibit significantly higher that the focus on visual cues in the product choice
levels of actual and perceived product knowledge, did not significantly inhibit the moderation effects
product attitude, and purchase intentions with a of product types from occurring.
VR interface. The results also demonstrate that
Another limitation arises due to the use of student
the type of a product (either VHE or VLE) moder
ates the effects of VR interfaces on consumer participants. However, because the present study
learning. Unexpectedly, the moderating effect of addressed an individual decision-making situation
product type on consumers' actual product knowl in B2C e-commerce with which 87 percent of the
edge, effected by VR interfaces, was not sup participants had previous experiences and em
ployed tasks that were familiar to students, the use
ported at the conservative significance level of
of student participants does not present a signi
.0125. Nonetheless, the moderating effect
seemed to occur because the enhancement of ficant threat to validity (McKnight et al. 2002).
Finally, this study did not demonstrate tangible
actual product knowledge achieved by the VR
benefits of VR in relation to its costs. Increases in
interface for VHE products (12.4 percent) was
purchase intentions do not always result in corre
much greater than for VLE products (1.6 percent).
sponding increases in actual purchases. It is
This suggests a potential limitation to our findings,
which is discussed further below. The results of difficult to estimate what increase in purchase
intentions will be sufficient to compensate busi
separate t-tests contradicted our expectation that
nesses for the costs involved in providing VR
VR does not improve participants' actual and per interfaces.
ceived product knowledge and product attitudes
for VLE products. These results can be explained
This study has contributed to both theory and
by increases in flow, which highly engages and
practice. First, by conducting a laboratory experi
motivates users in computer-mediated environ
ment with control over potentially extraneous
ments, thereby enhancing learning and positive variables, it empirically tested the impact of VR on
experiences with products when a technology is consumer learning. Although VR has been avail
vivid and interactive (Hoffman and Novak 1996). able since the 1970s in a number of areas, such
as B2C e-commerce, architecture, education,
Several limitations should be considered when
medicine, and computer-supported collaborative
interpreting the results of the present study. First, work, the impact of VR use has seldom been
the instrument for assessing actual product knowl explored in the IS field (Walsh and Pawlowski
edge does not seem sensitive enough to detect 2002). Second, we have proposed two types of
the apparent moderation effect of product types. online products that incorporate considerations of
The fact that we paid careful attention to the salient product attributes into VR technology.
development of the instrument to ensure it did not These may be useful in future VR research re
favor any type of products or interfaces might garding Web-based stores. Simultaneously, this
result in less sensitivity in detecting differences in research provides empirical support for the theory
results. of cognitive fit inasmuch as the impact of IT is
limited depending on whether or not a particular IT
Next, we selected products whose salient attri application, such as VR, can support the require
butes are perceived through their visual aspects ments necessary to complete a given task
rather than their auditory aspects and hence the (Agarwal et al. 1999, Agarwal et al. 1996).

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Suh & Lee/Effects of Virtual Reality on Consumer Learning

The current study provides useful guidelines for participants remembered the product in the static
implementing VR interfaces. If Web-based stores interface more clearly. In addition, 71 percent of
want to enhance consumer learning with less con participants most wanted to buy a product that had
cern for the costs necessary to achieve this goal, been represented in VR, while only 29 percent
they can achieve it by adopting VR for all products. preferred the products in the static interface. A
However, because implementing VR is still expen sample test revealed that these differences of 52
sive and more labor-intensive than other tech percent for cognition (Z = 3.24, p = .0012) and 42
nologies (e.g., still pictures and 2D animation), it percent for conation (Z = 2.60, p = .0094) were
might not be worthwhile for e-commerce sites statistically significant. However, the differences
dealing in VLE products to introduce VR because were relatively small (31 percent for cognition and
the costs may exceed the benefits. Two sugges 21 percent for conation) for VLE products and
tions might assist Web retailers seeking to enjoy statistically insignificant at the .05 level. Thus, the
the benefits of VR interfaces while minimizing the effects of VR interfaces seem to last even after a
costs of development. First, a vendor can use VR week, while the strength of persistence is less for
to represent only those VHE products that they VLE products.
want to highlight in a Web-based store. By con
trasting products a retailer particularly wants to sell As e-commerce becomes more pervasive,
against other products, the retailers may induce advanced Web technologies, including VR inter
the sales of the product as intended. Alternatively, faces, will be more widely adopted for Web-based
a vendor might display selected attributes (i.e., stores. We need to understand whether and under
those that are virtually experiential) only through what conditions VR has positive effects on con
VR, while displaying other qualities in static sumers learning about products. The present
modes. study implies that acceptance of top-of-the-line
Web technologies would not be a panacea for all
Several promising avenues for future research circumstances in e-commerce contexts; rather, the
arise. First, researchers might consider investi acceptance of a suitable Web technology that
gating the effects of VR with regard to products supports the salient characteristics of products is
with salient auditory aspects along with visual crucial.
aspects because these two elements reflect VHE
and VLE products more adequately than the focus
on visual stimuli in the current study.

Furthermore, longitudinal research into potential Acknowledgements


increases in the endurance of consumer learning
through VR interfaces would be another interesting The authors would like to thank Dr. Hyun Suk Kim
avenue to explore. We conducted additional tests and Mr. Jeahong Ahn at 3DIGM Co. Ltd. for imple
to assess the persistence of the interface effect menting a virtual reality interface, Dr. Byoung Seon
and found interesting results that may guide future Choi and Ms. Eun Yi Chung at Yonsei University
research. We asked participants which product for their statistics advice, Ms. Sunhye Chang and
they "remember most" (cognitive dimension) and Mr. Jung Wook Han for their assistance with the
which product they "want to buy most" (conative experiment, and YISRI at Yonsei Business
dimension) a week after the experiment. Approxi Research Institute for providing research facilities.
mately 89 percent of the previous participants Special thanks to Dr. Izak Benbasat, and to the
appeared for the data collection. For VHE pro senior editor, the associate editor, and three
ducts, 76 percent of returning participants anonymous reviewers for their valuable comments.
remembered the product represented in the VR This work was supported by a Korea Research
interface most clearly, while only 24 percent of Foundation Grant (KRF-2002-041-B00232).

692 MIS Quarterly Vol. 29 No. 4/December 2005

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Young Eun Lee is a Ph.D. candidate in Manage
ment Information Systems at the Sauder School of
About the Authors Business, University of British Columbia. She
received her MBA and B.A. in Psychology at
Kil-Soo Suh is a professor of Information Systems Yonsei University, Seoul, Korea. Her research
at Yonsei University, Seoul, Korea. He received focuses on human-computer interaction, stationary
his Ph.D. in Management Information Systems and mobile electronic commerce, and intelligent
from Indiana University. His research interests are product recommendation agents. Her work has
in the areas of interface design for electronic been published in International Journal of Elec
commerce, communication media, conceptual tronic Commerce and Communications of the
modeling, and implementation of information. His ACM.

MIS Quarterly Vol. 29 No. 4/December 2005 695

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Appendix A
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* Revolving CD shelf:
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696 MIS Quarterly Vol. 29 No. 4/December 2005

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All use subject to https://about.jstor.org/terms
Suh & Lee/Effects of Virtual Reality on Consumer Learning

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MIS Quarterly Vol. 29 No. 4/Dec

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