Names
Skewness and kurtosis tests verified the multivariate normality and ensured that the results of the study could not be skewed by significant variations in the main data. The results showed that the data were uniformly distributed, as neither the skewing values (peakness) nor kurtosis (flatness) surpassed their normal range [ 46 ].
As we dealt with a sample for further analysis in this study (i.e., it is a population in terms of the EFA in Table 5 ), the Principal Axis Factoring method with direct oblique rotation was carried out using the 34 items. In Exploratory Factor Analysis (EFA), the factors are permitted to be correlated with one another in promax rotation. The factor pattern matrix contained the coefficients for the linear combination of the variables.
Frequencies.
OSATT | SUBNORM | WEBTR | OPINT | OSBHVR | ||
---|---|---|---|---|---|---|
439 | 439 | 439 | 439 | 439 | 439 | |
0 | 0 | 0 | 0 | 0 | 0 | |
Skewness | −0.710 | -1.034 | −0.527 | −0.771 | −0.614 | |
Std. error of skewness | 0.117 | 0.117 | 0.117 | 0.117 | 0.117 | |
Kurtosis | 0.189 | 1.023 | −0.452 | 0.348 | 0.602 | |
Std. error of kurtosis | 0.233 | 0.233 | 0.233 | 0.233 | 0.233 | |
value | 0.001 | 0.022 | 0.01 | 0.001 |
Note. Skewness value > +1 or <−1: balanced distribution and kurtosis value < 1: flat distribution.
The abovementioned Table 6 presents the factor pattern matrix, which contains the coefficients for the linear combination of the variables.
Factor pattern matrix.
Factor pattern matrix | ||||||
---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | |
SN3L | 0.067 | 0.022 | 0.062 | 0.066 | −0.036 | 0.475 |
SN4L | 0.081 | −0.104 | 0.090 | 0.009 | −0.030 | 0.742 |
ATT1L | 0.052 | −0.121 | 0.031 | 0.084 | 0.664 | −0.052 |
ATT2L | 0.085 | −0.017 | 0.050 | 0.010 | 0.672 | 0.001 |
ATT3L | 0.093 | 0.537 | 0.025 | −0.075 | 0.252 | 0.074 |
ATT4L | −0.174 | 0.476 | 0.122 | −0.002 | 0.431 | 0.024 |
WT1L | −0.118 | 0.074 | 0.664 | −0.085 | 0.203 | 0.019 |
WT2L | −0.103 | 0.097 | 0.649 | −0.094 | 0.120 | 0.128 |
WT3L | 0.115 | −0.143 | 0.728 | 0.059 | 0.034 | −0.010 |
WT4L | 0.105 | 0.209 | 0.491 | 0.034 | −0.020 | −0.076 |
WT5L | −0.014 | 0.139 | 0.728 | 0.044 | −0.159 | 0.074 |
ESI1L | 0.050 | 0.731 | −0.079 | 0.034 | 0.151 | −0.042 |
EI2L | −0.097 | 0.766 | 0.014 | 0.114 | −0.110 | 0.072 |
ESI3L | 0.138 | 0.812 | 0.081 | −0.100 | −0.128 | −0.138 |
ESI4L | 0.064 | 0.753 | 0.125 | 0.010 | −0.167 | −0.038 |
ESB1L | −0.028 | 0.222 | −0.052 | 0.566 | 0.072 | 0.011 |
ESB2L | −0.051 | 0.119 | −0.012 | 0.604 | 0.032 | 0.056 |
ESB3L | 0.219 | −0.076 | −0.021 | 0.439 | 0.160 | 0.030 |
ESB4L | −0.038 | −0.075 | −0.002 | 0.928 | −0.014 | −0.027 |
ESB5L | −0.026 | −0.048 | 0.021 | 0.824 | −0.013 | 0.024 |
ESB6L | 0.676 | −0.122 | 0.202 | 0.100 | −0.032 | −0.065 |
ESB7L | 0.531 | −0.011 | 0.157 | 0.099 | −0.017 | −0.120 |
ESB8L | 0.799 | −0.098 | 0.039 | −0.128 | 0.105 | −0.033 |
ESB9L | 0.723 | 0.005 | −0.004 | −0.105 | 0.061 | 0.054 |
ESB10L | 0.515 | 0.080 | −0.133 | 0.014 | −0.001 | 0.133 |
ESB11L | 0.672 | 0.171 | −0.326 | 0.009 | −0.003 | 0.100 |
ESB13L | 0.362 | 0.096 | −0.015 | 0.108 | 0.232 | −0.079 |
ESB14L | 0.504 | 0.065 | 0.096 | −0.044 | −0.097 | 0.132 |
ESB15L | 0.319 | 0.207 | 0.178 | 0.155 | −0.092 | −0.012 |
A measurement model was used to link the observed variables with the latent constructs, while the instrument scores and the concepts that they are meant to measure were linked through confirmatory factor analysis (CFA). Before undertaking the confirmatory factor analysis, the convergent and discriminant validities of study instruments were assessed, to determine how thoroughly these constructs gauged the intended concepts.
The convergent validity obtained from the six factors with low factor loads in the measurement model and other loadings in the factor exceeding the threshold value (0.70) was demonstrated using the criterion provided by [ 47 ]. Construct reliabilities exceeding 0.70 were considered and, after removing the poor factor loadings, the average variance extracted (AVE) was upgraded to an acceptable level (i.e., ≥0.50, ranging 0.51–0.62), as shown in Table 1 . So, all factors satisfied the discriminant validity and were precise in nature (i.e., truly measuring the characteristics being represented by the variables).
To ensure the uniformity and stability of the measures, the internal and the composite reliabilities were measured. The Cronbach's alpha test confirmed the internal consistency and reliability of the concepts, with values ranging from 0.75 to 0.86 (Wollack, Cohen, & Wells, 2003). The Composite reliability values, ranging from 0.80 to 0.93, were also above the proposed level (0.70) [ 48 ]. Through the empirical data shown below, the convergent validity was also verified.
The correlation matrix was constructed, in order to observe the interconstruct correlations. It indicated that these variables were not mutually correlated with each other. The bivariate test variables were below the suggested threshold value (<0.7) [ 49 ]. Both attitude toward shopping and confidence on the web appeared to be highly positive ( r = 0.67 and r = 0.63, respectively), which provided reasonable relationships with E-shopping activity ( r = 0.54 and r = 0.49, respectively). Contrary to the other constructs, subjective norms had weak correlations with E-shopping intentions and E-shopping behaviour ( r = 0.19 and r = 0.23, respectively) mentioned in Table 7 .
Pearson correlations matrix.
MODEL | SN | ESA | WT | ESI | ESB |
---|---|---|---|---|---|
Subjective norms | 1 | ||||
E-shopping attitude | 0.239 | 1 | |||
Website trust | 0.216 | 0.622 | 1 | ||
E-shopping intentions | 0.194 | 0.670 | 0.630 | 1 | |
E-shopping behaviour | 0.235 | 0.540 | 0.497 | 0.554 | 1 |
Note. ∗∗ Correlation is significant at the 0.01 level (2-tailed).
Multicollinearity was measured by examining the tolerance and Variance Inflation Factor (VIF). The VIF statistics in Table 8 show the predictor variables were moderately correlated. All research constructs had VIF values less than the threshold value (<3) and higher than 1.
Multicollinearity statistics.
Collinearity statistics | |||
---|---|---|---|
Model | Tolerance | VIF | |
1 | (Constant) | ||
E-shopping attitude | 0.479 | 2.089 | |
Subjective norms | 0.935 | 1.069 | |
Website trust | 0.527 | 1.896 | |
E-shopping intentions | 0.476 | 2.100 |
Dependent variable: E-shopping intentions.
Kaiser–Meyer–Olkin (KMO) and Bartlett's tests mentioned in Table 9 confirmed the adequacy and suitability of the data. Taken together, these tests satisfied the minimum standard which should be passed before conducting CFA on data. The KMO values of all five study constructs were greater than the recommended range (>0.6) and closer to 1, showing the adequacy of percentage of variance in data. Thus, we confirmed that the sampling was adequate, and the data for all study constructs was suitable for conducting confirmatory factor analysis (CFA).
KMO and Bartlett's tests.
KMO and Bartlett's | E-shopping attitude | Subjective norms | Website trust | E-shopping intentions | E-shopping behaviour | Overall |
---|---|---|---|---|---|---|
Kaiser–Meyer–Olkin (measure of sampling adequacy) | 0.740 | 0.747 | 0.827 | 0.779 | 0.856 | 0.904 |
Barlett's test of sphericity (Approx. chi-square) | 595.9 | 648.1 | 873.2 | 781.9 | 2863.9 | 6941.2 |
Df. | 6 | 6 | 10 | 6 | 136 | 561 |
Sig. | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 |
Note. Value (KMO of >0.5 or ideally >0.7) for adequacy of percentage of variance [ 50 ].
A five-step process, consisting of model definition, description, estimation, evaluation, and amendment, was carried out for the study model. First of all, the latent variables with their indicators were listed, and error terms were also described in the model specification. The model established that it had enough information on the equation to generate unknown parameter estimates. The estimation of various model fit indices, such as GFI, AGFI, CFI, TLI, and RMSEA, was used to estimate the hypothesised model parameters. Chi-square ( χ 2 ) and some other signs were added, in order to assess the model's degree of accuracy, as the chi-square value ( χ 2 ) is sensitive to a large sample ( n > 200). As a rule of thumb, some other indices, such as GFI, CFI, NFI, and RMSEA, may clarify the fit pattern if the value of chi-square/Df. is less than 3. Finally, the model was respecified by codefault terms, and some restrictions in path coefficients were enforced. The importance of fit indices, which otherwise showed a bad fit, was achieved, and the fit was improved. Therefore, other assumptions were made, namely, that there were no parity restrictions on the factor loadings for these measures.
The chi-square statistic ( χ 2 ) was below the minimum value (i.e., CMIN/Df.<3), which verified the latent construct's distributions to be substantially different. The values of GFI, AGFI, CFI, and TLI, which showed the overall fitness of this model, were higher than 0.9. The RMSEA analysis of a population involves the root mean square error approximation; when the RMSEA value is below 0.07, a model can be considered appropriate.
The fit indices of the model were respecified by showing that the model hypothesised had a good fit to the data ( N = 439, p < 0.001, GFI = 0.908, AGFI = 0.924, CFI = 0.910, TLI = 0.929, and RMSEA = 0.060). With the overall fit statistics, due to important and practical indications, the hypothesised model was presumed to be very strong for the current data. All elements that contribute significantly to their constructs were assisted by the predicted relationships between the constructs and their indicators.
Table 10 shows overall model fit summaries for the original and revised models. Some assumptions were taken into account for these indicators; for example, no equality constraints were set on the factor loadings. As per the overall measurement results of the actual model of the study (where N = 439, p < 0.001, GFI = 0.864, AGFI = 0.838, CFI = 0.899, TLI = 0.886, and RMSEA = 0.055) demonstrated an average fit of the model overall. So, this average fit led to the need for model respecification.
Model fit summary (original and revised model indices).
Model | Items | CMIN/Df. | Df. | GFI | AGFI | CFI | TLI | RMSEA |
---|---|---|---|---|---|---|---|---|
Original model | 34 | 2.333 | 500 | 0.894 | 0.868 | 0.899 | 0.916 | 0.055 |
Revised model | 28 | 2.580 | 328 | 0.908 | 0.924 | 0.910 | 0.929 | 0.060 |
Note. GFI: Goodness of Fit Index; AGFI: Adjusted Goodness of Fit Index; CFI: Comparative Fit Index; TLI: Tucker–Lewis Index; RMSEA: The Root Mean Square Error of Approximation.
4.5.1. structural model assessment.
For testing the study hypotheses, a bootstra p value of 2000 resamples was calculated using standardised route coefficients. To obtain the same number of estimates, due to longer alignment, a large number of replicates were needed. The mean was less than the target value in the current analysis, so the test statistics may have also fell into one critically significant area. Thus, due to the expectation of both forms of interactions (i.e., positive or negative), two-tailed values and 95% confidence intervals were taken into account. The findings of the data analysis indicated that the path structure for the study variables (direct and indirect) was accurate and adequate. The findings of the hypothesis tests are summarised in Table 11 , where the path coefficients and p values of the study variables describe the direct, indirect, and complete influences.
Hypothesis testing result summary.
Hypothesis | Relationships | Path coefficients | value | CI | Results |
---|---|---|---|---|---|
H1a | SN | 0.091 | 0.022 | 0.013–0.170 | Supported |
H1b | SN | 0.012 | 0.766 | −0.064–0.092 | Not supported |
H1c | SN | 0.003 | 0.761 | −0.017–0.027 | Not supported |
H2a | ESA | 0.233 | 0.001 | 0.106–0.357 | Supported |
H2b | ESA | 0.452 | 0.001 | 0.360–0.539 | Supported |
H2c | ESA | 0.128 | 0.001 | 0.067–0.196 | Supported |
H3a | WT | 0.154 | 0.010 | 0.033–0.263 | Supported |
H3b | WT | 0.347 | 0.001 | 0.256–0.428 | Supported |
H3c | WT | 0.098 | 0.001 | 0.053–0.154 | Supported |
H4 | ESI | 0.283 | 0.001 | 0.151–0.407 | Supported |
Note. ∗ Significant at level p < 0.05 and ∗∗ significant at level p < 0.01. Note. SN: subjective norms; ESA: E-shopping attitude; WT: website trust; ESI: E-shopping intention; ESB: E-shopping behaviour; CI: confidence interval.
The structural model analysis found that, aside from arbitrary criteria, there were two other structures—E-shopping attitudes and confidence in the website—that had significant explicitly positive effects on E-shopping behaviour. Eight out of ten findings of the analysis were supported by the final statistical tests. Interest indicates that the E-shopping satisfaction is a key factor in actual online purchasing actions. E-shopping intentions often effectively clarify and mediate the relation between the independent variables (i.e., attitude to E-shopping and confidence on the website) and the dependent variable of the analysis.
Hypothesis H1a indicated the positive relation of subjective criteria to E-commercial behaviour. The SEM findings showed good support for the importance ( β = 0.091, p < 0.05) of hypothesis (H1a) and indicated that subjective regulations have a significant positive connection to E-shopping behaviour. Hypothesis H1b concluded that this relationship did not support ( β = 0.012, p < 0.05) the connection between social norms and E-shopping intentions early in the analysis. Therefore, it was not endorsed, as no significant correlation between subjective norms and E-shopping intentions existed. H1c, therefore, did not endorse the findings, as no relevant indirect relationship existed ( β = 0.003, p < 0.05) between E-shopping and subjective expectations through the mediator.
We verified successful direct (H2a) and indirect (H2c) E-shopping–attitude relationships, wherein positive relationships were formed ( β = 0.233, p < 0.01 and β = 0.128, p < 0.01, respectively). Hypothesis H2b suggested the relationship between attitude and E-shopping intentions. Our findings supported this substantially positive relationship ( β = 0.452, p < 0.01) and demonstrated that E-shopping is a vital predictor of online buying intentions.
Finally, the hypotheses H3a and H3c postulated that there exist direct and indirect relationships between website trust and E-shopping actions. Such favourable relationships ( β = 0.154, p < 0.01 and β = 0.098, p < 0.01, respectively) were verified by our findings, in that trust in a website is a successful predictor of E-shopping activity. A correlation between confidence and a mediator (E-shopping intentions) was suggested by hypothesis H3b. This substantially favourable relationship was confirmed by our findings ( β = 0.347, p < 0.01).
Our findings demonstrated the strong influence of E-shopping intentions on actions and indicated that E-shopping intentions effectively clarify and serve as mediators between E-shopping conduct and its context. Therefore, those aimed at developing E-shopping actions of working adults should, in particular, focus on E-shopping intentions. These results are compatible with those of previous similar studies (Hsu & Bayarsaikhan, 2012; Lim et al., 2015; Orapin, 2009; Pavlou & Fygense, 2006; Roca, Garcia, & Jose, 2009). However, E-shopping intention did not act as a mediator between subjective standards and E-shopping conduct, as no significant direct relationship between subjective standards and E-shopping intentions was observed, at least, for the working sphere of E-shoppers.
Therefore, as was originally assumed in hypothesis H1c, no partially mediating or indirect connection between subjective norms and E-shopping behaviour was observed. All proposed hypotheses except for H1b and H1c were endorsed, as no significant connection with the DV through mediating between subjective standards and E-shopping intentions was created.
The statistical analysis of the data showed that social expectations, E-shopping location, and trust in websites are all significant factors that influence the E-shopping behaviour of consumers, which ultimately leads to an Online Shopping Purchase. Therefore, the situation is very different from that of other parts of society, in the event of apparel E-shopping plans for working adults. Subjective expectations did not create substantial positive or negative relationships with intentions, unlike E-shopping attitude and website confidence. Therefore, along with subjective criteria, these predictors contribute to compliance. The findings of the analysis, therefore, did not support the hypotheses H1b and H1c. Many previous studies (see, e.g., Chua et al., 2006; Jamil & Mat, 2011; Tseng et al., 2011) have predicted these relationships to be lacking. More specifically, the inconsistent relationship between subjective standards and expectations is the most important and frequently discussed weak point linked to the TPB. The founder of the theory (Ajzen, 1991) also explained this deficiency, by suggesting that motives are primarily influenced by behaviours and behavioural regulation of an individual's traits. The results of this study are, therefore, also related to previous research, in that the subjective expectations did not influence the actions of adults working for the purchase of their online equipment. While other social groups, such as students or housewives, may be effectively assisted or affected by their significant peers when deciding whether to participate in or not participate in such behaviour, it has been indicated that, once the customer has agreed to shop online, no more input is considered through other paths (e.g., from their social circle or peer group).
There were important direct and indirect relations between E-shopping actions and the mediator and, subsequently, the dependent variable. In terms of E-shopping mindset, its effects on mediators (E-shopping intentions) were positive both directly and indirectly (H2a and H2c), being substantially positive for E-shopping conduct. The relationship between E-shopping and E-shopping expectations showed a good relationship. The results demonstrate that E-shopping reflects the E-shopping activity of working adults, in order to pursue E-shopping as a way to purchase their clothes. E-shopping mindset is a key determinant of the goals and actions of E-shopping. The interviewees generally had a favourable evaluation and usually promoted their conduct.
The findings of the study were finally confirmed through hypotheses H3a, H3b, and H3c, all of which were significantly positive, both explicitly and indirectly, focused on DV (E-shopping behaviour) and explicitly for to the intermediary (E-shopping intentions). These results indicated that confidence in a website is an expanded construction which is ideally relevant to recognise, in the sense of E-shopping. The fact that consumers can shop or give up their shopping cart is an important factor. E-shopping consumers become more relaxed as their confidence in E-shopping media (e.g., a website) increases.
Trust plays a key role in defining the conduct of E-shopping, as it transforms the good expectations and actions of consumers, in order to create E-shopping requests for online shopping. Some previous studies have confirmed confidence to be a basic demand for growth in E-commerce (Mukherjee & Nath, 2007; Sutanonpaiboon & Hamimah, 2010); in particular, in 2012 (Hsu and Bayarsaikhan, 2012; Jiang, Chen & Wang, 2008). Around the same time, the literature noted that a confidence deficit is the key reason why E-shopping is not chosen as a shopping medium or why requests are abandoned. The dynamic disposal of cyberspace is very high, due to the insecurity of users (Whyte, 2016).
Eventually, when a customer visits a shopping website to check for the correct items, the E-shopping cycle begins. This quest either transforms into a real buying transaction or not, which is a secondary problem. He et al. (2008) concluded that the biggest obstacle for the growth of E-commerce is the absence of online purchasing intentions. Generally, several attempts are made to perform a certain activity, which is probably the main reason for the leaving of carts. Expectations are, therefore, possibly the best indicators to show how ready consumers are to purchase online. As Dolatabadi et al. [ 42 ] reported, the E-shopping intentions of consumers have major effects on their own purchasing decisions. Three key antecedents—social standards, attitude, and perceived power and expectations—influence the actions of TPB.
Our theoretical contribution expands the literature by assessing the effects of website trust on the intentions and behaviours of consumers related to E-shopping, which has never been tested before in such a context and setting. In replacing PBC with website trust, we have extended the literature and, hence, proved the significant determinant of choosing E-shopping in the TPB setting. We have shown that “website trust” is worth consideration as a contributing factor that builds favourable intentions and behaviours toward E-shopping, rather than the opinions of significant peers (in the case of working adults).
In practical terms, this research provides valuable insight into the E-shopping preferences of E-shoppers (adult workers), for the advancement of relevant marketing strategies. We recommend that E-vendors design viable systems which support and attract customers toward E-shopping, through persuading them to believe that the E-vendor is honest and concerned about their customers. This is essential, as most customers question the integrity and trustworthiness of the E-vendor while performing an E-transaction. Thus, E-vendors must convince users to have trust in their shopping websites, as it is obvious that trust significantly influences the intent and behaviour related to E-shopping. Our findings suggest that E-shopping websites need to develop more trust in transactions for their clientele, in order to attract and motivate them more to build positive E-shopping behaviours.
This paper is intended as a guide for the transformation of E-commerce for companies attempting to project their businesses online. Such businesses should focus even more on the prestige of their E-shopping newspapers, which they would otherwise have overlooked.
There were several limitations to this study. The research sample was restricted to an explicit section of the population (working adults) and a particular geographical region; therefore, it may not have attracted students, young people, or housewives, and it may have produced some specific results, such that expanding these findings to other segments in the business is suggested. Second, we focused primarily on the E-shopping conduct related to the apparel industry. Ultimately, it is not necessary to draw or extend these findings to certain segments of consumer markets, such as electronics, beverages, cosmetics, books, or foodstuffs. Finally, in the constructs used to illustrate the decision to shop online, there were no additional variables, such as the fear of potential scarcity or the peculiar emotional state of individuals, such as enjoyment, disgust, or disdain with respect to their actions of interest. Such variables may lead to certain behaviours or not to conduct the interesting behaviour.
In relation to other online consumer goods, the proposed conceptual model should also be tested. Culture affects behaviours, thus driving demographic change interdependently and complementally (Pollak & Watkins 1993). For that reason, the potential E-commerce trends that have a cross-cultural influence or a particular demographic trend should be considered, which may be focused on specific sex or low-income groups, as well as students. The next assessed demographic may be housewives and students, as they tend to rely on their family heads. Likewise, it may be beneficial to increase the sample size and to adjust the geographical location.
The results of this study offer a better understanding of E-trust and recommend E-vendors to design a viable online selling system that supports and encourages positive and secure feelings toward E-shopping. Firstly, E-vendors should focus on strengthening these feelings by increasing the trustworthiness of their E-shopping medium (e.g., website). Secondly, the E-vendors must assure their customers that they will not behave opportunistically and will deliver the promised products and services to them. Such commitments and promises will reduce the uncertainty and add additional value in E-shopping. However, these results may not generalize to other geographical areas or social classes as a whole. Finally, this study opens up some new frontiers in support of future research relating to behavioural intent in the online shopping context.
In comparison to the former studies, this study has portrayed an improved explanatory power of two of the main components of behavioural sciences like intention and online shopping behaviour in a specific context. This study theoretical contributes further illustrative strength in explaining the reasons of variation in consumers' argumentative purchase intentions. The study also expands the theory by applying the effects of website trust on consumers' intentions and behaviours to shop their products and services through some online shopping medium. This study can also assist managers in recognizing and eliminating the potential key behavioural obstacles and allows them to deliver highly customer oriented online customized services and as well as to enlarge their loyal customer base by increasing trustworthiness of their shopping websites. Further, it also delivers guidance for future research, for focusing on the strengths and eliminating the weaknesses. Similar to others, this study also has some weak points which need to cater through further examination in this sphere. So, the results may not generalize to other geographical areas or social classes as a whole. Eventually, this study opened up some new frontiers in support of future research for knowing behavioural intent in online shopping context.
This study is supported by the National Statistical Science Research project (2021LY059) and the Pre-Study of Humanities and Social Science of Huzhou University (2020SKYY15).
The paper is extracted from the student's work with his/her consent.
The authors declare no conflict of interest.
This article is the result of the joint work by all authors who equally contributed to conceive, design, and carry out the research. All authors collaborated in analysing the data, preparing the data visualization, and writing the paper. All authors have read and agreed to the published version of the manuscript.
Click through the PLOS taxonomy to find articles in your field.
For more information about PLOS Subject Areas, click here .
Loading metrics
Open Access
Peer-reviewed
Research Article
Contributed equally to this work with: Chunrong Guo, Xiaodong Zhang
Roles Data curation, Formal analysis, Investigation, Methodology, Resources, Writing â original draft, Writing â review & editing
Affiliation School of Economics and Management, Ningbo University of Technology, Ningbo, Zhejiang, China
Roles Data curation, Formal analysis, Funding acquisition, Methodology, Resources, Writing â original draft, Writing â review & editing
* E-mail: [email protected]
Affiliation School of Economics and Management, Inner Mongolia Agricultural University, Hohhot, Inner Mongolia, China
Augmented Reality (AR) offers a rich business format, convenient applications, great industrial potential, and strong commercial benefits. The integration of AR technology with online shopping has brought tremendous changes to e-commerce. The Technology Acceptance Model (TAM) is a mature model for assessing consumer acceptance of new technologies, and applying it to evaluate the impact of AR online shopping experiences on consumer purchase intention is an urgently needed area of research. Firstly, the typical applications of AR in online shopping were reviewed, and the connotations and experiences of AR online shopping were summarized. Secondly, using the five types of AR online shopping experiences as antecedent variables, and perceived ease of use and perceived usefulness as intermediate variables, a theoretical model was constructed to explore the impact of AR online shopping experiences on customer purchase intentions, followed by an empirical study. Finally, suggestions were proposed for optimizing the online shopping experience to enhance purchase intentions. The article expands the application scenarios of the Technology Acceptance Model and enriches the theory of consumer behavior in Metaverse e-commerce.
Citation: Guo C, Zhang X (2024) The impact of AR online shopping experience on customer purchase intention: An empirical study based on the TAM model. PLoS ONE 19(8): e0309468. https://doi.org/10.1371/journal.pone.0309468
Editor: Ricardo Limongi, Federal University of Goias: Universidade Federal de Goias, BRAZIL
Received: May 3, 2024; Accepted: August 8, 2024; Published: August 26, 2024
Copyright: © 2024 Guo, Zhang. This is an open access article distributed under the terms of the Creative Commons Attribution License , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
Data Availability: All relevant data are within the manuscript and its Supporting information files.
Funding: This work was supported by the Interdisciplinary Research Fund of Inner Mongolia Agricultural University, âResearch on Open Innovation Intelligent Decision-Making in E-commerce Based on Federated Learningâ (Project Number: BR231518); Program for Young Talents of Science and Technology in Universities of Inner Mongolia Autonomous Region, âResearch on E-commerce Intelligent Marketing Based on Multimodal Learningâ (Project Number: NJYT24014); National Key R&D Program of China, âIntergovernmental International Science and Technology Innovation Cooperationâ Key Special Project, âResearch on Sino-Mongolian Agricultural and Pastoral Supply Chainâ (Project Number: 2021YFE0190200); National Social Science Fund of China Post-funding Project, âResearch on the Internationalization Development of Chinese Cross-border E-commerce Brandsâ (Project Number: 20FGLB033); Inner Mongolia Autonomous Region Graduate Education Teaching Reform Project, âResearch on the Training Model for New Business Graduates in Inner Mongolia under the Background of Digital Economyâ (Project Number: JGCG2022059). The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.
Competing interests: The authors have declared that no competing interests exist.
With the advent of the digital age, augmented reality (AR) technology has shown transformative potential across multiple industries, particularly in the realm of e-commerce [ 1 ]. Major retailers and brand corporations such as Google, Apple, Alibaba, Amazon, and Facebook have begun to employ AR technology to attract customers and boost sales. They actively integrate AR services into their business spheres to enhance customer awareness, brand engagement, and brand loyalty [ 2 ]. Surveys indicate that approximately 75% of consumers expect to experience AR services when shopping online, 71% state that they would shop more frequently if retailers utilized AR, and 40% are willing to pay more for products offered through AR. The AR market is projected to reach $50 billion by 2024 [ 3 â 6 ]. Due to their direct relationship with sales conversion rates and customer satisfaction, consumer shopping experiences have become one of the primary focuses of marketing management [ 7 ]. The AR strategy is crucial for merchants, especially in the highly competitive e-commerce market. A deep understanding and leveraging of AR technologyâs potential can provide significant competitive advantages for businesses. Firstly, if studies find that AR experiences significantly enhance consumer purchase intentions, e-commerce platforms will be more inclined to invest in AR technology. Secondly, by identifying specific pain points in the user experience within AR applications through research, e-commerce businesses can optimize their AR applications, enhancing user satisfaction and loyalty. However, current research primarily explores the application of AR technology in e-commerce and its impact on consumer perceptions and behaviors [ 3 â 5 , 8 â 10 ], aiming to understand the psychological and behavioral changes consumers undergo during AR experiences. Whang et al. (2021) adopted the concept of consumer control to investigate the mediating and moderating effects of AR experiences on purchase intention within the shopping environment for beauty products, with a focus on cognitive control and behavioral control [ 11 ]. However, comprehensive studies that specifically investigate the impact of AR online shopping experiences on consumer purchase intention and analyze the intrinsic mechanisms behind consumer acceptance of this new technology remain rare. Unlike previous studies, this research applies the Technology Acceptance Model (TAM) to explore how AR online shopping experiences affect consumer purchase intentions. It evaluates consumersâ attitudes towards AR online shopping experiences, how these experiences influence perceived usefulness and perceived ease of use, and how these factors translate into purchasing behavior. Although the TAM model has been widely used to assess consumer acceptance of new technologies, applying it to evaluate AR use in online shopping remains a largely unexplored area of research. This study introduces five types of AR online shopping experiences as antecedent variables to comprehensively analyze their impact on customer purchase intention. It aims to help e-commerce companies understand how different types of AR experiences influence consumer behavior, thereby enabling them to optimize user experiences in a targeted manner. The study explores the role of perceived ease of use and perceived usefulness as mediating variables between AR online shopping experiences and purchase intention, revealing the intrinsic mechanisms through which AR experiences affect consumer purchase intention and providing a theoretical basis for optimizing AR applications. Therefore, this study extends the application scenarios of the Technology Acceptance Model. Based on the empirical research results, specific optimization suggestions are proposed to enhance customer purchase intention. These suggestions offer actionable strategies for e-commerce marketers and service providers, improving the market competitiveness of e-commerce platforms. By analyzing AR online shopping experiences, this study enriches the theory of consumer behavior in Metaverse e-commerce and provides new perspectives and methods for future e-commerce research in the Metaverse environment.
AR (Augmented Reality) and VR (Virtual Reality) are key gateways into the metaverse, serving as the intersection and overlay of virtual and real worlds. These two technologies differ in their technical aspects, devices used, application fields, advantages, and potential, as shown in Table 1 . AR, with its superior interactivity, real-time capabilities, visual effects, high portability, and ease of connectivity, demonstrates strong application value and development trends in areas such as e-commerce, shopping, marketing, advertising, social interaction, and entertainment.
https://doi.org/10.1371/journal.pone.0309468.t001
2.1 ar online shopping.
Augmented Reality technology originated in the 1990s, but it was not until the early 21st century, with the widespread adoption of smartphones and high-speed internet, that this technology began to be applied in the online shopping sector. Retailers and tech companies invested in image recognition improvements and 3D modeling technologies to enable a more realistic product experience for consumers. One of the earliest applications was a virtual fitting room that allowed users to try on clothes via a web camera. In 2017, IKEA launched an AR app named âIKEA Placeâ that allowed users to virtually place furniture in their homes to see how it would look in a real environment. After 2020, the use of AR technology in online shopping became more widespread. Besides virtual try-ons, it was also used for home decor, cosmetics selection, and even in some high-tech stores for AR virtual shopping assistants (see Table 2 ). E-commerce giants like Amazon and Alibaba integrated AR technology into their shopping platforms, providing a richer and more interactive online shopping experience. For instance, Amazonâs AR View feature allows users to virtually view products in their own living spaces. In the future, augmented reality will further merge with technologies such as virtual reality and blockchain to create a comprehensive metaverse digital shopping environment, offering users a fully immersive and interactive shopping experience.
https://doi.org/10.1371/journal.pone.0309468.t002
Despite the rapid development of AR online shopping in practice, there is currently no unified definition. Summarizing existing theoretical research and practical developments, AR online shopping is an innovative shopping method that combines the convenience of online shopping with the experiential aspect of physical shopping. It overlays virtual information and images in the consumerâs actual environment and displays them in 3D. This allows consumers to perceive and interact with virtual elements in a more realistic and three-dimensional way in real-time, providing a richer and more immersive shopping experience. Consequently, consumers can more accurately understand the appearance and functions of products before purchasing, thereby enhancing shopping efficiency and satisfaction [ 13 , 14 ]. AR online shopping displays product elements in three-dimensional (3D) form and assimilates virtual objects into the physical reality, allowing users to experience the coexistence of real and virtual elements in the same space and interact with products in an enhanced manner [ 15 , 16 ]. AR interaction technology enables users to virtually try, verify, and inspect products from various angles and size [ 17 ], It responds instantly to user actions such as rotating, zooming, or altering products, and any changes made during user interactions are immediately reflected in the AR interface. This instant interaction enhances the dynamism and enjoyment of shopping [ 18 , 19 ], increases consumer engagement, and promotes sales in a heuristic and effective manner [ 20 ]. AR technology allows users to make personalized adjustments and trials according to their preferences and needs, turning customers into co-designers of the products they wish to purchase, thereby creating personalized products or customizing them in a personalized way [ 21 ].
Immersion refers to the degree to which an individualâs senses are cut off from the real world and replaced by a virtual simulation [ 16 ]. Initially a way for gamers to interact with their physical environment, immersive AR technology is now used to enhance e-commerce platforms through richer media experiences, simpler navigation, and the multidimensional and multisensory presentation of products [ 8 ], placing customers in a new immersive space. This allows users to navigate spatial locations via web browsers in an interactive simulated manner, experiencing the sensation of shopping in person at actual locations, thus creating a retail store shopping feel accessible from anywhere. This can evoke emotional, cognitive, and behavioral responses [ 9 ], enhancing enjoyment, perceived usefulness, and purchase intent. With rapid advancements in augmented reality technology, along with the swift development of VR, 5G/6G, Enhanced Mobile Broadband (eMBB), Ultra-Reliable Low-Latency Communications (URLLC), Artificial Intelligence (AI), and blockchain technology, immersive 3D experiences and multisensory communications blur the lines between virtual and physical worlds to form a metaverse of mixed reality [ 22 ]. Within the context of the metaverse, AR, VR, and XR (Extended Reality) have all made significant progress, considered the next generation of the internet or social media, poised to revolutionize shopping and marketing [ 23 ].
Intense competition has made the functional attributes of products and services increasingly similar, making experience a key differentiator among businesses, especially in the retail environment. A core goal for businesses is to create outstanding customer experiences. Experiential marketing has become a standard practice for many merchants [ 24 ]. It goes beyond the transactional level of traditional marketing of products and services, focusing instead on creating emotional and sensory connections with consumers. The core of experiential marketing is to create a comprehensive consumption experience. Experiential marketing includes five main dimensions. Sensory Experience (SENSE): Sensory experience focuses on stimulating the consumerâs sensesâsight, hearing, smell, touch, and taste. By creating an appealing visual environment, playing pleasing music, offering unique tastes and scents, or providing tactile experiences, businesses can enhance consumersâ product perceptions and memories. Emotional Experience (FEEL): Emotional experience aims to evoke consumersâ emotional responses and emotional connections. For example, businesses can touch consumersâ hearts through emotionally resonant advertising, storytelling, or user experiences. This type of experience might be based on joy, surprise, nostalgia, or other emotions, with the goal of establishing a deeper emotional connection with consumers. Creative Cognitive Experience (THINK): The creative cognitive experience encourages consumers to actively think, explore, and innovate. This type of experience often stimulates consumersâ curiosity and imagination by solving problems, offering novel perspectives, or introducing unfamiliar concepts. For example, consumersâ thinking and engagement may be stimulated through interactive exhibitions, educational workshops, or innovative product demonstrations. Physical Experience, Actions, and Lifestyle (ACT): Physical experience involves consumer behaviors and direct interactions with products or services, including using products, participating in activities, or adopting specific lifestyles. For example, experiential retail stores or interactive exhibitions encourage consumers to engage with and experience the brandâs lifestyle. Social Identity Experience (RELATE): The social identity experience emphasizes the relationships between consumers and others, and how they define their social identities through brands. This can be achieved through interactions on social media, community events, or associations with certain cultures or groups. For example, some brands incorporate specific cultural values or social movements, making consumers feel like part of a larger group [ 25 , 26 ]. In summary, experiential marketing creates a comprehensive and immersive consumer experience through these five dimensions, aiming to establish a deeper emotional connection between the brand and consumers [ 27 ].
In the field of online shopping, creating a unique online shopping experience has become key to attracting customers and maintaining customer loyalty. Experiential marketing in online shopping has now become a focus of attention for both academic researchers and practitioners. Key factors in building positive online experiences include vividness, interactivity, and uniqueness. However, achieving these objectives faces several challenges. On one hand, due to the complex cognitive structures of consumers, exploring the mechanisms behind consumer online buying behaviors is difficult. On the other hand, virtual experiences have certain limitations that directly impact customer purchasing behavior. Marketers should seek innovative methods to overcome these challenges, including the use of metaverse technologies such as augmented reality and virtual reality, enabling consumers to interact with virtual content in the real world and experience it in a holistic manner.
The Technology Acceptance Model (TAM), proposed by Davis in 1989 [ 28 ], has been a key theoretical framework widely used in the field of information systems since the late 1980s [ 29 ]. TAM aims to explain and predict user behavior in accepting and using new technologies [ 30 ]. The model suggests that an individualâs intention to use a technology is primarily determined by two main factors: Perceived Ease of Use (PEOU) and Perceived Usefulness (PU). Perceived Usefulness refers to the userâs belief that using a particular technology will enhance their job performance, meaning that a practical technology is more likely to be accepted and used by users [ 31 ]. Perceived Ease of Use refers to the userâs perception of how easy or difficult a technology is to use; if users believe a technology is easy to use, they are more likely to adopt it [ 32 ]. Perceived Usefulness is influenced by Perceived Ease of Use because, all other conditions being equal, a technology that is easier to use is more likely to be accepted.
Since its inception in 1991, the Technology Acceptance Model has generated over 1,000 related publications in the field of management, making it one of the most popular theoretical models [ 7 ]. TAM has also become an appropriate hypothesis model for studying the acceptance of AI technology in e-commerce [ 33 ]. Magsamen-Conrad et al. [ 34 ] have used Perceived Ease of Use to define the comfort level when using social networking platforms. Jacob and Pattusamy [ 35 ] have described how Perceived Usefulness indicates the extent to which using social networks can aid in sustaining peopleâs learning activities. If users believe that the technology behind an online shopping experience is useful and easy to use, they are more inclined to use that technology. However, the TAM model focuses only on the extrinsic motivations for technology use [ 23 ]. To enhance the explanatory power of TAM, researchers have expanded it by incorporating various external variables when using the model. This expansion allows studies to address the intrinsic motivations of users for using a particular technology. One such variable is Perceived Enjoyment, meaning if consumers enjoy the online shopping experience, they are likely to have a positive attitude towards the specific technology [ 36 ]. Another expansion of TAM involves the introduction of the trust factor, especially in e-commerce and online environments, where perceived trust is considered a key factor influencing user acceptance and use of new technologies. The inclusion of trust has enhanced the modelâs accuracy in predicting user behavior [ 37 ]. Some scholars have also introduced subjective norms and external regulations, Research by Wang et al. [ 33 ] found that in the use of AI technology in e-commerce, subjective norms positively influence perceived usefulness and perceived ease of use, and trust has a positive effect on perceived usefulness. Pan et al. [ 23 ] studied how TAM-related factors influence two types of usage behaviors on current metaverse platforms. The driving forces for using popular metaverses are perceived usefulness and subjective norms, while the adoption of emerging metaverses is significantly influenced by perceived enjoyment and external regulations. In 2003, Venkatesh et al. [ 38 ] proposed the Unified Theory of Acceptance and Use of Technology (UTAUT) model, which adds âfacilitating conditionsâ that influence usersâ intentions to accept and use technology as well as actual usage behavior, helping researchers and practitioners better understand the process of technology acceptance.
3.1 research hypotheses, 3.1.1 antecedent variables..
The most prominent issue people face when shopping online is still the lack of physical contact with products and insufficient information about them. Online shopping cannot provide the immediate experience and trial opportunities that physical stores offer. The product images, descriptions, and even videos in online shopping may significantly differ from the actual goods received [ 39 ], leading to consumer disappointment and the choice to leave. The ideal solution to this problem is to provide a virtual product experience on consumersâ own shopping devices. AR technology overlays digital information on real-world visual elements, seamlessly integrating virtual products into consumersâ real environments. This not only allows consumers to browse products in entirely new ways but also offers a more personalized and interactive shopping experience, enabling people to have an âimmersiveâ shopping experience without actual contact with the product [ 14 ]. With the widespread use of mobile devices such as smartphones and tablets, the application of AR technology in online shopping has become increasingly convenient and popular, changing the way people shop [ 40 ]. For instance, virtual try-ons or trials, which are very popular in the fashion and retail industries, allow consumers to virtually try on clothes or shoes, or test various cosmetics on their faces to preview effects before purchasing. They can even try out furniture and decorative items at home, to better understand how these products would look in actual use [ 11 , 41 ]. AR technology enables interactive product displays, allowing consumers to view 3D models of products through AR apps on their smartphones or tablets, understand products from different angles, zoom in on details, and even observe different configurations and colors of the product [ 42 ]. Moreover, AR can create an exciting, enjoyable, and fun atmosphere, providing users with a gamified shopping experience. For example, customers can participate in virtual treasure hunts, searching for specific virtual items in the store to receive discounts or rewards [ 43 ]. With these innovative features, AR enhances consumer engagement in online shopping. The AR experience significantly impacts perceived ease of use, leading us to propose the hypothesis:
Although existing literature has covered various aspects of AR technology, including its applications in fields such as education, healthcare, and entertainment, there has been limited in-depth discussion on its impact in the e-commerce sector, especially in terms of how AR technology influences consumer purchase intentions. Compared to traditional online product displays, AR offers better immersion, novelty, and enjoyment [ 43 ], and it has a significantly positive impact on consumersâ online purchase intentions by enhancing user experience [ 44 ]. Uhm et al. [ 10 ] have further confirmed that augmented reality will improve consumersâ diagnostic perceptions, psychological distance, risk perception, and purchase intentions in e-commerce products, but to varying degrees, with greater impacts on diagnostic perceptions and purchase intentions. Xu et al. [ 3 ] identified key AR features in the e-commerce environment and analyzed their effectiveness in helping consumers understand products deeply and creating an engaging atmosphere for customers. Immersive overlays, creative scenarios, and digital twins are important developmental pathways for the e-commerce metaverse [ 45 ]. We propose the hypothesis that the AR online shopping experience has a significant impact on perceived usefulness:
By integrating AR-based product displays into e-commerce channels, a key goal in the evolution of AR applications in e-commerce is to define and create platforms that merge the physical world of reality with the virtual world of products or services, forming an augmented reality environment. This allows users to overlay and interact with virtual objects within their real-life surroundings, obtain relevant information, engage in creating personalized products, and enhance the shopping experience [ 13 ]. Therefore, the characteristics of AR online shopping are reflected in three aspects: vividness, interactivity, and immersion. In the context of e-commerce, vividness is often interpreted as the quality of product presentation [ 46 ]. Wang [ 47 ] studied the impact of information-oriented and entertainment-oriented smart shopping experiences on consumer purchase intentions. AR technology integrates sensory virtual digital content such as sound, video, graphics, and images, projecting holographic three-dimensional images of products into the surrounding real-world environment in a vivid and novel way [ 48 , 49 ]. It displays multi-dimensional elements of products, delivering higher quality visual, auditory, and tactile stimuli to media users. This enhances the perceived information quality, expands the number of sensory dimensions a user can experience, and allows users to perceive and interact with virtual elements in a more realistic and three-dimensional manner [ 50 ]. Consequently, users can psychologically pre-experience product experiences in future consumption environments, assess the suitability of the products, enhance confidence in their purchasing decisions, and form more enduring memories of the information [ 45 ]. Therefore, the following hypotheses are proposed:
Combining the Technology Acceptance Model (TAM), the AR shopping experience incorporates sensory experience, emotional experience, cognitive experience, behavioral experience, and relational experience as antecedent variables. Perceived ease of use and perceived usefulness are treated as mediating variables, and purchase intention as the dependent variable. We construct a theoretical model on the impact of AR online shopping experience on customer purchase intentions, as shown in Fig 1 .
https://doi.org/10.1371/journal.pone.0309468.g001
Based on a thorough consideration of related research and practical developments in AR online shopping, a model has been developed to examine the impact of the AR shopping experience on customer purchase intentions. This model consists of eight latent variables (sensory experience, emotional experience, cognitive experience, behavioral experience, relational experience, perceived ease of use, perceived usefulness, and purchase intention) and 30 measurement variables, as seen in Table 3 . Each item is measured using a 5-point Likert scale, where 1, 2, 3, 4, and 5 represent âstrongly disagree,â âdisagree,â âneutral,â âagree,â and âstrongly agree,â respectively, allowing respondents to make effective perceptual judgments. The development of the items referred to established scales used in expert and scholarly research and was adjusted according to the characteristics of AR e-commerce shopping, ensuring the accuracy and reliability of the scales.
https://doi.org/10.1371/journal.pone.0309468.t003
4.1 reliability and validity analysis.
Based on the measurement items for the relevant variables, a survey questionnaire was developed. The questionnaire focuses on the experiences and evaluations of consumers who have shopped using AR online. The survey was conducted online, targeting AR online shopping consumers, and 279 questionnaires were collected. After discarding invalid questionnaires, 202 valid responses were retained. The standardized Cronbachâs alpha coefficients of the samples are all greater than 0.8, indicating a high level of reliability for the entire survey questionnaire. This suggests that the survey questionnaire is both reliable and stable. Therefore, it is necessary to maintain the measurement items for sensory experience, emotional experience, cognitive experience, behavioral experience, relational experience, perceived ease of use, perceived usefulness, and purchase intention. The Kaiser-Meyer-Olkin (KMO) test statistic is primarily used to compare the simple correlations and partial correlations among variables. When the sum of squares of all simple correlations among variables is significantly greater than the sum of squares of partial correlations, the KMO value approaches 1. The closer the KMO value is to 1, the stronger the correlation among the variables, and the more suitable they are for factor analysis. The KMO values for all variables are not less than 0.7, indicating that factor analysis can be conducted. The Average Variance Extracted (AVE) can test the internal consistency within structural variables. When the AVE value is greater than 0.50, it indicates that the latent variable has good measurement validity. The AVE values for all variables in the table are greater than 0.7, indicating that the validity of the survey questionnaire meets the requirements, as shown in Table 4 .
https://doi.org/10.1371/journal.pone.0309468.t004
The square roots of the AVE for each variable are greater than their correlation coefficients with other variables in the same column, indicating that the measurement scale has good discriminant validity, as shown in Table 5 .
https://doi.org/10.1371/journal.pone.0309468.t005
Using AMOS 22 software to fit the structural equation model, the initial structural equation model yielded T-values of -4.779 for âTEâPEOUâ and -4.526 for âREâPEOU,â which do not meet the standard of T-values > 1.96. After removing the two non-significant paths âTEâPEOUâ and âREâPEOU,â the model was refitted, resulting in the revised structural equation model and path coefficients as shown in Fig 2 .
Note: *** indicates that the significance (sig) value is less than 0.001.
https://doi.org/10.1371/journal.pone.0309468.g002
In the revised modelâs path coefficient test results, all path T-values exceeded the minimum standard of 1.96, and all p-values were significant at the 0.001 level. Overall, the path coefficients in the revised model are quite significant. From the perspective of various fit indices, the structural equation model has a Ï2/df value of 4.601, which is less than 10; GFI value of 0.810, close to 1; AGFI value of 0.742, close to 1; RMSEA value of 0.034, less than 0.05; and NFI, CFI, and IFI values are 0.708, 0.754, and 0.756, respectively, all close to 1, as shown in Table 6 . These results indicate that the model fits well and has good adaptability, and the model should be accepted.
https://doi.org/10.1371/journal.pone.0309468.t006
Using the Bootstrap method to test for mediating effects, the sample was bootstrapped 5000 times with replacement at a 95% confidence level, and the results indicate the presence of mediating effects, as shown in Table 7 .
https://doi.org/10.1371/journal.pone.0309468.t007
The study demonstrates significant effects of sensory experience (SE) on perceived ease of use (PEOU), emotional experience (EE) on PEOU, behavioral experience (AE) on PEOU, sensory experience on perceived usefulness (PU), emotional experience on PU, cognitive experience (TE) on PU, behavioral experience on PU, and relational experience (RE) on PU. Additionally, PEOU on purchase intention (PI) and PU on PI are significantly impacted. However, the hypotheses that relational experience significantly affects PEOU and that cognitive experience significantly affects PEOU are not supported, as shown in Table 8 .
https://doi.org/10.1371/journal.pone.0309468.t008
Among all the effects, the impact of PU on PI is the greatest, with a coefficient of 1.010; followed by the impact of RE on PI, with a coefficient of 0.611; the third highest is the impact of AE on PEOU, with a coefficient of 0.598; the fourth is the impact of AE on PI, with a coefficient of 0.563; the smallest impact is from PEOU on PI, with a coefficient of 0.020, as detailed in Fig 3 .
https://doi.org/10.1371/journal.pone.0309468.g003
5.1 conclusions.
This study extends the Technology Acceptance Model (TAM) by incorporating five types of AR online shopping experiences (sensory experience, emotional experience, cognitive experience, action experience, and relational experience) as antecedent variables, with perceived ease of use (PEOU) and perceived usefulness (PU) as mediating variables. A structural equation model was constructed and empirically tested to explore the impact mechanisms of AR online shopping experiences on customer purchase intention. The main findings are as follows:
In summary, this study expands the application scope of the Technology Acceptance Model (TAM), providing new insights into how different types of AR experiences influence consumer behavior. It reveals the multiple impact mechanisms of AR online shopping experiences on customer purchase intention, enriching the theory of consumer behavior in Metaverse e-commerce.
5.2.1 enhancing scenario construction to empower ar online shopping experience..
The creation of AR scenarios is a crucial step in enhancing the online shopping experience and boosting purchasing intentions. Empowering AR scenarios includes two major aspects. First is the diversification of scenario construction. Currently, AR online shopping scenarios are mainly focused on product demonstrations. Further development needs to create more diversified scenarios, including the integration of AR technology in the production of raw materials, product manufacturing, warehousing and transportation, customer service, and live commerce, allowing consumers to have a more direct and enhanced experience of the entire supply chain. Second is the enrichment of interactive development. Current interactions focus on gesture recognition, but there is a need to further develop technologies such as spatial positioning, eye-tracking, facial recognition, full-body tracking, and random interaction in AR shopping to more accurately determine the shopping space, analyze consumer emotions, display full-body effects and overall environmental effects, and enhance the level of interaction. AR scenario empowerment can simultaneously enhance the five major experiences of AR shopping and positively impact consumersâ online shopping intentions in terms of product discovery, leisure and entertainment, enhanced immersion, improved usefulness and ease of use, promotion of communication, development of word-of-mouth, strengthening brand consolidation, and facilitating commercial conversion, as shown in Fig 4 .
https://doi.org/10.1371/journal.pone.0309468.g004
Utilize high-definition images and advanced rendering technologies to create realistic 3D models, enhancing the detail and authenticity of products displayed in an AR environment. Incorporate unique visual effects, such as dynamic lighting and shadows or adding interactive elements, to make the user experience more engaging and memorable. Develop a variety of AR application scenarios, allowing users to experience the effects of products in their own environment. Guide users through AR games or interactive tutorials to learn about products, providing an educational and entertaining shopping experience. Design personalized shopping paths that allow users to explore actively within the AR environment based on their interests and shopping habits. Offer unique AR product trial experiences that include multisensory elements, such as simulating the texture and color changes of products, and even providing olfactory and gustatory stimuli, enabling users to feel the products more genuinely and ensuring that the AR trial features align closely with the actual quality and characteristics of the products. Provide highly customized experiences, allowing users to adjust the productâs color, size, or design to suit their personal preferences.
Design beautiful, vivid, and attractive AR interfaces to create compelling immersive effects. Analyze user preferences scientifically based on their shopping history data and recommend customized AR product displays. Provide diverse AR display options, such as 3D views and 360-degree rotations, allowing users to explore products from multiple angles and details. Integrate emotional elements into the products, such as using AR to display the productâs story or origins and employing narrative techniques to present products, allowing users to enjoy the storyline while exploring the product, enhancing the emotional connection between users and products. Merge metaverse and virtual reality technologies to create a new shopping environment that transcends traditional online shopping, enabling users to experience products in a novel and fully immersive way. Offer lively and interactive experiences, such as incorporating gamified elements, where users can earn discounts or points by completing small tasks within the AR experience; allow users to customize or experiment with products using AR technology.
Utilize AR technology to provide detailed and comprehensive product information, including 3D models that show every angle and detail of the product; incorporate enhanced description features that automatically display related product specifications, materials, or usage methods when users view specific parts. Offer additional information related to the product, such as customer reviews, production background, and usage scenarios, enabling users to fully understand the product information. Visually demonstrate pairing effects, using AR technology for virtual try-ons or home setups, allowing users to see the product pairing effects intuitively. Provide diverse pairing options and suggestions to help users explore different styles or design proposals. Allow users to freely mix and match different products in a virtual environment, increasing space for experimentation and innovation, and better imagine scenarios post-purchase. Create realistic post-purchase usage scenario simulations, such as allowing users to see the productâs effect in their own home or anticipated usage environment. Integrate emotional elements, such as simulating usersâ feelings or life improvement effects after using the product, enhancing emotional resonance. Transform perceptions of traditional e-commerce, emphasizing the unique value provided by AR shopping, such as higher interactivity and more accurate product experiences. Educate and guide users to understand the advantages of AR shopping, such as accuracy, convenience, and personalized experiences. Analyze new insights and feelings gained by users through AR shopping, and how this influences their shopping decision process.
Enhance shopping convenience by developing intuitive and user-friendly AR application interfaces, ensuring that users of all ages and technical levels can easily utilize them. Simplify the shopping process through AR technology, such as implementing one-click shopping, allowing users to directly select and purchase products within the AR experience. Provide efficient product search and filtering tools, enabling users to quickly find the AR experience products they need. Offer dynamic pairing suggestions to help users choose the right product combinations based on their personal style and occasion needs. Enable users to experience the effects of different product combinations at home through virtual try-on and pairing features, reducing the hassles of purchase errors and returns. Shift traditional shopping habits by emphasizing the advantages of AR shopping over traditional flat webpage shopping, such as more realistic product previews and higher interactivity. Educate users on how to effectively use AR technology for shopping, helping them adapt to this new mode of shopping through case demonstrations or tutorials. Encourage merchants to incorporate AR experiences into product displays, enhancing usersâ affinity for AR-capable products by providing richer and more in-depth product information, and attracting users with more vivid and immersive shopping experiences. Collect user feedback and continuously improve the AR shopping experience to ensure it meets user needs and exceeds expectations.
Utilize AR technology to provide direct interaction with products, such as allowing users to rotate, zoom in, and zoom out on product models via gestures or touch, and even try on or test products. Create an interactive virtual environment, for example, by simulating actual usage scenarios, allowing users to experience products in novel ways. Develop AR tools that enable users to virtually place products in their own environments to assess their adaptability and aesthetic fit. Offer virtual pairing suggestions, such as automatically displaying other items that complement the selected product or suggested pairing methods. Facilitate user interaction with the pairing scenario, such as adjusting the lighting or background in the scene to better display the product effects. Act as a shopping guide by using AR technology to provide personalized shopping suggestions, such as recommending products based on a userâs shopping history and preferences. Integrate chatbots or virtual shopping assistants to provide real-time answers and advice, enhancing the interactivity and helpfulness of the shopping experience.
The limitations of this study are primarily reflected in the data collection process. The quantitative data used for the structural equation modeling (SEM) analysis were obtained through a cross-sectional survey conducted in China. The sample was concentrated on specific demographic characteristics or geographic regions. The cross-sectional study design only captures data at a single point in time, failing to reveal the long-term impact of AR online shopping experiences on purchase intention, thus limiting the generalizability of the study results. Future research should consider more diverse samples to validate the applicability of the findings across different populations and regions. Additionally, studies should adopt longitudinal designs to track changes in consumer behavior before and after using AR technology, to understand the long-term impact of AR shopping experiences on purchase intention and potential behavior changes. Secondly, this study primarily focused on the impact of AR technology on online shopping experiences and customer purchase intention. Future research could further explore the impact of combining AR and artificial intelligence technologies on e-commerce customer online shopping, as well as investigate the patterns of consumer behavior in the metaverse e-commerce environment.
S1 data. raw data and the means, standard deviations, variances, minimum, and maximum values of the raw data..
https://doi.org/10.1371/journal.pone.0309468.s001
Numbers, Facts and Trends Shaping Your World
Read our research on:
Full Topic List
Read Our Research On:
Table of contents.
Americans are incorporating a wide range of digital tools and platforms into their purchasing decisions and buying habits, according to a Pew Research Center survey of U.S. adults. The survey finds that roughly eight-in-ten Americans are now online shoppers: 79% have made an online purchase of any type, while 51% have bought something using a cellphone and 15% have made purchases by following a link from social media sites. When the Center first asked about online shopping in a June 2000 survey, just 22% of Americans had made a purchase online. In other words, today nearly as many Americans have made purchases directly through social media platforms as had engaged in any type of online purchasing behavior 16 years ago.
But even as a sizeable majority of Americans have joined the world of e-commerce, many still appreciate the benefits of brick-and-mortar stores. Overall, 64% of Americans indicate that, all things being equal, they prefer buying from physical stores to buying online. Of course, all things are often not equal â and a substantial share of the public says that price is often a far more important consideration than whether their purchases happen online or in physical stores. Fully 65% of Americans indicate that when they need to make purchases they typically compare the price they can get in stores with the price they can get online and choose whichever option is cheapest. Roughly one-in-five (21%) say they would buy from stores without checking prices online, while 14% would typically buy online without checking prices at physical locations first.
Although cost is often key, todayâs consumers come to their purchasing decisions with a broad range of expectations on a number of different fronts. When buying something for the first time, more than eight-in-ten Americans say it is important to be able to compare prices from different sellers (86%), to be able to ask questions about what they are buying (84%), or to buy from sellers they are familiar with (84%). In addition, more than seven-in-ten think it is important to be able to try the product out in person (78%), to get advice from people they know (77%), or to be able to read reviews posted online by others who have purchased the item (74%). And nearly half of Americans (45%) have used cellphones while inside a physical store to look up online reviews of products they were interested in, or to try and find better prices online.
The survey also illustrates the extent to which Americans are turning toward the collective wisdom of online reviews and ratings when making purchasing decisions. Roughly eight-in-ten Americans (82%) say they consult online ratings and reviews when buying something for the first time. In fact, 40% of Americans (and roughly half of those under the age of 50) indicate that they nearly always turn to online reviews when buying something new. Moreover, nearly half of Americans feel that customer reviews help âa lotâ to make consumers feel confident about their purchases (46%) and to make companies be accountable to their customers (45%).
But even as the public relies heavily on online reviews when making purchases, many Americans express concerns over whether or not these reviews can be trusted. Roughly half of those who read online reviews (51%) say that they generally paint an accurate picture of the products or businesses in question, but a similar share (48%) say itâs often hard to tell if online reviews are truthful and unbiased.
Finally, this survey documents a pronounced shift in how Americans engage with one of the oldest elements of the modern economy: physical currency. Today nearly one-quarter (24%) of Americans indicate that none of the purchases they make in a typical week involve cash. And an even larger share â 39% â indicates that they donât really worry about having cash on hand, since there are so many other ways of paying for things these days. Nonwhites, low-income Americans and those 50 and older are especially likely to rely on cash as a payment method.
Among the other findings of this national survey of 4,787 U.S. adults conducted from Nov. 24 to Dec. 21, 2015:
Fresh data delivery Saturday mornings
Weekly updates on the world of news & information
On alternative social media sites, many prominent accounts seek financial support from audiences, majority of americans arenât confident in the safety and reliability of cryptocurrency, for shopping, phones are common and influencers have become a factor â especially for young adults, payment apps like venmo and cash app bring convenience â and security concerns â to some users, most popular.
901 E St. NW, Suite 300 Washington, DC 20004 USA (+1) 202-419-4300 | Main (+1) 202-857-8562 | Fax (+1) 202-419-4372 | Media Inquiries
ABOUT PEW RESEARCH CENTER Pew Research Center is a nonpartisan fact tank that informs the public about the issues, attitudes and trends shaping the world. It conducts public opinion polling, demographic research, media content analysis and other empirical social science research. Pew Research Center does not take policy positions. It is a subsidiary of The Pew Charitable Trusts .
© 2024 Pew Research Center
Discover the world's research
The Money blog is your place for consumer and personal finance news and tips. Today's posts include Twickets lowering fees for Oasis tickets, the extension of the Household Support Fund and O2 Priority axing free Greggs. Listen to a Daily podcast on the Oasis ticket troubles as you scroll.
Monday 2 September 2024 20:11, UK
Twickets has announced it is lowering its charges after some Oasis fans had to pay more than ÂŁ100 in extra fees to buy official resale tickets.
The site is where the band themselves is directing people to buy second-hand tickets for face value - having warned people against unofficial third party sellers like StubHub and Viagogo.
One person branded the extra fees "ridiculous" (see more in 10.10 post), after many people had already been left disappointed at the weekend when Ticketmaster's dynamic pricing pushed tickets up by three times the original advertised fee.
Twickets said earlier that it typically charged a fee of 10-15% of the face value of the tickets.
But it has since said it will lower the charge due to "exceptional demand" from Oasis fans - taking ownership of an issue in a way fans will hope others follow.
Richard Davies, Twickets founder, told the Money blog: "Due to the exceptional demand for the Oasis tour in 2025, Twickets have taken the decision to lower our booking fee to 10% and a 1% transactional fee (to cover bank charges) for all buyers of their tickets on our platform. In addition we have introduced a fee cap of ÂŁ25 per ticket for these shows. Sellers of tickets already sell free of any Twickets charge.
"This ensures that Twickets remains hugely competitive against the secondary market, including sites such as Viagogo, Gigsberg and StubHub.
"Not only do these platforms inflate ticket prices way beyond their original face value but they also charge excessive booking fees, usually in the region of 30-40%. Twickets by comparison charges an average fee of around 12.5%"
The fee cap, which the Money blog understands is being implemented today, will apply to anyone who has already bought resale tickets through the site.
Mr Davies said Twickets was a "fan first" resale site and a "safe and affordable place" for people to trade unwanted tickets.
"The face value of a ticket is the total amount it was first purchased for, including any booking fee. Twickets does not set the face value price, that is determined by the event and the original ticketing company. The price listed on our platform is set by the seller, however no one is permitted to sell above the face-value on Twickets, and every ticket is checked before listing that it complies with this policy," he said.
Meanwhile, hundreds of people have complained to the regulator about how Oasis tickets were advertised ahead of going on sale.
The Advertising Standards Authority said it had received 450 complaints about Ticketmaster adverts for the gigs.
Some expressed their anger on social media , as tickets worth ÂŁ148 were being sold for ÂŁ355 on the site within hours of release, due to the "dynamic pricing" systems.
A spokesperson from ASA said the complainants argue that the adverts made "misleading claims about availability and pricing".
They added: "We're carefully assessing these complaints and, as such, can't comment any further at this time.
"To emphasise, we are not currently investigating these ads."
Ticketmaster said it does not set prices and its website says this is down to the "event organiser" who "has priced these tickets according to their market value".
Despite traditionally being an affordable staple of British cuisine, the average price for a portion of fish and chips has risen by more than 50% in the past five years to nearly ÂŁ10, according to the Office for National Statistics.
Sonny and Shane "the codfather" Lee told Sky News of the challenges that owning J-Henry's Fish and Chip Shop brings and why prices have skyrocketed.
"Potatoes, fish, utilities, cooking oil - so many things [are going up]," he said.
Shane also said that he is used to one thing at a time increasing in price, but the outlook today sees multiple costs going up all at once.
"Potatoes [were] priced right up to about ÂŁ25 a bag - the previous year it was about ÂŁ10 a bag," Sonny said, noting a bad harvest last year.
He said the business had tried hake as a cheaper fish option, but that consumers continued to prefer the more traditional, but expensive, cod and haddock.
"It's hard and we can we can absorb the cost to a certain extent, but some of it has to be passed on," Shane added.
After a long Saturday for millions of Oasis fans in online queues, the culture secretary says surge pricing - which pushed the price of some tickets up by three times their original advertised value to nearly ÂŁ400 - will be part of the government's review of the ticket market.
On today's episode of the Daily podcast, host Niall Paterson speaks to secondary ticketing site Viagogo. While it wasnât part of dynamic pricing, it has offered resale tickets for thousands of pounds since Saturday.
Matt Drew from the company accepts the industry needs a full review, while Adam Webb, from the campaign group FanFair Alliance, explains the changes it would like to see.
We've covered the fallout of the Oasis sale extensively in the Money blog today - see the culture secretary's comments on the "utterly depressing" inflated pricing in our post at 6.37am, and Twickets, the official Oasis resale site, slammed by angry fans for its "ridiculous" added fees at 10.10am.
The growing backlash culminated in action from Twickets - the company said it would lower its charges after some fans had to pay more than ÂŁ100 in extra fees for resale tickets (see post at 15.47).
Tap here to follow the Daily podcast - 20 minutes on the biggest stories every day
Last week we reported that employers will have to offer flexible working hours - including a four-day week - to all workers under new government plans.
To receive their full pay, employees would still have to work their full hours but compressed into a shorter working week - something some workplaces already do.
Currently, employees can request flexible hours as soon as they start at a company but employers are not legally obliged to agree.
The Labour government now wants to make it so employers have to offer flexible hours from day one, except where it is "not reasonably feasible".
You can read more of the details in this report by our politics team:
But what does the public think about this? We asked our followers on LinkedIn to give their thoughts in an unofficial poll.
It revealed that the overwhelming majority of people support the idea to compress the normal week's hours into fewer days - some 83% of followers said they'd choose this option over a standard five-day week.
But despite the poll showing a clear preference for a compressed week, our followers appeared divided in the comments.
"There's going to be a huge brain-drain as people move away from companies who refuse to adapt with the times and implement a 4 working week. This will be a HUGE carrot for many orgs," said Paul Burrows, principal software solutions manager at Reality Capture.
Louise McCudden, head of external affairs at MSI Reproductive Choices, said she wasn't surprised at the amount of people choosing longer hours over fewer days as "a lot of people" are working extra hours on a regular basis anyway.
But illustrator and administrative professional Leslie McGregor noted the plan wouldn't be possible in "quite a few industries and quite a few roles, especially jobs that are customer centric and require 'round the clock service' and are heavily reliant upon people in trades, maintenance, supply and transport".
"Very wishful thinking," she said.
Paul Williamson had a similar view. He said: "I'd love to know how any customer first service business is going to manage this."
We reported earlier that anyone with O2 Priority will have their free weekly Greggs treats replaced by ÂŁ1 monthly Greggs treats - see 6.21am post.
But did you know there are loads of other ways to get food from the nation's most popular takeaway for free or at a discount?
Downloading the Greggs app is a good place to start - as the bakery lists freebies, discounts and special offers there regularly.
New users also get rewards just for signing up, so it's worth checking out.
And there's a digital loyalty card which you can add virtual "stamps" to with each purchase to unlock discounts or other freebies.
Vodafone rewards
Seriously begrudged Virgin Media O2 customers may want to consider switching providers.
The Vodafone Rewards app, VeryMe, sometimes gives away free Greggs coffees, sausage rolls, sweet treats and more to customers.
Monzo bank account holders can grab a sausage roll (regular or vegan), regular sized hot drink, doughnut or muffin every week.
Birthday cake
Again, you'll need the Greggs award app for this one - which will allow you to claim one free cupcake, cream cake or doughnut for your birthday each year.
Octopus customers
Octopus Energy customers with smart meters can claim one free drink each week, in-store from Greggs (or CaffĂš Nero).
The Greggs freebie must be a regular size hot drink.
Make new friends
If you're outgoing (and hungry), it may be worth befriending a Greggs staff member.
The staff discount at Greggs is 50% on own-produced goods and 25% off branded products.
If you aren't already aware, Iceland offers four Greggs sausage rolls in a multi-pack for ÂŁ3.
That means, if you're happy to bake it yourself, you'll only be paying 74p per sausage roll.
Millions of Britons could receive extra cash to help with the cost of living this winter after the government extended the Household Support Fund.
A ÂŁ421m pot will be given to local councils in England to distribute, while ÂŁ79m will go to the devolved administrations.
The fund will now be available until April 2025 having been due to run out this autumn.
Councils decide how to dish out their share of the fund but it's often via cash grants or vouchers.
Many councils also use the cash to work with local charities and community groups to provide residents with key appliances, school uniforms, cookery classes and items to improve energy efficiency in the home.
Chancellor Rachel Reeves said: "The ÂŁ22bn blackhole inherited from the previous governments means we have to take tough decisions to fix the foundations of our economy.
"But extending the Household Support Fund is the right thing to do - provide targeted support for those who need it most as we head into the winter months."
The government has been criticised for withdrawing universal winter fuel payments for pensioners of up to ÂŁ300 this winter - with people now needing to be in receipt of certain means-tested benefits to qualify.
People should contact their local council for details on how to apply for the Household Support Fund - they can find their council here .
Lloyds Bank app appears to have gone down for many, with users unable to see their transactions.
Down Detector, which monitors site outages, has seen more than 600 reports this morning.
It appears to be affecting online banking as well as the app.
There have been some suggestions the apparent issue could be due to an update.
Another disgruntled user said: "Absolutely disgusting!! I have an important payment to make and my banking is down. There was no warning given prior to this? Is it a regular maintenance? Impossible to get hold of someone to find out."
A Lloyds Bank spokesperson told Sky News: "We know some of our customers are having issues viewing their recent transactions and our app may be running slower than usual.
"We're sorry about this and we're working to have everything back to normal soon."
We had anger of unofficial resale prices, then Ticketmaster's dynamic pricing - and now fees on the official resale website are causing consternation among Oasis fans.
The band has encouraged anyone wanting resale tickets to buy them at face value from Ticketmaster or Twickets - after some appeared for ÂŁ6,000 or more on other sites.
"Tickets appearing on other secondary ticketing sites are either counterfeit or will be cancelled by the promoters," Oasis said.
With that in mind, fans flocked to buy resale tickets from the sites mentioned above - only to find further fees are being added on.
Mainly Oasis, a fan page, shared one image showing a Twickets fee for two tickets as high as ÂŁ138.74.
"Selling the in demand tickets completely goes against the whole point of their company too⊠never mind adding a ridiculous fee on top of that," the page shared.
Fan Brad Mains shared a photo showing two tickets priced at ÂŁ337.50 each (face value of around ÂŁ150, but increased due to dynamic pricing on Saturday) - supplemented by a ÂŁ101.24 Twickets fee.
That left him with a grand total of ÂŁ776.24 to pay for two tickets.
"Actually ridiculous this," he said on X .
"Ticketmaster inflated price then sold for 'face value' on Twickets with a ÂŁ100 fee. 2 x ÂŁ150 face value tickets for ÂŁ776, [this] should be illegal," he added.
Twickets typically charges between 10-15% of the ticket value as its own fee.
We have approached the company for comment.
Separately, the government is now looking at the practice of dynamic pricing - and we've had a response to that from the Competition and Markets Authority this morning.
It said: "We want fans to get a fair deal when they go to buy tickets on the secondary market and have already taken action against major resale websites to ensure consumer law is being followed properly.
"But we think more protections are needed for consumers here, so it is positive that the government wants to address this. We now look forward to working with them to get the best outcomes for fans and fair-playing businesses."
Consumer protection law does not ban dynamic pricing and it is a widely used practice. However, the law also states that businesses should not mislead consumers about the price they must pay for a product, either by providing false or deceptive information or by leaving out important information or providing it too late.
By James Sillars , business reporter
It's a false start to the end of the summer holidays in the City.
While London is mostly back at work, trading is fairly subdued due to the US Labor (that's labour, as in work) Day holiday.
US markets will not open again until Tuesday.
There's little direction across Europe with the FTSE 100 trading nine points down at 8,365.
Leading the gainers was Rightmove - up 24%. The property search website is the subject of a possible cash and shares takeover offer by Australian rival REA.
The company is a division of Rupert Murdoch's News Corp.
One other point to note is the continuing fluctuation in oil prices.
Brent crude is 0.7% down at the start of the week at $76.
Dragging the cost lower is further evidence of weaker demand in China.
Australia's REA Group is considering a takeover of Rightmove, in a deal which could be worth about ÂŁ4.36bn.
REA Group said in a statement this morning there are "clear similarities" between the companies, which have "highly aligned cultural values".
Rightmove is the UK's largest online property portal, while REA is Australia's largest property website.
It employs more than 2,800 people and is majority-owned by Rupert Murdoch's News Corp,.
REA Group said: "REA sees a transformational opportunity to apply its globally leading capabilities and expertise to enhance customer and consumer value across the combined portfolio, and to create a global and diversified digital property company, with number one positions in Australia and the UK.
"There can be no certainty that an offer will be made, nor as to the terms on which any offer may be made."
Rightmove has been approached for comment.
Be the first to get Breaking News
Install the Sky News app for free
IMAGES
VIDEO
COMMENTS
When it comes to choosing an essay topic, online shopping has plenty ideas to offer. That's why we present to you our online shopping topic list! Here, you will find best hand-picked essay titles and research ideas. We will write a custom essay specifically for you by our professional experts. 192 writers online.
More interestingly, Schaefer and Bulbulia (Citation 2021) show the usage of online services for purchases by frequency of online shopping in a sample of 940 online shoppers in South Africa, in which 42% of online shoppers use an online retailer (e.g., Takealot, Superbalist) monthly, 21% weekly, 5% daily, and 1% more than once a day. However ...
The author found that the main factors that affect online shopping are convenience and attractive pricing/discount. Advertising and recommendations were among the least effective. In the study by Lian and Yen (2014), authors tested the two dimensions (drivers and barriers) that might affect intention to purchase online.
1. Introduction. Online shopping is a common, globally found activity (Erjavec and Manfreda, 2021; Shao et al., 2022).In 2020, retail e-commerce sales worldwide amounted to 4.28 trillion United States (U.S.) dollars and this is projected to grow to 5.4 trillion U.S. dollars in 2022 (Coppola, 2021).Within this vast market, customers will often make spontaneous, unplanned, unreflective and ...
This paper intends to examine online shopping. experiences from three aspects: the physical, ideological and pragmatic dimensions. As an exploratory research study, a qualitative research method ...
first stream of research focuses on consumers online shopping behavior at specific online shops. For example, an early study in this domain was Gefen et al. (2003) who explain ed why
Online shopping provides flexibility in the place and time of shopping activities. The current study applies the concepts and guidelines of the systematic review and meta-analysis to the most recent evidence on the intensity of online shopping, intending to resolve the controversies arising from past research in this area.
This article attempts to take stock of this environment to critically assess the research gaps in the domain and provide future research directions. Applying a well-grounded systematic methodology following the TCCM (theory, context, characteristics and methodology) framework, 197 online consumer shopping behaviour articles were reviewed.
Abstract. This chapter provides an overview of recent research related to online shopping and the conceptual frameworks that have guided that research. Specifically, the chapter addresses research related to who shops online and who does not, what attracts consumers to shop online, how and what consumers do when shopping online, and factors ...
Overall, 30 research studies were selected for the review and a significant number of studies were published in 2021 (n = 15).,The research findings revealed that customers are motivated to shop online because of perceived benefits such as time-saving, convenience, 24/7 accessibility, interactive services without physical boundaries, trust ...
Based on extensive past research that has focused on the importance of various online shopping antecedents, this work seeks to provide an integrative, comprehensive nomological network. Approach: We employ a mixed methods approach to develop a comprehensive model of consumers online shopping behavior.
The Quality of Word-of Mouth in the Online Shopping Mall. Journal of Research in Interactive Marketing, 4(4), 376- 390. Kim, S., Jones, C., 2009. Online Shopping and Moderating Role of Offline Brand Trust. International Journal of Direct Marketing, 282-300. Kock, N. (2011). E-Collaboration Technologies and Organizational Performance: Current ...
4.4. Previous online shopping experiences. 53 Past research suggests that prior online shopping experiences have a direct impact on Internet shopping intentions. Satisfactory previous experiences decreases consumers' perceived risk levels associated with online shopping but only across low-involvement goods and services (Monsuwé et al., 2004).
This research. aims at the cause that influences people's online shopping beha vior. In this review, an analysis. based on present research will aim at people's behavior affecte d by the ...
Currently, online shopping has become one of the main consumption methods, with online retail sales reaching 13.79 trillion yuan in 2022. However, not all consumers are satisfied with their online shopping experiences. This study proposed that consumers' rational attitudes toward online shopping were an important influencing factor for their satisfaction. Additionally, consumers' trust in ...
Introduction. Online shopping is the act of buying a product or service through any e-stores with the help of any website or app. Tarhini et al. (2021) stated that shopping through online channels is actively progressing due to the opportunity to save time and effort. Furthermore, online shopping varies from direct e-store and indirect e-store about their perception against the actual experience.
This study conducts a systematic literature review to synthesize the extant literature primarily on "online shopping consumer behavior" and to gain insight into "What drives consumers toward online shopping".,The authors followed guidelines for systematic literature reviews with stringent inclusion and exclusion criteria.
From Figure 4, it is observed that 70.16% of the 0-1 years' experienced online shopper do shopping occasionally, and 20.89% do shopping monthly. 55.17% of 1-2 years' experienced buyer do shopping occasionally, and 37.93% are a monthly online shopper. 39.13% of 2-3 years' experienced online shopper are occasional customers, and 30.43 ...
A research on the E-shopping behaviours of British and American consumers has also shown that E-shopping is a determinant of online shopping. Likewise, consumer research on E-shopping behaviour accepts that attitude represents a description of the positive or negative self-appraisal of a client's behaviour, values, feelings, and patterns during ...
3.1.3 About this report. This report represents key findings from the NSW Fair Trading commissioned research into online retail shopping in NSW. Samples in this study are drawn from NSW consumers and businesses (SMBs). Responses from consumers and businesses are examined from both total and subgroup perspectives.
The author found that the main factors that affect online shopping are convenience and attractive pricing/discount. Advertising and recommendations were among the least effective. In the study by Lian and Yen (2014), authors tested the two dimensions (drivers and barriers) that might affect intention to purchase online.
Augmented Reality (AR) offers a rich business format, convenient applications, great industrial potential, and strong commercial benefits. The integration of AR technology with online shopping has brought tremendous changes to e-commerce. The Technology Acceptance Model (TAM) is a mature model for assessing consumer acceptance of new technologies, and applying it to evaluate the impact of AR ...
Americans are incorporating a wide range of digital tools and platforms into their purchasing decisions and buying habits, according to a Pew Research Center survey of U.S. adults. The survey finds that roughly eight-in-ten Americans are now online shoppers: 79% have made an online purchase of any type, while 51% have bought something using a ...
Discover the world's research. 25+ million members; 160+ million publication pages; 2.3+ billion citations; Join for free. ... they can also shop online for a variety of other products.
The consulting and accounting firm's June 2021 Global Consumer Insights Pulse Survey reports a strong shift to online shopping as people were first confined by lockdowns, and then many continued to work from home. Other trends in this shift towards digital consumption include online shoppers being keen to find the best price, choosing more healthy options and being more eco-friendly by ...
Rightmove is the UK's largest online property portal, while REA is Australia's largest property website. It employs more than 2,800 people and is majority-owned by Rupert Murdoch's News Corp,.