The Role of VR Shopping in Digitalization of SCM for Sustainable Management: Application of SOR Model and Experience Economy
Abstract
:1. Introduction
2. Theoretical Review
2.1. Digitalization of Supply Chain Management and Role of VR
2.2. SOR Model
2.3. Experience Economy
2.4. Telepresence, Time Distortion, and Flow
3. Research Model and Hypothesis
3.1. Telepresence, Time Distortion, and Enjoyment
3.2. Interactivity, Time Distortion, and Enjoyment
3.3. Time Distortion and Enjoyment
3.4. Enjoyment and Behavioral Intention
4. Methodology and Results
4.1. Sample Design and Data Collection
4.2. Scale Development
4.3. Data Analysis
4.4. Model Testing
4.5. Mediating Effect of Time Distortion
5. Discussion and Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Frequency | Percent (%) | ||
---|---|---|---|
Gender | Male Female | 70 50 | 58.33 41.67 |
Age | 20s 30s Over 40 | 110 8 2 | 91.67 6.67 1.66 |
Education | University Graduate School or Graduation | 77 43 | 64.17 35.83 |
Job | Student Office worker | 114 6 | 95.00 5.00 |
Residence | Seoul Metropolitan area Provinces Foreign country | 94 23 1 2 | 78.33 19.17 0.83 1.67 |
Past VR shopping experience | Yes No | 57 63 | 47.50 52.50 |
Construct | Operational Definition |
---|---|
Telepresence | A state where the consumers forget the real situation and experience a sensation of being in a new world while present in a VR shopping mall and feel that they have return to reality the moment the experience ends. |
Interactivity | Interactivity in a VR shopping mall is the state where interactions are conducted in the virtual environment, and the consumers can control the activities as they desire and move about freely. |
Time Distortion | A state of perception where the consumers feel time is passing quickly, and lose a sense of time during the VR shopping mall experience and are not able to keep track of time, but do not feel the time spent is useless. |
Enjoyment | A state where a VR shopping mall experience influences the consumers and tends to make them feel immersed in fun, enjoyment, and interest. |
Behavioral Intention | Behavioral intention refers to the consumers’ intention to visit VR shopping malls later and use them continuously to purchase products. |
Variable (Reliability) | Items | Factor Loading (R Square) |
---|---|---|
Telepresence (0.81) | ∙ When I started experiencing the VR shopping mall, a new world unfolded before me, and the moment I stopped experiencing it, that world suddenly disappeared. | 0.81 (0.67) |
∙ While I was experiencing the VR shopping mall, I felt as if I was in a new world. | 0.78 (0.61) | |
∙ When experiencing the VR shopping mall, I immediately forgot the surrounding environment. | 0.60 (0.37) | |
∙ When the VR shopping mall experience ended, I felt I had returned to reality. | 0.69 (0.48) | |
∙ During the VR shopping mall experience, I felt my body was in the room, but my mind seemed to be in the VR shopping mall world. | 0.57 (0.33) | |
Interactivity (0.78) | ∙ I could easily interact with the VR environment. | 0.68 (0.46) |
∙ I could control the surrounding environment as I wished in the VR environment. | 0.84 (0.71) | |
∙ I could move about freely in the VR environment. | 0.71 (0.50) | |
Time Distortion (0.74) | ∙ While I was experiencing shopping in the VR environment, I felt like time was passing very quickly. | 0.74 (0.55) |
∙ I do not think the shopping experience in the VR environment was a waste of time. | 0.70 (0.49) | |
∙ The shopping experience in the VR environment made me forget all sense of time. | 0.67 (0.45) | |
Enjoyment (0.91) | ∙ The VR shopping mall experience is enjoyable. | 0.88 (0.79) |
∙ The VR shopping mall experience is exciting. | 0.90 (0.82) | |
∙ The VR shopping mall experience per se is amusing. | 0.84 (0.71) | |
∙ The VR shopping mall experience kept me immersed while shopping. | 0.69 (0.48) | |
∙ The VR shopping mall experience is interesting. | 0.79 (0.63) | |
Behavioral Intention (0.93) | ∙ I will continue to use VR shopping malls for shopping. | 0.94 (0.89) |
∙ I am also willing to visit VR shopping malls for shopping later. | 0.93 (0.88) | |
∙ Hereafter, I am willing to purchase products at places where VR shopping malls are operated. | 0.83 (0.70) |
Variable | Estimate (S.E.) | t-Value | AVE | CR |
---|---|---|---|---|
Telepresence | 1.26 (0.20) 1.05 (0.17) 1.11 (0.21) 1.05 (0.18) 1 | 6.25 6.60 5.11 5.60 - | 0.52 | 0.84 |
Interactivity | 0.81 (0.13) 1.09 (0.15) 1 | 6.25 7.28 - | 0.78 | 0.81 |
Time distortion | 1.01 (0.14) 0.82 (0.13) 1 | 6.86 6.34 - | 0.81 | 0.79 |
Enjoyment | 1.21 (0.10) 1.17 (0.10) 1.20 (0.11) 1.06 (0.13) 1 | 11.35 33.68 1.62 8.19 - | 0.59 | 0.94 |
Behavioral intention | 1.15 (0.08) 1.20 (0.08) 1 | 14.17 13.74 - | 0.55 | 0.92 |
Item | A | B | C | D | E |
---|---|---|---|---|---|
A: Telepresence | 0.52 * | ||||
B: Interactivity | 0.09 | 0.78 * | |||
C: Time distortion | 0.48 | 0.16 | 0.81 * | ||
D: Enjoyment | 0.45 | 0.24 | 0.49 | 0.59 * | |
E: Behavioral intention | 0.32 | 0.12 | 0.49 | 0.32 | 0.55 * |
Hypothesis | Standard Estimate | S.E. | t-Value |
---|---|---|---|
H1: Telepresence → Time distortion | 0.63 | 0.16 | 4.42 *** |
H2: Telepresence → Enjoyment | 0.21 | 0.10 | 1.78 * |
H3: Interactivity → Time distortion | 0.20 | 0.10 | 1.95 * |
H4: Interactivity → Enjoyment | 0.20 | 0.06 | 2.49 ** |
H5: Time distortion → Enjoyment | 0.57 | 0.11 | 3.92 *** |
H6: Enjoyment → Behavior intention | 0.59 | 0.15 | 6.21 *** |
Path | Direct Effect | Indirect Effect | Total Effect | Mediated Effect |
---|---|---|---|---|
Telepresence → Enjoyment | 0.21 * | 0.36 ** | 0.57 ** | Partially mediated |
Interactivity → Enjoyment | 0.20 ** | 0.12 ** | 0.32 ** | none |
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Han, S.-L.; Kim, J.; An, M. The Role of VR Shopping in Digitalization of SCM for Sustainable Management: Application of SOR Model and Experience Economy. Sustainability 2023, 15, 1277. https://doi.org/10.3390/su15021277
Han S-L, Kim J, An M. The Role of VR Shopping in Digitalization of SCM for Sustainable Management: Application of SOR Model and Experience Economy. Sustainability. 2023; 15(2):1277. https://doi.org/10.3390/su15021277
Chicago/Turabian StyleHan, Sang-Lin, Janghyun Kim, and Myounga An. 2023. "The Role of VR Shopping in Digitalization of SCM for Sustainable Management: Application of SOR Model and Experience Economy" Sustainability 15, no. 2: 1277. https://doi.org/10.3390/su15021277
APA StyleHan, S. -L., Kim, J., & An, M. (2023). The Role of VR Shopping in Digitalization of SCM for Sustainable Management: Application of SOR Model and Experience Economy. Sustainability, 15(2), 1277. https://doi.org/10.3390/su15021277