Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/102184
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dc.contributorSchool of Fashion and Textilesen_US
dc.creatorLau, Oen_US
dc.creatorKi, CWCen_US
dc.date.accessioned2023-10-12T02:21:35Z-
dc.date.available2023-10-12T02:21:35Z-
dc.identifier.urihttp://hdl.handle.net/10397/102184-
dc.language.isoenen_US
dc.publisherSpringerOpenen_US
dc.rights© The Author(s), 2021. Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.en_US
dc.rightsThe following publication Lau, O., & Ki, C. W. (2021). Can consumers’ gamified, personalized, and engaging experiences with VR fashion apps increase in-app purchase intention by fulfilling needs?. Fashion and Textiles, 8, 36 is available at https://doi.org/10.1186/s40691-021-00270-9.en_US
dc.subject3D avatar-based VRen_US
dc.subjectDigital clothingen_US
dc.subjectDigital fashionen_US
dc.subjectGame-based VRen_US
dc.subjectIn-app purchaseen_US
dc.subjectMobile commerceen_US
dc.subjectVirtual reality (VR) mobile appsen_US
dc.titleCan consumers’ gamified, personalized, and engaging experiences with VR fashion apps increase in-app purchase intention by fulfilling needs?en_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume8en_US
dc.identifier.doi10.1186/s40691-021-00270-9en_US
dcterms.abstractWhile the development of virtual reality (VR) apps is trending among fashion retailers to cope with the COVID-19 pandemic and promote consumers’ online shopping, less is understood about whether and the way these new VR apps increase consumers’ in-app purchase. This study was designed to address this issue by applying self-determination theory within the context of Taobao Life, a 3D avatar-based and game-featured virtual world on the Taobao app. Specifically, we investigated (1) whether the extent to which a VR fashion app provides consumers with a sense of gamified experience (H1: challenge, and H2: achievement), personalized experience (H3: avatar customization, and H4: avatar identification), and engaging experience (H5: social presence, and H6: social support) fulfills their competence, autonomy, and relatedness needs; (2) whether these intrinsic needs fulfill determine positive consumer behavioral intentions (H7: intention to continue to use VR apps, and H8: intention to make in-app purchase), and (3) whether the intention to continue to use VR apps leads to a positive in-app purchase intention (H9). We tested the above empirically by conducting an online survey via Dynata, and the dataset of 251 responses was analyzed using structural equation modeling. The findings of our research provide theoretical and practical implications that can be applied in the fashion retail business.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationFashion and textiles, 2021, v. 8, 36en_US
dcterms.isPartOfFashion and textilesen_US
dcterms.issued2021-
dc.identifier.scopus2-s2.0-85116369330-
dc.identifier.eissn2198-0802en_US
dc.identifier.artn36en_US
dc.description.validate202310 bckwen_US
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberITC-0050, ITC-0943en_US
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS52195900; 57444046-
dc.description.oaCategoryCCen_US
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