Loading…

Modelling the determinants of a simulated experience in a virtual retail store and users' product purchasing intentions

In the past few years, virtual worlds have become increasingly popular, often hosting, in addition to gaming and social activities, commercial activities that can potentially not just cater for in-world demand but also go beyond the virtual environment's boundaries. The purpose of this paper is...

Full description

Saved in:
Bibliographic Details
Published in:Journal of marketing management 2013-10, Vol.29 (13-14), p.1462-1492
Main Authors: Papagiannidis, Savvas, Pantano, Eleonora, See-To, Eric W.K., Bourlakis, Michael
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Items that cite this one
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by cdi_FETCH-LOGICAL-c399t-1f791086f05e1948e7c32731dd66f8e248fdd4c38c702d7bbf8dc3459c87fd913
cites cdi_FETCH-LOGICAL-c399t-1f791086f05e1948e7c32731dd66f8e248fdd4c38c702d7bbf8dc3459c87fd913
container_end_page 1492
container_issue 13-14
container_start_page 1462
container_title Journal of marketing management
container_volume 29
creator Papagiannidis, Savvas
Pantano, Eleonora
See-To, Eric W.K.
Bourlakis, Michael
description In the past few years, virtual worlds have become increasingly popular, often hosting, in addition to gaming and social activities, commercial activities that can potentially not just cater for in-world demand but also go beyond the virtual environment's boundaries. The purpose of this paper is to examine the determinants of users' simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement was examined in relation to enjoyment and satisfaction, including the role of satisfaction in purchasing the real product. An experimental quantitative approach was followed, testing three models of constructing user experience. Our empirical analysis examined confounding factors of a simulated retail experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Engagement and enjoyment were found to influence user satisfaction positively when choosing clothing products and, in turn, user satisfaction was found to influence purchasing intention positively for these products.
doi_str_mv 10.1080/0267257X.2013.821150
format article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_1468568873</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>1468568873</sourcerecordid><originalsourceid>FETCH-LOGICAL-c399t-1f791086f05e1948e7c32731dd66f8e248fdd4c38c702d7bbf8dc3459c87fd913</originalsourceid><addsrcrecordid>eNp9kb1uFTEQhS0EEpfAG1BYooBmL_7ZXdsVQlEgkRLRECmd5dhj4mjXvoy9CXl7dnWhoaCaYr5z5owOIW8523Om2UcmRiUGdbMXjMu9FpwP7BnZ8V6Jjks1Pie7Dek25iV5Ves9Y4KbQe3I41UJME0p_6DtDmiABjin7HKrtETqaE3zMrkGgcKvA2CC7IGmvG4eErbFTRShuTTR2goCdTnQpQLW9_SAJSy-0cOC_s7V7UTKDXJLJdfX5EV0U4U3f-YJuf5y9v30vLv89vXi9PNl56UxreNRmfXFMbIBuOk1KC-FkjyEcYwaRK9jCL2X2ismgrq9jTp42Q_GaxWD4fKEfDj6rml-LlCbnVP168cuQ1mq5f2oh1FrJVf03T_ofVkwr-k2ihllRjWsVH-kPJZaEaI9YJodPlnO7NaG_duG3dqwxzZW2aejLOVYcHaPBadgm3uaCkZ02adq5X8dfgOb65Kr</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1460979675</pqid></control><display><type>article</type><title>Modelling the determinants of a simulated experience in a virtual retail store and users' product purchasing intentions</title><source>International Bibliography of the Social Sciences (IBSS)</source><source>Business Source Ultimate (EBSCOHost)</source><source>Taylor and Francis Social Sciences and Humanities Collection</source><creator>Papagiannidis, Savvas ; Pantano, Eleonora ; See-To, Eric W.K. ; Bourlakis, Michael</creator><creatorcontrib>Papagiannidis, Savvas ; Pantano, Eleonora ; See-To, Eric W.K. ; Bourlakis, Michael</creatorcontrib><description>In the past few years, virtual worlds have become increasingly popular, often hosting, in addition to gaming and social activities, commercial activities that can potentially not just cater for in-world demand but also go beyond the virtual environment's boundaries. The purpose of this paper is to examine the determinants of users' simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement was examined in relation to enjoyment and satisfaction, including the role of satisfaction in purchasing the real product. An experimental quantitative approach was followed, testing three models of constructing user experience. Our empirical analysis examined confounding factors of a simulated retail experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Engagement and enjoyment were found to influence user satisfaction positively when choosing clothing products and, in turn, user satisfaction was found to influence purchasing intention positively for these products.</description><identifier>ISSN: 0267-257X</identifier><identifier>EISSN: 1472-1376</identifier><identifier>DOI: 10.1080/0267257X.2013.821150</identifier><language>eng</language><publisher>Helensburg: Routledge</publisher><subject>Computer simulation ; Consumer behavior ; Engagement ; enjoyment ; Marketing ; Mathematical models ; metaverses ; Products ; purchase intention ; Purchasing power ; Retail stores ; Retail trade ; Satisfaction ; Studies ; user experience ; User satisfaction ; Virtual reality ; virtual retail store</subject><ispartof>Journal of marketing management, 2013-10, Vol.29 (13-14), p.1462-1492</ispartof><rights>Westburn Publishers Ltd. 2013</rights><rights>Copyright Westburn Publishers, Ltd. Oct 1, 2013</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c399t-1f791086f05e1948e7c32731dd66f8e248fdd4c38c702d7bbf8dc3459c87fd913</citedby><cites>FETCH-LOGICAL-c399t-1f791086f05e1948e7c32731dd66f8e248fdd4c38c702d7bbf8dc3459c87fd913</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,27903,27904,33202,33203</link.rule.ids></links><search><creatorcontrib>Papagiannidis, Savvas</creatorcontrib><creatorcontrib>Pantano, Eleonora</creatorcontrib><creatorcontrib>See-To, Eric W.K.</creatorcontrib><creatorcontrib>Bourlakis, Michael</creatorcontrib><title>Modelling the determinants of a simulated experience in a virtual retail store and users' product purchasing intentions</title><title>Journal of marketing management</title><description>In the past few years, virtual worlds have become increasingly popular, often hosting, in addition to gaming and social activities, commercial activities that can potentially not just cater for in-world demand but also go beyond the virtual environment's boundaries. The purpose of this paper is to examine the determinants of users' simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement was examined in relation to enjoyment and satisfaction, including the role of satisfaction in purchasing the real product. An experimental quantitative approach was followed, testing three models of constructing user experience. Our empirical analysis examined confounding factors of a simulated retail experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Engagement and enjoyment were found to influence user satisfaction positively when choosing clothing products and, in turn, user satisfaction was found to influence purchasing intention positively for these products.</description><subject>Computer simulation</subject><subject>Consumer behavior</subject><subject>Engagement</subject><subject>enjoyment</subject><subject>Marketing</subject><subject>Mathematical models</subject><subject>metaverses</subject><subject>Products</subject><subject>purchase intention</subject><subject>Purchasing power</subject><subject>Retail stores</subject><subject>Retail trade</subject><subject>Satisfaction</subject><subject>Studies</subject><subject>user experience</subject><subject>User satisfaction</subject><subject>Virtual reality</subject><subject>virtual retail store</subject><issn>0267-257X</issn><issn>1472-1376</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2013</creationdate><recordtype>article</recordtype><sourceid>8BJ</sourceid><recordid>eNp9kb1uFTEQhS0EEpfAG1BYooBmL_7ZXdsVQlEgkRLRECmd5dhj4mjXvoy9CXl7dnWhoaCaYr5z5owOIW8523Om2UcmRiUGdbMXjMu9FpwP7BnZ8V6Jjks1Pie7Dek25iV5Ves9Y4KbQe3I41UJME0p_6DtDmiABjin7HKrtETqaE3zMrkGgcKvA2CC7IGmvG4eErbFTRShuTTR2goCdTnQpQLW9_SAJSy-0cOC_s7V7UTKDXJLJdfX5EV0U4U3f-YJuf5y9v30vLv89vXi9PNl56UxreNRmfXFMbIBuOk1KC-FkjyEcYwaRK9jCL2X2ismgrq9jTp42Q_GaxWD4fKEfDj6rml-LlCbnVP168cuQ1mq5f2oh1FrJVf03T_ofVkwr-k2ihllRjWsVH-kPJZaEaI9YJodPlnO7NaG_duG3dqwxzZW2aejLOVYcHaPBadgm3uaCkZ02adq5X8dfgOb65Kr</recordid><startdate>201310</startdate><enddate>201310</enddate><creator>Papagiannidis, Savvas</creator><creator>Pantano, Eleonora</creator><creator>See-To, Eric W.K.</creator><creator>Bourlakis, Michael</creator><general>Routledge</general><general>Taylor &amp; Francis Ltd</general><scope>AAYXX</scope><scope>CITATION</scope><scope>8BJ</scope><scope>FQK</scope><scope>JBE</scope></search><sort><creationdate>201310</creationdate><title>Modelling the determinants of a simulated experience in a virtual retail store and users' product purchasing intentions</title><author>Papagiannidis, Savvas ; Pantano, Eleonora ; See-To, Eric W.K. ; Bourlakis, Michael</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c399t-1f791086f05e1948e7c32731dd66f8e248fdd4c38c702d7bbf8dc3459c87fd913</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2013</creationdate><topic>Computer simulation</topic><topic>Consumer behavior</topic><topic>Engagement</topic><topic>enjoyment</topic><topic>Marketing</topic><topic>Mathematical models</topic><topic>metaverses</topic><topic>Products</topic><topic>purchase intention</topic><topic>Purchasing power</topic><topic>Retail stores</topic><topic>Retail trade</topic><topic>Satisfaction</topic><topic>Studies</topic><topic>user experience</topic><topic>User satisfaction</topic><topic>Virtual reality</topic><topic>virtual retail store</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Papagiannidis, Savvas</creatorcontrib><creatorcontrib>Pantano, Eleonora</creatorcontrib><creatorcontrib>See-To, Eric W.K.</creatorcontrib><creatorcontrib>Bourlakis, Michael</creatorcontrib><collection>CrossRef</collection><collection>International Bibliography of the Social Sciences (IBSS)</collection><collection>International Bibliography of the Social Sciences</collection><collection>International Bibliography of the Social Sciences</collection><jtitle>Journal of marketing management</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Papagiannidis, Savvas</au><au>Pantano, Eleonora</au><au>See-To, Eric W.K.</au><au>Bourlakis, Michael</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Modelling the determinants of a simulated experience in a virtual retail store and users' product purchasing intentions</atitle><jtitle>Journal of marketing management</jtitle><date>2013-10</date><risdate>2013</risdate><volume>29</volume><issue>13-14</issue><spage>1462</spage><epage>1492</epage><pages>1462-1492</pages><issn>0267-257X</issn><eissn>1472-1376</eissn><abstract>In the past few years, virtual worlds have become increasingly popular, often hosting, in addition to gaming and social activities, commercial activities that can potentially not just cater for in-world demand but also go beyond the virtual environment's boundaries. The purpose of this paper is to examine the determinants of users' simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement was examined in relation to enjoyment and satisfaction, including the role of satisfaction in purchasing the real product. An experimental quantitative approach was followed, testing three models of constructing user experience. Our empirical analysis examined confounding factors of a simulated retail experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Engagement and enjoyment were found to influence user satisfaction positively when choosing clothing products and, in turn, user satisfaction was found to influence purchasing intention positively for these products.</abstract><cop>Helensburg</cop><pub>Routledge</pub><doi>10.1080/0267257X.2013.821150</doi><tpages>31</tpages></addata></record>
fulltext fulltext
identifier ISSN: 0267-257X
ispartof Journal of marketing management, 2013-10, Vol.29 (13-14), p.1462-1492
issn 0267-257X
1472-1376
language eng
recordid cdi_proquest_miscellaneous_1468568873
source International Bibliography of the Social Sciences (IBSS); Business Source Ultimate (EBSCOHost); Taylor and Francis Social Sciences and Humanities Collection
subjects Computer simulation
Consumer behavior
Engagement
enjoyment
Marketing
Mathematical models
metaverses
Products
purchase intention
Purchasing power
Retail stores
Retail trade
Satisfaction
Studies
user experience
User satisfaction
Virtual reality
virtual retail store
title Modelling the determinants of a simulated experience in a virtual retail store and users' product purchasing intentions
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-24T19%3A11%3A48IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Modelling%20the%20determinants%20of%20a%20simulated%20experience%20in%20a%20virtual%20retail%20store%20and%20users'%20product%20purchasing%20intentions&rft.jtitle=Journal%20of%20marketing%20management&rft.au=Papagiannidis,%20Savvas&rft.date=2013-10&rft.volume=29&rft.issue=13-14&rft.spage=1462&rft.epage=1492&rft.pages=1462-1492&rft.issn=0267-257X&rft.eissn=1472-1376&rft_id=info:doi/10.1080/0267257X.2013.821150&rft_dat=%3Cproquest_cross%3E1468568873%3C/proquest_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c399t-1f791086f05e1948e7c32731dd66f8e248fdd4c38c702d7bbf8dc3459c87fd913%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=1460979675&rft_id=info:pmid/&rfr_iscdi=true