Compared to offline shopping, the online shopping experience may be viewed as lacking human warmth and sociability as it is more impersonal, anonymous, automated and generally devoid of face-to-face interactions. Thus, understanding how to create customer loyalty in online environments (e-Loyalty) is a complex process. In this paper a model for e-Loyalty is proposed and used to examine how varied conditions of social presence in a B2C e-Services context influence e-Loyalty and its antecedents of perceived usefulness, trust and enjoyment. This model is examined through an empirical study involving 185 subjects using structural equation modeling techniques. Further analysis is conducted to reveal gender differences concerning hedonic elements in the model on e-Loyalty.
A B S T R A C T 1Novel applications of website interactivity are important to attract and retain online users. In this empirical study five designs for interactivity are examined using different web-poll interfaces. The goal of the investigation is to examine perceived interactivity in a model which includes most commonly tested cognitive elements such as efficiency and effectiveness, but augments this model with the inclusion of a cognitive-affective element for trust, and an affective element of enjoyment. More specifically, a model is created to validate the relationship of perceived interactivity (comprised of user control, user connectedness, and responsiveness of the web-poll application) to efficiency, effectiveness, trust and enjoyment, of the website. In turn, efficiency, effectiveness, trust, and enjoyment are tested for their influence on user behavioral intentions for e-loyalty. All relationships in the model are supported. In addition, exploratory evaluation of qualitative comments is conducted to investigate additional insights between the five web poll treatments in this investigation. The research confirms the complexity of a model in which cognitive, cognitive-affective and affective elements are present, and advances knowledge on the consequences of perceived interactivity. In additional to theoretical advancements, the research has merit for web designers and online marketers regarding how to enhance interactive online web applications. K E Y W O R D Sperceived interactivity, e-loyalty, web-poll design . IN T R O D U C T IO NDespite the potential for interactivity provided by the Internet, little attention has been paid to how interactivity might be more fully utilized (Johnson et al., 2006). Rice (1984) defined interactivity as the capability of a computer-enabled communication system that permits exchange of roles between the sender and receiver in real or delayed time so that communicators have more control over the structure, pace, and content of the communication.Although interactivity has numerous dimensions, a common theme is that the website successfully provides information to the user, is perceived as responsive, and allows a sense of connection -often with other users. While previous research has aimed to conceptually unravel contributing factors to interactivity, there is relatively little empirical work that systematically examines the consequences of interactivity. There are some exceptions. Jiang 1 An earlier version of this paper was accepted for presentation at the Sixth Pre-ICIS HCI Research in MIS Workshop (HCI/MIS'07), Montreal, 2007. The authors sincerely appreciate the suggestions of three anonymous reviewers. 3and Benbasat (2007) examined interactivity related to purchase intention and intention to return to the website. Johnson et al. (2006) developed a platform on a website for an herbal antidepressant that allowed users to know through an 'at-a-glance' X-Y plot diagram how many other users found the product useful, at what dosages, and for how long. Users could click...
PurposeVirtual try-on apps (VTOs) hold great potential to transform online apparel shopping, yet their acceptance by consumers has been lukewarm. By drawing on two theories – Sirgy’s theory of the self and Sundar’s theory of interactive media effects (TIME) – the study tests a PLS model with two new constructs: Photo Satisfaction and Consumer Inspiration, and their impact on Adoption Intention.Design/methodology/approachThis mixed methods study examines the effects from personalization and customization affordances in the latest generation of apparel VTOs. The proposed model was tested in a quasi-experimental within-subjects design, as 61 female participants completed a goal-directed and an exploratory apparel shopping task using two VTO apps available on the market.FindingsInspiration induced from the customization affordance in the exploratory task influenced Adoption Intention as strongly as Fit Confidence did. For both conditions, users’ satisfaction with their avatar picture had a stronger effect on Perceived Augmentation than the individual trait of Body Esteem. The study also demonstrates how TIME’s Sense of Agency component could help theorize positive consumer responses to mobile marketing technology, which in our study were induced via the app’s Mix and Match feature. Also demonstrated was that Perceived Augmentation could be influenced by body-image affective judgments made during the pre-task VTO avatar creation phase.Practical implicationsVTO’s customization feature “Mix and Match” appears vital for the adoption of such apps for exploratory m-shopping of apparel. Also important is the satisfaction with one's photograph during the avatar-creation phase. We further suggest that apparel retailers work with Augmented Reality developers to include dynamic avatar capability as well as social sharing affordances in VTOs.Social implications60 billion USD worth of returns occur annually in the online apparel retail industry, mostly related to fitting problems, not to mention the larger carbon footprint from the increased transportation. A more wide-spread adoption of VTOs can not only help with these problems but also lighten the traffic in brick and mortar fitting rooms, a potential hazard at this time of pandemic.Originality/valueThis is the first study to examine Consumer Inspiration in the context of online apparel retailing and to demonstrate the importance of Photo Satisfaction during the avatar-creation phase in influencing the subsequent user experience in apparel VTOs.
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