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International Journal of Information Management 70 (2023) 102622

Contents lists available at ScienceDirect

International Journal of Information Management


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

Does imagination compensate for the need for touch in


360-virtual shopping?
Nino Ruusunen *, Heli Hallikainen , Tommi Laukkanen
University of Eastern Finland Business School, PL 111, 80101 Joensuu, Finland

A R T I C L E I N F O A B S T R A C T

Keywords: The inability to touch products is a fundamental shortcoming in online shopping because humans typically use
Need for touch the sense of touch to evaluate the utilitarian product functionality and to obtain hedonic sensory enjoyment,
Embodied cognition which the instrumental and autotelic need for touch capture. This study of 900 consumers looks at the interplay
Virtual store
between need for touch and imagination to study how imagination compensates for the lack of touch when
Online retailing
Imagination
consumers shop in a 360-virtual store. The study finds that while telepresence of a 360-virtual store improves
Digital sensory marketing consumer attitudes toward virtual shopping, the need for hedonic sensory enjoyment – autotelic need for touch –
significantly reduces this effect. Further, imagination can compensate for the need for touch; yet this finding
holds only for the instrumental need for touch, not for the autotelic need for touch. Consequently, we conclude
that imagination can compensate for the utilitarian need to touch products in a 360-virtual store.

1. Introduction shopping through the interplay between need for touch and imagina­
tion. Our study deals with a practical question, how can imagination
Recent literature emphasizes that online retailing is rapidly evolving compensate for the need for touch when consumers shop online? We
into an ambient experience, and virtual shopping environments enable address the question with our focus on the interrelationships between
novel opportunities for companies to engage and build stronger re­ the telepresence a 360-virtual store triggers on consumer’s attitude to­
lationships with consumers (Cowan & Ketron, 2019; Qasem, 2021). ward 360-virtual shopping, moderated by the interplay between need
Therefore, some visionary retailers execute initiatives through sensory for touch and imagination. Fundamentally, a 360-virtual store repre­
enabling technologies (SETs), multichannel human-machine interfaces, sents a step ahead in the evolution of online shopping, as it enables
and extended reality (XR) while they develop reality-enhancing online improved immersiveness through interactivity, e.g., by allowing con­
shopping experiences to engage consumers in shopping (Dwivedi et al., sumers to move forward and backward, zoom in and click hot-points
2021; Gatter et al., 2022; Laukkanen et al., 2021; Papagiannidis et al., when moving around the store (Cowan et al., 2021). Moreover, the
2014; Rauschnabel, 2021). 360-virtual store allows consumers to acquire a feeling of being physi­
What, then, is missing from online shopping? Based on the research cally present in the shopping environment, which differentiates it from
conducted in physical brick-and-mortar stores, we know that consumers traditional online stores (Berg & Vance, 2017). In computer-mediated
have a need to touch products before the purchase-decision (Peck & environments, this sensation of “being there” is commonly referred to
Childers, 2003a). Yet the practical challenge with online shopping is as telepresence (Mollen & Wilson, 2010), and a 360-virtual store can
that it can stimulate human senses and the sense of touch only to a provide greater levels of telepresence compared to conventional
limited extent, which typically results as an imperfect sensory experi­ two-dimensional online stores (Nah, Eschenbrenner, & DeWester,
ence for a consumer. Compared to a traditional online store, a 360-vir­ 2011). In the present study, a 360-virtual store refers to a 360-virtual
tual store is more advanced in stimulating the human senses, due to it store accessed using a personal computer or a mobile device, similar
being more immersive, interactive, and livelier shopping environment to that by Papagiannidis et al. (2017), as opposed to fully immersive
(Choi & Taylor, 2014; Coyle & Thorson, 2001; Papagiannidis et al., environments used via head-mounted displays.
2017). Consequently, the present study explores the possibilities of a Theoretically, our research builds on the theory of embodied
360-virtual store in compensating for the lack of touch in online cognition (Foglia & Wilson, 2013; Krishna & Schwarz, 2014), according

* Corresponding author.
E-mail addresses: nino.ruusunen@uef.fi (N. Ruusunen), heli.hallikainen@uef.fi (H. Hallikainen), tommi.laukkanen@uef.fi (T. Laukkanen).

https://doi.org/10.1016/j.ijinfomgt.2023.102622
Received 6 June 2022; Received in revised form 30 December 2022; Accepted 4 January 2023
Available online 7 January 2023
0268-4012/© 2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-
nc-nd/4.0/).
N. Ruusunen et al. International Journal of Information Management 70 (2023) 102622

to which the human body and the body’s interaction with the environ­ (Krishna et al., 2017). We consider that a consumer’s bodily actions such
ment constitute and contribute to human cognition. Grounded on the as touch, are tied to the brain’s cognitive processing systems, including
theory of embodied cognition, our research considers that a consumer’s imagination, and the capability and accuracy of the imagination to recall
bodily actions such as touch, are tied to the imagination, and to the past touch related experiences. Chylinski et al. (2015) argue that the
capability and accuracy of the imagination to recall past experiences need for touch acts as a link between cross-modal sensitivity and
related to touch. Sensory elements are present whenever consumers embodied cognition in sensory information processing. According to the
interact, and consumers’ decision-making and purchase behavior are theory of embodied cognition, cognitive processing is contextual and
highly dependent on sensory cues (Biswas et al., 2019; Spence et al., occurs when humans interact with the environment, in addition to being
2014) because, fundamentally, every consumer experience stimulates anchored in physiological states (Barsalou, 2008; Wilson, 2002). This
the human senses (Krishna, 2012; Krishna et al., 2014). Due to the links to human’s everyday actions and behavior, as observing a product
limited sensory interaction in the online environment, a product bought typically prompts the prior experiences with interacting with a similar
online often turns out to be somehow different than what the consumer type of a product (Elder & Krishna, 2012). Therefore, all sensory cues
imagined it to be (Ketron, 2018); consequently, a lack of sensory in­ influence consumer judgment and behavior (Krishna, 2012).
formation can lead to a lessened perceived value of the online offerings, Embodied cognition can take place in both real world-environments
as well as dissatisfaction and unease with the online experience (Heller as well as in digital realms (Wilson, 2002) so that a consumer’s
et al., 2019). The lack of being able to touch products is indeed a widely real-world experiences are encoded in memory as multisensory repre­
acknowledged practical challenge for online shopping (Citrin et al., sentations that include perceptions, actions, and thoughts regarding
2003; Lederman & Klatzky, 2004; Yazdanparast & Spears, 2012), and it these experiences (Barsalou, 2008). When a consumer interacts with a
is likely that consumers’ need for touch reduces the attractiveness of product in the digital realm, the interaction sparks the embodied mental
online shopping (Brasel & Gips, 2014; Kühn et al., 2020). simulation of interacting with a similar product encountered in a
Imagination refers to the human ability to mentally picture products real-world environment (Petit et al., 2019) and thus, online encounters
and events through all the five human senses. By imagination, we refer engage the same sensory specific parts of the brain as real-world en­
to the act of forming a mental image of something that is not present counters (Petit et al., 2019). This means, for example, that when a
(Arcangeli, 2020). When it comes to products, what consumers reenact consumer touches a piece of furniture to inspect its texture in a
in their imagination is based on their previous experiences (Rucińska & real-world environment, this experience is encoded and stored in a
Gallagher, 2021), so when a consumer observes a product, this auto­ specific area in the brain that operates and stores haptic information.
matically triggers the prior experiences with interacting with the prod­ When a consumer encounters a piece of furniture in a 360-virtual store,
uct (Elder & Krishna, 2012). Therefore, seeing a product in a 360-virtual the consumer can re-enact experiences related to the texture perceived
store awakens a consumer’s previous embodied experiences with that in the real-world in his/her mind, and thus fill in the product features
kind of product in the physical reality, thus helping the consumer to which are not physically attainable (Petit et al., 2019). Indeed,
imagine its usage and different sensorial aspects (Petit et al., 2019), embodied cognition helps to explain how sensory perception can in­
albeit in the digital realm. Prior research interrelates need for touch to fluence a consumer’s cognition, emotion and behavior through
embodied cognition in sensory information processing (Chylinski et al., perception and mental representations (Krishna & Schwarz, 2014). Ac­
2015) and consequently, we suggest that the interplay between imagi­ cording to Rucińska and Gallagher (2021), our bodily performances,
nation and need for touch can offer a way to compensate for the lack of including touch, help consumers to be better at imagining. Indeed, the
touch in a 360-virtual store. results of Peck and Childers (2003a) support this by showing that con­
The present study makes three key contributions to the literature on sumers with a high need for touch can chronically access their
embodied cognition while also contributing to the nascent but rapidly touch-related memories more quickly than consumers with a low need
growing body of research on digital sensory marketing (Petit et al., for touch. Furthermore, access to detailed memories can lead to an
2019). First, we show that telepresence in a 360-virtual has a positive increased level of imagination (McFarland et al., 2017). Based on this, a
relationship with consumer attitude toward virtual shopping. Secondly, consumer with a strong need for touch undergoes more touch related
we find that consumer’s autotelic need for touch products, that is, the experiences through imagination compared to a consumer who is more
use of touch for hedonic purpose and in obtaining sensory enjoyment, passive regarding a need for touch. While the sense of touch stimulates
attenuates the above effect. Third, we demonstrate the interplay be­ imagination, consumers with a strong need for touch will also receive
tween need for touch and imagination and show that imagination can higher compensation through imagination because embodied cognition
compensate for the instrumental need for touch in the relationship be­ forms how and what we imagine (Rucińska & Gallagher, 2021).
tween telepresence and attitude toward virtual shopping, but this
finding does not hold for the interplay between autotelic need for touch 2.2. Telepresence
and imagination.
Telepresence is a characteristic prevalent to 360-virtual stores
2. Theoretical framework because such stores typically mimic real-life brick-and-mortar stores and
consequently are more immersive and realistic, enabling a higher tele­
2.1. Embodied cognition presence whilst shopping online. Steuer (1992) defines telepresence as
“the experience of presence in an environment by means of a commu­
We ground the theoretical background of the study on the theory and nication medium”. Fiore et al. (2005) describe telepresence as a place
research on embodied cognition (Foglia & Wilson, 2013; Krishna & where the consumer becomes immersed and perceives the artificial
Schwarz, 2014), according to the which human’s cognitive processes are environment providing both a cognitive and sensory input like that of a
anchored in physiological states and the brain’s unique sensory mo­ real environment. As 360-virtual stores create new realities separate
dality processing systems (Barsalou, 2008; Niedenthal et al., 2005) so from real-life surroundings, telepresence plays a key role in constructing
that the physical experience influences human’s psychological state virtual consumer experiences (Cauberghe et al., 2011; Pelet et al.,
(Landau et al., 2010). The concept of embodied cognition mainly derives 2017). Unlike conventional two-dimensional online environments,
from research in psychology, neuroscience, and philosophy, and 360-virtual environments can reflect greater levels of telepresence (Kim
fundamentally, embodied cognition acts as a framework in under­ & Ko, 2019; Nah et al., 2011). Thus, when a consumer immerses oneself
standing cross-modal interaction between human sensory modalities in a 360-virtual store, the capacity to receive stimuli is limited to that
and associated cognitive processing. Indeed, embodied cognition em­ specific environment, and one temporarily forgets real-life surroundings
phasizes that cognition and sensory experiences are linked together (Nah et al., 2011). Telepresence positively relates to consumer’s

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embodiment due to increase in vividness of information (Haans & Ijs­ a 360-virtual store, both the instrumental and autotelic need for touch
selsteijn, 2012) while telepresence also has a positive effect in driving reduces the effect that telepresence has on the attitude toward virtual
consumer’s mental simulation (Bogicevic et al., 2019). The earlier shopping. We hypothesize that:
research also finds that the sense of immersion positively influences a H2: The a) autotelic and b) instrumental need for touch have a decreasing
consumer’s sense of product presence as well as perceived realism effect on the relationship between telepresence and the attitude toward virtual
(Daassi & Debbabi, 2021). Moreover, a reality-enhancing multisensory shopping.
environment leads to an enhanced user experience especially when a
consumer buys hedonic products (Mishra, Shulka, Rana, & Dwivedi, 2.4. Imagination
2021). Indeed, based on the research that exists, telepresence is known
to reinforce several positive outcomes, such as consumer trust (Baker Imagination refers to the capability of human beings to envision
et al., 2019), enjoyment (Dholakia & Zhao, 2009; Nah et al., 2011), things and events through mental imagery (Pearson, 2019). According
behavioral intentions (Fiore et al., 2005), and consumer attitudes to­ to MacInnis (1987), imagination varies individually and depends on the
ward virtual shopping (Dholakia & Zhao, 2009; Nah et al., 2011; Suh & consumer’s capability to produce sensory information in working
Chang, 2006). Consequently, we hypothesize that: memory. Phillips (2017) states that controlled imagination begins with
H1: Telepresence in a 360-virtual store is positively related to a con­ the consumer’s conscious choice, and the consumer can guide and
sumer’s attitude toward virtual shopping. decide what to imagine, whereas uncontrolled imagination, also
referred to as spontaneous imagination, occurs without the consumer’s
2.3. Need for touch (NFT) conscious control. Uncontrolled imagination can appear suddenly, e.g.,
when daydreaming, and usually it ends when the consumer concentrates
In the digital realm, being unable to touch products limits con­ on thinking about something else. Since uncontrolled imagination may
sumer’s sensory perceptions and distracts the shopping experience and positively affect consumer choice behavior, practitioners are particu­
consequently, not being able to touch products is a fundamental defi­ larly interested in achieving a better understanding of it (Phillips, 2017).
ciency in online shopping. Thus, consumers with a strong need for touch To contrast, in controlled imagination, a consumer presents sensory
may prefer to buy products from traditional brick-and-mortar stores information in the working memory which can be multisensory (Mac­
(Citrin et al., 2003), compared to online shopping. In shopping, the sense Innis & Price, 1987); thus, imagination stimulates all five human senses,
of touch plays two essential roles for consumers: first, acquiring func­ of which visual mental imagery is the dominant (Pearson, 2019).
tional information about the product attributes while making a Imagination requires the activation of areas in human brain which
goal-oriented purchase decision, and second, the general enjoyment process specific sensory stimuli (Barsalou, 2008). Taylor et al. (1998)
obtained from the tactile sensory experience (Klatzky and Peck, 2012). argue that through mental simulation, a consumer can imagine events
Peck and Childers (2003a) introduced the need for touch (NFT) scale to and make them feel more real, yet the difference between imagination
measure the use of haptic exploration, with haptic exploration referring and mental simulation is that mental simulation is restricted to repre­
to human interaction involving the sense of touch. The need for touch sentations of self-action, while imagination refers to the consumer
captures individual differences in the preference for extracting and constructing theoretical scenarios, including imagining possible future
utilizing touch in processing information (Peck & Childers, 2003a). The occurrences, recreating past events, or recreating past experiences
need for touch scale consists of two distinct but interrelated dimensions: mixed with imaginary components where the consumer is the main
(1) the autotelic need for touch (aNFT), and (2) the instrumental need character (Nielsen et al., 2018).
for touch (iNFT). The autotelic need for touch signifies the consumer’s For the consumer, seeing product information enables the mental
emotional connection with the product, whereas the instrumental need simulation of product interaction (Elder & Krishna, 2012). When
for touch represents the utilitarian dimension of touch (De Canio & imagining events, a consumer usually bases mental simulations on
Fuentes-Blasco, 2021). In their work, Peck and Childers (2003b) find actual or potential behavior (Nielsen et al., 2018), and in using behav­
that some consumers use haptic exploration more chronically as a source ioral scenarios in imagining, imagination influences the consumer’s
of information, and that their preferences and motivations for using intentions to behave in such a way (Schlosser, 2003). Petit et al. (2017)
tactile exploration as a source of information differ. This is what the show that a consumer who imagines the sensory experience of eating
need for touch fundamentally captures. may become satisfied with smaller food portions, demonstrating the
Consumers with a greater need for touch feel typically more uncer­ power that mental imagery exerts on human behavior. Furthermore,
tain about a product judgment when they have a straight line of sight to engaging in mental simulation influences sensory pleasure (Larson et al.,
the product but are unable to touch it (Peck & Childers, 2003b). Man­ 2014). When trying out new products, a consumer instinctively pro­
zano et al. (2016) find that a consumer with a strong autotelic or duces a mental simulation that strengthens the product evaluation
instrumental need for touch tends to show a lower preference for online (Nielsen et al., 2018). Phillips, Olson, & Baumgartner, (1995) find that
shopping than a consumer with a low autotelic or instrumental need for some consumers form mental simulations of future consumption situa­
touch. Moreover, Kühn et al. (2020) find that a consumer with a strong tions, however, consumers differ in this respect, and the capability of
autotelic or instrumental need for touch is willing to pay higher price consumers to imagine is not equal. Consequently, the level of detail that
premiums for a product in an offline (rather than an online) store. They a consumer can develop through mental simulations varies resulting so
also find that a consumer with a greater autotelic or instrumental need that a consumer with a lower imagination capacity faces more chal­
for touch is more concerned about the quality of the products when lenges in imagining products, which can lower product ratings (Dahl &
shopping online. Hoeffler, 2004; Petrova & Cialdini, 2005).
Prior research shows that telepresence increases sensory-motor Based on this reasoning, we consider it likely that consumers with a
perception and improves the consumer experience of virtual reality more vivid imagination can better envision product touch in a 360-vir­
(Cowan and Ketron, 2019). Additionally, both online (Suh & Chang, tual store because consumers with a strong need for haptic exploration
2006) and virtual reality (Van Kerrebroeck et al., 2017) stores provide can more easily recall and have quicker access to their memories of
greater vividness for consumers. However, consumers still cannot touch touching products (Peck & Childers, 2003a). The more accessible the
products in the 360-virtual store, meaning they remain unable to inspect information in the memory, the more often the consumer, in a controlled
a product’s characteristics, such as material and texture, and similarly, or uncontrolled fashion, uses the information when evaluating products
neither can consumers touch a product for sensory pleasure and enjoy­ (Phillips, 2017). Furthermore, consumers with more accurate memories
ment. Therefore, even though telepresence increases the perceived can have a heightened level of imagination (McFarland et al., 2017).
immersiveness, having an impact on consumer’s shopping experience in According to Huang and Tseng (2015) consumers with a high need for

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touch usually have a greater imagination capability compared to con­ Table 1


sumers with a low need for touch and similarly, Racat et al. (2021) find Descriptive statistics.
that consumers with a greater need for touch can stimulate touch sen­ Construct Minimum Maximum Mean Standard
sations stored in their memory with the aid of haptic imagery. Conse­ deviation
quently, imagining haptic occurrences can evince similar outcomes to Telepresence 1 7 3.25 1.56
touch in the real world (Peck et al., 2013). Previous research shows that Attitude 1 7 4.78 1.75
both online (Suh & Chang, 2006) and virtual reality (Van Kerrebroeck Autotelic need for touch -3 3 -0.27 1.68
et al., 2017) create greater vividness, leading to an increase in Instrumental need for -3 3 0.30 1.40
touch
sensory-motor perception (Cowan and Ketron, 2019), while vividness Imagination 1 7 4.78 1.31
also positively affects telepresence (Papagiannidis et al., 2017). Creating
a sense of actual touch by increasing the levels of realism is the main
purpose of haptic imagery (Huang & Liao, 2017), and increasing the furniture retailer BoConcept (https://www.boconcept.com/en-gb/
amount of haptic imagery increases consumer confidence, leading to a inspiration/virtual-store-visit) for a minimum of 180 s in order to pro­
greater online purchase intention (de Vries et al., 2018; Lv et al., 2020). vide them with a realistic 360-virtual store experience. This was to
Prior research finds that a more vivid mental imagery also positively ensure that all respondents had an equal experience of the 360-virtual
affects attitudes and purchase intentions (Schlosser, 2003) for con­ store before they continued to fill out the questionnaire. Thereafter,
sumers with a high need for touch, and for those who cannot touch the the participants responded to questionnaire items related to the
product (Spears & Yazdanparast, 2014). Building on the prior research, following: telepresence, attitude toward virtual shopping, autotelic and
we hypothesize that: instrumental need for touch, and imagination. Finally, we asked the
H3: Imagination compensates for the negative effect of the a) autotelic participants about their prior experience of using a 360-virtual store.
and b) instrumental need for touch on the relationship between telepresence The sample consists of 900 valid responses and Table 2 describes
and the attitude toward virtual shopping. respondent characteristics.
To account for the potentially confounding factors, we control for the
effects of gender, age, and the consumer’s past experience of 360-virtual
3.2. Construct validity
shopping (Fig. 1).
A confirmatory factor analysis indicates adequate fit with the data
3. Data and methods (χ2 = 1327.964 (df = 220) p < 0.001, CFI = 0.937, TLI = 0.927;
RMSEA = 0.075). Cronbach’s alpha (α) and composite reliability (CR)
3.1. Measures and data collection scores both indicate appropriate reliability (Fornell & Larcker, 1981),
and all factor loadings are statistically significant (p < 0.001) and
We measure telepresence using a four-item scale adopted from Rose, greater than the generally considered threshold of 0.70 (Appendix A) (e.
Clark, Samouel, and Hair (Rose et al., 2012), and the attitude toward g., (Hair et al., 2019). Further, the average variance extracted (AVE)
virtual shopping with a three-item scale from Grohmann (2009). The values are all greater than 0.6, supporting convergent validity, and the
12-item Need for Touch (NFT) scale, which is divided into autotelic and square roots of AVE values exceed the between-construct correlations
instrumental need for touch, comes from Peck and Childers (2003a), and (Table 3), supporting discriminant validity (Fornell & Larcker, 1981).
the four-item scale for measuring imagination is based on Johnson
(2014). We use a seven-point Likert scale, ranging from 1 = Strongly
Table 2
disagree to 7 = Strongly agree, to measure the constructs of telepresence
Respondent characteristics.
and imagination, and a scale ranging from -3 = Strongly disagree to
Frequency %
3 = Strongly agree to measure the need for touch. When measuring the
attitude toward virtual shopping, we use a seven-point semantic dif­ Gender
ferential scale ranging from negative to positive, dislike to like, and Female 419 46.6
Male 481 53.4
favorable to unfavorable. Prior to running the analysis, we reverse coded
Age
the last item of the attitude scale (Appendix A). Table 1 shows the 18–29 178 19.8
descriptive statistics of our research constructs. 30–39 188 20.9
To collect the data for this study, we used an independent market 40–49 159 17.7
50–59 199 22.1
research company. The market research company compensated the
60- 176 19.5
participants with a small monetary incentive for their participation in Previous experience of using a 360-virtual store
the study. The data collection began with participants filling out their No 690 66.7
background characteristics, including gender and age. Then, we Yes 210 23.3
instructed all the participants to visit the 360-virtual store of a Danish

Fig. 1. Conceptual model of need for touch – imagination interaction in 360-virtual shopping.

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Table 3
Discriminant validity.
Constructs Attitude Telepresence Autotelic NFT Instrumental NFT Imagination

Attitude 0.925
Telepresence 0.513 0.828
Autotelic NFT 0.175 0.349 0.880
Instrumental NFT 0.031 0.213 0.747 0.787
Imagination 0.298 0.293 0.336 0.306 0.802
Marker variable 0.089 0.069 0.073 0.115 0.062

Given the study’s cross-sectional nature, we controlled for common p < 0.001) showing that the relationship between telepresence and
method variance in the study design before the data collection and by attitude toward virtual shopping is highly significant and positive.
using statistical procedures after the data collection (Chang et al., 2010; Models 3 and 4 add the interaction effects of the autotelic and
Podsakoff et al., 2003). To control for the common method variance instrumental need for touch, respectively, with the notion that following
during the data collection, we used differently coded scales (semantic statistical guidelines (Dawson, 2014), we standardized all variables
differential and Likert scales), reverse coded questions and protected the involved in multiplicative interactions. In Model 3, which adds the
respondents’ anonymity, as suggested by Podsakoff et al. (2003). As for interaction effect of autotelic need for touch to the relationship between
the statistical procedures, we used the CFA marker technique approach telepresence and attitude toward virtual shopping, the R2 is 0.258. The
(Lindell & Whitney, 2001; Williams et al., 2010) with a theoretically negative interaction effect (β = − 0.056, p = 0.052) is marginally sig­
unrelated questionnaire item stating “I like blue clothes” as the marker nificant (p < 0.10) (Pritschet et al., 2016), which lends support to our
variable (Miller & Chiodo, 2008). The results show that study variables hypothesis H2a. Model 4 adds the interaction of the instrumental need
have low and non-significant correlations (0.062–0.115) with the for touch to the relationship between telepresence and the attitude to­
marker variable, indicating that common method bias should not be a ward virtual shopping, which leads to an R2 of 0.262. Since the inter­
concern. We follow Armstrong and Overton (1977) in examining for action effect is not statistically significant (β = − 0.015, p = 0.611),
non-response bias, and our comparison between the first and the last hypothesis H2b is not supported.
quartile of the respondents show no systematic differences between To better understand the interplay of autotelic and instrumental need
early and late respondents. for touch with imagination, and to test hypothesis H3, models 5 and 6
add a 3-way moderation effect of imagination, respectively. In Model 5,
4. Results the interaction term [telepresence x autotelic need for touch x imagi­
nation] is statistically non-significant (β = 0.018, p = 0.623), which
To test our hypotheses, we use regression analysis in Mplus 8.6. In lends no support to hypothesis H3a. This model yields an increased R2 of
the analysis, we estimate the variables as averaged composite variables 0.286. In Model 6, the interaction term [telepresence x instrumental
of the respective measurement items listed in Appendix A. We run the need for touch x imagination] is positive and statistically significant
analysis step by step, and build on six sequential models, which allows (β = 0.097, p = 0.006), lending support to hypothesis H3b. This model
us to compare the results (Table 4) and evaluate the explanatory power yields an increased R2 of 0.299.
of the focal variables. Model 1 includes only the control variables, of Cohen (1992) suggests thresholds for evaluating the model’s
which age (β = − 0.023, p < 0.001) and experience are statistically explanatory power such that the value for small, medium, and large R2
significant (β = 0.214, p = 0.004). The R2 value of the model is 0.054. are 0.0196, 0.1304, and 0.2592, respectively. An examination of the R2
Model 2 adds our central independent variable, telepresence, which change indicates that telepresence as a sole variable strongly explains
increases the R2 to 0.255. The results support hypothesis H1 (β = 0.512, attitude variation, while the addition of iNFT and aNFT increases the R2

Table 4
Results.
Variables Model 1 Model 2 Model 3 Model 4 Model 5 Model 6

β p β p β p β p β p β p

Independent variable
Telepresence 0.512 < 0.001 0.465 < 0.001 0.474 < 0.001 0.421 < 0.001 0.405 < 0.001
2-way interaction
aNFT -0.018 0.583 -0.067 0.052
iNFT -0.087 0.003 -0.156 < 0.001
Interaction terms
Telepresence x aNFT -0.056 0.052 -0.092 0.006
Telepresence x iNFT -0.015 0.611 -0.048 0.153
3-way interaction
Imagination 0.183 < 0.001 0.178 < 0.001
Telepresence x imagination 0.070 0.040 0.062 0.052
aNFT x imagination 0.024 0.485
iNFT x imagination 0.005 0.880
Telepresence x aNFT x imagination 0.018 0.623
Telepresence x iNFT x imagination 0.097 0.006
Control variables
Gender 0.134 0.240 0.127 0.209 0.032 0.285 0.050 0.088 0.021 0.481 0.026 0.359
Age -0.023 < 0.001 -0.019 < 0.001 -0.149 < 0.001 -0.161 < 0.001 -0.173 < 0.001 -0.167 < 0.001
Experience 0.214 0.004 0.057 0.389 0.027 0.361 0.028 0.334 0.026 0.370 0.024 0.405
Reliability
R2 0.054 0.255 0.258 0.262 0.286 0.299
ΔR2 (vs. Model 1) 0.201 0.204 0.208 0.232 0.245
ΔR2 (vs. previous model) 0.201 (vs. Model 1) 0.003 (vs. Model 2) 0.007 (vs. Model 2) 0.028 (vs. Model 3) 0.037 (vs. Model 4)

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only marginally, with an R2 increase of 0.07 and 0.03, respectively. Although the autotelic and instrumental need for touch are two separate
Further, when we add imagination into this interplay, the explanatory dimensions of the need for touch, many studies concentrate on the need
power of the model improves with 0.028 and 0.037 for Models 5 and 6, for touch as a whole, leaving these two dimensions uninspected.
respectively. The explanatory power of both Models 5 and 6 (28.6% and While research on virtual shopping is only emerging (Xi & Hamari,
29.9%, respectively) exceeds the Cohen (1992) threshold for a large 2021), our first contribution is to demonstrate the relevance of tele­
explanatory power. Consequently, the final 3-way interaction model presence in driving consumer attitudes toward shopping in 360-virtual
explains the variance of attitude toward virtual shopping relatively well. stores. Telepresence refers to “the experience of presence in an envi­
Figs. 2 and 3 illustrate the results for different combinations of the low ronment by means of a communication medium” (Steuer, 1992), p. 6).
and high values of the need for touch and imagination (Dawson & Therefore, media rich and interactive technologies are more easily
Richter, 2006; Dawson, 2014). Consistent with the results reported in incorporated into embodiment because they enable more complex
Table 4, Fig. 2 illustrates no noticeable moderation effects when sensorimotor interactions (Haans & Ijsselsteijn, 2012). Consequently,
comparing different combinations of high versus low conditions of the telepresence plays a key role in influencing consumer behavior and
autotelic need for touch and imagination on the relationship between interaction with interactive technologies (Kim et al., 2021), which, ac­
telepresence and the attitude toward virtual shopping. Fig. 3 illustrates cording to our findings, holds also for 360-virtual stores. Given that a
the interaction of the instrumental need for touch and imagination on 360-virtual store is more advanced in stimulating the human senses due
the relationship between telepresence and the attitude toward virtual the interactive and immersive characteristics that it possesses, tele­
shopping, and it shows that the effect is the strongest for the condition of presence leads to a positive consumer attitude toward virtual shopping.
having both a high instrumental need for touch, and a high imagination. While lack of touch is a fundamental deficiency of online shopping,
our second contribution is to demonstrate how the two separate yet
5. Discussion interrelated dimensions of need for touch – autotelic and instrumental
need for touch – shape the relationship between telepresence and atti­
The results of the present study contribute to the research on tude toward virtual shopping. Kühn et al. (2020) find that both hedonic
embodied cognition (Barsalou, 2008; Foglia & Wilson, 2013; Krishna & and utilitarian dimensions of touch influence negatively on consumer
Schwarz, 2014) with a better understanding of how imagination shapes judgments and consequently. Moreover, the lack of touch can result
the effect of the need for touch on the relationship between telepresence even in negative perceptions and feelings toward online shopping (Citrin
and attitude toward virtual shopping in a 360-virtual store. As the et al., 2003). However, we find that only the autotelic need for touch
360-virtual store represents a more realistic and immersive shopping hinders the relationship between telepresence and the attitude toward
environment compared to traditional online stores, we first demonstrate virtual shopping, while the moderating effect of instrumental need for
that telepresence stimulated by the 360-virtual store visit enhances touch is not supported. The theory of need for touch supports the results
consumer attitude toward virtual shopping. Second, we demonstrate regarding autotelic need for touch in stating that consumers cannot
how the two separate yet interrelated dimensions of need for touch – satisfy the need for sensory enjoyment and pleasure without actually
autotelic and instrumental need for touch – moderate the relationship touching the product (Peck & Childers, 2003a,b). Thus, compensating
between telepresence and attitude toward virtual shopping. Interest­ the hedonic side of touch with visual information is more difficult than
ingly we find that only autotelic need for touch moderates the rela­ compensating the lack of touch with visual information for the utili­
tionship between telepresence and attitude toward virtual shopping. tarian dimension (Peck & Childers, 2003b). We consider that this is
Third, the results shed a light on the interplay between need for touch likely to explain the different results between autotelic and instrumental
and imagination by demonstrating that, indeed, imagination can need for touch, and why it is mainly the autotelic need for touch that
compensate for the need for touch when consumers shop in a 360-virtual hinders the telepresence – attitude relationship.
store. However, this finding holds only for the interplay between Our third contribution sheds light on the interrelationship between
instrumental need for touch and imagination. This is in line with need for touch and imagination in a 360-virtual store. Imagination has
Rucińska and Gallagher (2021), who argue that the use of the perceptual an essential role in compensating for the need for touch, because seeing
motor system makes imagining easier for those who use imagination a product in a 360-virtual store awakens a consumer’s previous expe­
more often. Overall, the results of this study lead us to emphasize the riences when interacting with a similar type of a product while it
different roles that autotelic and instrumental need for touch have in simultaneously also helps to imagine the usage of the product, together
consumer attitudes toward virtual stores and we consider that the two with its sensorial characteristics (Petit et al., 2019). Consequently, we
dimensions of need for touch deserve more attention in future research. expected that imagination would compensate both the autotelic and

Fig. 2. The interaction of telepresence, aNFT and imagination on the attitude toward virtual shopping.

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N. Ruusunen et al. International Journal of Information Management 70 (2023) 102622

Fig. 3. The interaction of telepresence, iNFT and imagination on the attitude toward virtual shopping.

instrumental need for touch, yet we find that the interplay between need embodied cognition (Barsalou, 2008; Foglia & Wilson, 2013; Krishna &
for touch and imagination is supported only in the case of instrumental Schwarz, 2014), and it combines telepresence, need for touch and
need for touch, but not autotelic need for touch. We consider that this is imagination in understanding consumer attitude toward virtual shop­
because it is easier for a consumer to imagine and recall the utilitarian ping. We argue that the interplay between telepresence, need for touch
side of touch, such as product size and shape, whereas it takes more and imagination operates as a lens of embodiment and reflects the prior
effort to imagine hedonic aspects of touch, such as feelings of sensory bodily performances of the consumers which impact how good con­
pleasure and enjoyment through the sense of touch. To illustrate, it takes sumers are at using imagination as a compensating mechanism. The
less effort to imagine the use of a product, such as screwdriver or a tablet present study shows that consumers with a high instrumental need for
PC, than it is to imagine what kind of haptic pleasure the smoothness and touch, referring to consumers who have a greater tendency for utili­
softness of a woolen sweater gives. This is supported by the findings of tarian haptic exploration, combined with a high imagination, are better
McCabe and Nowlis (2003), who find that geometric haptic properties, capable of compensating for the need for touch in the 360-virtual store
such as shape and size, can be more easily inspected visually than ma­ through imagination. Thus, the compensating effect is strongest for the
terial haptic properties, such as softness. Through the interplay of tele­ condition of having both a high instrumental need for touch and a high
presence, need for touch and imagination, consumers can mentally imagination, whereas the effect is the weakest for consumers with a
imagine some of the haptic features related to the utilitarian dimension combination of low need for touch combined with a high imagination.
of touch, which the instrumental need for touch captures. This finding is This finding contributes to the theory and research on embodied
supported by Spears et al. (2016), according to whom imagination tends cognition, demonstrating how the interplay between telepresence, need
to be greater during utilitarian purchase tasks, which may explain why for touch and imagination influences consumer attitudes in 360-virtual
the interaction effect of need for touch and imagination is impactful stores.
regarding instrumental need for touch only. Peck and Childers (2003a) Second, this research also extends the theory and research on need
show that only consumers with a greater instrumental need for touch for touch (Peck & Childers, 2003a,b), by exploring differences between
appreciate the haptic exploration under product choice tasks. This is autotelic and instrumental need for touch and identifying boundary
because consumers with a greater instrumental need for touch have conditions on how they moderate the relationship between telepresence
more chronic accessibility to their touch-related memories (Peck & and attitude towards virtual shopping. Regarding the interplay between
Childers, 2003a) and are more capable of stimulating touch sensations telepresence and need for touch, we contribute to the literature by
stored in the memory (Racat et al., 2021). Additionally, the more showing that the autotelic need for touch, but not the instrumental need
detailed memories consumers have, the greater the imagery capacity for touch, negatively moderates the relationship between telepresence
they possess (McFarland et al., 2017). Lending support to the above and attitude towards virtual shopping. Interestingly, when we add
arguments, our results show that consumers with a combination of high imagination to this interplay, the 3-way interaction [telepresence x
instrumental need for touch and high imagination benefit the most from autotelic/instrumental need for touch x imagination] is not supported
the interplay of telepresence, instrumental need for touch, and imagi­ for the autotelic need for touch but only for the instrumental need for
nation in driving consumer attitudes. Moreover, according to Peck and touch. Thus, instrumental need for touch together with the imagination
Childers (2003a), consumers with a low instrumental need for touch do shapes the relationship between telepresence and attitude towards vir­
not value the haptic exploration of product characteristic qualities. tual shopping. Our contribution to the need for touch literature is in
Performing mental simulations enhanced by a reality-mimicking demonstrating that the interplay between need for touch and imagina­
360-virtual store environment as a basis for mental simulations can tion is such that consumer imagination can compensate for the need of
result in enriched multisensory experiences and consequently mental touch, but only under the utilitarian dimension of need for touch.
simulations can assist the consumer to interact with the product (Elder & Third, this study demonstrates that in the context of 360-virtual
Krishna, 2012). stores, telepresence is a key component in driving consumer attitude
toward virtual shopping as telepresence alone explains one fifth of the
5.1. Theoretical contributions and implications variance in attitude toward virtual shopping. Telepresence ties into the
embodiment consumers perceive (Haans & Ijsselsteijn, 2012) enabling
The research makes three significant theoretical contributions. First, more complex sensorimotor interactions through media richness and
the main objective of the study was to explore how imagination can vividness of information.
compensate for the need for touch when consumers shop in a 360-virtual
store. The research model theoretically contributes to the theory of

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5.2. Implications for practice decision-making in online shopping. Future research could compare
augmented and virtual reality in how they stimulate the imagination. As
Compared to a traditional online store, the advantage of a 360-vir­ augmented reality, virtual reality and mixed reality differ in the level of
tual store is in providing consumers with a more immersive and real­ perceived immersiveness (Farshid et al., 2018), it would be beneficial to
istic shopping experience. For marketers, digital sensory marketing – perform a comparative study between a traditional online store and a
integrating new technologies into multisensory online experience (Petit 360-virtual store, shopping in augmented reality and shopping in a fully
et al., 2019) – offers a new way to appeal to the consumers of today. immersive virtual reality, to explore how imagination can compensate
Despite the recent development in this domain, the interactive and for the lack of sensory perceptions in different settings. Generally, is
sensory-enabling technologies do not enable consumers to touch prod­ imagination capable of compensating for the lack of sensory percep­
ucts in the digital realm. This results as an imperfect sensory experience, tions, regardless of the sense, and can reality-enhancing technologies
and consequently, the practical contribution of this study is in shedding assist the imagination in compensating for the lack of sensory perception
light on the interplay between telepresence, need for touch and imagi­ in every sensory modality?
nation, and in compensating for the need for touch in a visit to a 360-vir­ According to Van Kerrebroeck et al. (2017), the future of haptic
tual store. stimuli belongs to virtual haptic gloves (Sensorial, 2021) and mid-air
According to Petit et al. (2019), visual enabling technologies repre­ tactile sensations, which opens research opportunities also in online
sent a new form of mental imagery as they can facilitate consumers’ retailing. Could a combination of vivid imagination and virtual haptic
perceptual re-enactments and help to fill in the missing sensory inputs. gloves lead to an improved product experience in virtual shopping,
Given the ease with which managers can influence the visual elements similar to a real-life shopping? The possibility of exploring virtual haptic
and the design of the 360-virtual store (Wu et al., 2021), and the fact touch using virtual gloves is soon to be reality and while
that the ease of processing influences consumers’ perception of products sensory-enabling technologies undergo rapid development, such tech­
(Schwarz, 2004), we recommend online retailers pay better attention to nologies provide fruitful avenues for future research.
visual enabling technologies and how consumers perceive visual stimuli Another avenue for future research into haptics in the digital envi­
in the digital realm. Since recalling and imagining how the previous ronment is the metaverse, which offers new ways to provide consumers
product touch experiences positively affects consumer confidence in with hedonic virtual experiences (Dwivedi et al., 2022). Recent studies
online purchasing, practitioners can stimulate the visual sense and foster argue that the new metaverse offers greater immersion with opportu­
consumer’s imagination in compensating for the lack of touch in the nities for multimodal and embodied interaction between the consumer
360-virtual store (de Vries et al., 2018; Lv et al., 2020). Practitioners can and the product (Dwivedi et al., 2022). Greater immersion combined
trigger consumers’ prior experiences by enticing consumers to interact with telepresence should help consumers better imagine products and
with the product, for instance, by holding and rotating the products thus mitigate the lack of touch that consumers experience today in
around. Awakened experiences would then help consumers to imagine virtual environments. Metaverse could also help improve the social
using and touching the products, thus offsetting the scarcity of dimension of commerce. Marketers can enrich the virtual retail envi­
touch-related information in the 360-virtual store. A relatively simple ronment with avatars that consumers can then interact with (Barrera &
way for marketers to elicit haptic simulations is to use “mirror-touch” Shah, 2023; Hennig-Thurau et al., 2022). Perhaps in the future, touching
which is also referred to as vicarious touch (Luangrath et al., 2022; Pino in the metaverse will not be limited to products only, but people will also
et al., 2020), i.e., visual images and cues which show a hand touching a be able to touch each other. All in all, further research should increas­
product. Lee et al. (2009) find that consumers gain more pleasure and an ingly focus on how haptics, or the lack of it, affects consumers in the
increase in sensory curiosity when the sense of realism increases relative metaverse.
to the haptic sense. While curiosity grows, consumers may spend more Following recent studies (Alzayat & Lee, 2021; Flavián et al., 2017;
time in browsing the 360-virtual store. Yet it is noteworthy that based on Gatter et al., 2022), we positioned need for touch in a moderating role.
our findings, the interplay of telepresence, need for touch and imagi­ Surprisingly, our results reveal that instrumental need for touch has a
nation is supported only in the case of instrumental need for touch. This significant negative effect on the attitude toward virtual shopping.
suggests that it is more effective to focus marketing efforts on triggering Consequently, we recommend future research to pay attention to this
consumers’ past experiences on the functional characteristics of the finding. Moreover, future research could study the direct effects of
product rather than on the hedonic aspects of the product. autotelic and instrumental need for touch on consumer attitudes and
Overall, we find that the telepresence of a 360-store relates to posi­ behavior in detail.
tive consumer attitudes, which can create an opportunity for practi­ In addition, the data collection method requires consideration. In the
tioners to foster the perceived telepresence with the assistance of digital present study, respondents base their responses on a visit to a furniture
sensory marketing and immersive and interactive technologies. For retailer’s 360-virtual store. While visiting the store, respondents may
instance, virtual shopping assistants modeled as avatars could further have been exposed to external stimuli, which the study could not con­
foster the perceived interactivity by assisting consumers in finding what trol. As a remedy, the study could be repeated in a laboratory setting, to
they are looking for. Fundamentally, it is important to design a 360-vir­ increase generalizability for the findings. Virtual multisensory experi­
tual store so that it encourages consumers to use their haptic imagina­ ences can be context-specific (Mishra et al., 2021), and while we used a
tion, especially when products are such that consumers typically like to furniture retailer’s 360-virtual store, repeating the study in another type
touch in physical brick-and-mortar stores, such as fruits and vegetables. of a 360-virtual store would enhance the external validity of our find­
ings. Additionally, as our focus was on consumer attitudes stimulated by
5.3. Limitations and future research direction the 360-virtual store visit, future studies could study consumer behavior
in a 360-virtual store. Individual-level differences in sensory perceptions
Despite the number of theoretical and practical contributions, the and experiences would also be an interesting avenue for future research,
present study has limitations that provide opportunities for future as sensory cues are likely to evoke different responses in different in­
research. We conducted the study in a 360-virtual store that the re­ dividuals (Simmonds et al., 2020).
spondents accessed via a personal computer or a mobile device. It is Finally, p-values have recently been the subject of much academic
likely that the visit was less immersive than if the 360-virtual store visit debate (van Witteloostuijn, 2020; Wasserstein et al., 2019) with no clear
had taken place using a head-mounted VR headset. This opens an avenue consensus among researchers on what constitutes the "correct" statistical
for future research to compare consumer’s 360-virtual store experience significance threshold (Pritschet et al., 2016). Traditionally p-values
with different types of visual and sensory-enabling technologies to have guided decisions in the null-hypothesis-testing approach (Fisher,
better understand how such technologies can support consumer 1955). For Fisher, the p-values of 0.049 and 0.051 did not seem that

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N. Ruusunen et al. International Journal of Information Management 70 (2023) 102622

different in terms of inference and would not lead to radically different a 360-virtual store, resulting in a more positive consumer attitude to­
conclusions (Gigerenzer, 2004). However, as the statistical significance wards virtual shopping. The study finds boundary conditions in how
of the path regarding the autotelic need for touch in H2 marginally imagination interacts with the utilitarian dimension of need for touch,
exceeds the general threshold level of 0.05 with p = 0.052, we address but not the hedonic dimension of need for touch. For practitioners, the
this by calling the result ‘marginally significant’. study provides suggestions on how to stimulate consumers’ haptic
imagination through interactive features and visual cues incorporated in
6. Conclusion a 360-virtual store, with a focus on the functional characteristics of the
product while stimulating the imagination. A relatively easy way for
Online shopping is evolving into an ambient experience and some practitioners to stimulate consumers’ haptic imagination is to make it
visionary practitioners already use 360-virtual stores to deliver their possible for consumers to rotate products in a 360-virtual store.
offerings into the hands of the consumers. While 360-virtual shopping is
likely to represent the evolution of online shopping, our research pro­ CRediT authorship contribution statement
vides insights into how the need for touch shapes the relationship be­
tween telepresence and consumer attitudes in 360-virtual stores, and Nino Ruusunen: Conceptualization, Methodology, Writing – Orig­
how imagination compensates the need for touch in virtual shopping. inal Draft, Writing – Review & Editing, Visualization Heli Hallikainen:
Grounded on the theory of embodied cognition, the research model Conceptualization, Methodology, Formal analysis, Writing – Original
combines telepresence, need for touch and imagination in understand­ Draft, Writing – Review & Editing, Visualization Tommi Laukkanen:
ing consumer attitudes toward virtual shopping. This study of 900 Conceptualization, Methodology, Writing - Review & Editing, Project
consumers finds that imagination compensates for the need for touch in administration, Funding acquisition.

Appendix A. Scale properties

Attitude (Grohmann, 2009)AVE: 0.856 CR: 0.947 α: 0.947 Std. β


1. Negative – Positive 0.944
2. Dislike – Like 0.929
3. Favorable – Unfavorable (reverse-coded) 0.901
Telepresence (Rose, Clark, Samouel and Hair, 2012)AVE: 0.686 CR: 0.896 α: 0.896
1. I forget about my immediate surroundings when I use a virtual store. 0.894
2. Using a virtual store often makes me forget where I am. 0.919
3. After using the virtual store, I feel like I’m returning to the “real world” after a journey. 0.762
4. Using the virtual store creates a new world for me, and this world suddenly disappears when I stop browsing. 0.720
Imagination (Johnson, 2014)AVE: 0.643 CR: 0.878 α: 0.877
1. I have a vivid imagination. 0.731
2. I enjoy flights of fantasy. 0.834
3. I love to daydream. 0.856
4. I like to get lost in thought. 0.782
Autotelic need for touch (Peck & Childers, 2003a)AVE: 0.774 CR: 0.954 α: 0.954
1. When walking through stores, I can’t help touching all kinds of products. 0.853
2. Touching products can be fun. 0.784
3. When browsing in stores, it is important for me to handle all kinds of products. 0.870
4. I like to touch products even if I have no intention of buying them. 0.899
5. When browsing in stores, I like to touch lots of products. 0.940
6. I find myself touching all kinds of products in stores. 0.925
Instrumental need for touch (Peck & Childers, 2003a)AVE: 0.620 CR: 0.907 α: 0.906
1. I place more trust in products that can be touched before purchasing them. 0.798
2. I feel more comfortable purchasing a product after physically examining it. 0.733
3. If I can’t touch a product in the store, I am reluctant to purchase the product. 0.782
4. I feel more confident making a purchase after touching a product. 0.848
5. The only way to make sure a product is worth buying is to actually touch it. 0.784
6. There are many products that I would only buy if I could handle them before purchase. 0.774

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