Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.
Afzali, M., & Ahmed, E. M. (2016). Exploring consumer doubt towards local new products innovation and purchase intention. World Journal of Entrepreneurship, Management and Sustainable Development, 12(1), 2-17.
Algharabat, R. S. (2014). Effects of visual control and graphical characteristics of 3D product presentations on perceived trust in electronic shopping. International Business Research, 7(7), 129.
Algharabat, R. S. (2018). The role of telepresence and user engagement in co-creation value and purchase intention:Online retail context. Journal of Internet Commerce, 17(3), 1-25. https://doi.org/10.1080/15332861.2017.1422667
Algharabat, R. S., & Zamil, A. M. A. (2013). An empirical investigation of 3D-based information systems success for online retailers. International Journal of Technology Marketing, 8(3), 316-336.
Algharabat, R., & Dennis, C. (2010). 3D product authenticity model for online retail: An invariance analysis. International Journal of Business Science & Applied Management 5, 14–30.
Aylett, R., & Louchart, S. (2003). Towards a narrative theory of virtual reality. Virtual Reality, 7(1), 2-9. https://doi.org/10.1007/s10055-003-0114-9
Bentler, P. M. (1990). Comparative fit indexes in structural models. Psychological bulletin, 107(2), 238.
Biocca, F. (1997). The cyborg’s dilemma: progressive embodiment in virtual environments. Journal of ComputerMediated Communication, 3(2), 12-26.
Blackburn, S. (2005). The Oxford Dictionary of Philosophy. Oxford, England: Oxford University Press.
Brown, D., Julier, S., Baillot, Y., & Livingston, M. A. (2003). An event-based data distribution mechanism for collaborative mobile augmented reality and virtual environments. In IEEE Virtual Reality, 2003. Proceedings, 23-29.
Browne, M. W., & Cudeck, R. (1993). Alternative ways of assessing model fit. In K. A. Bollen & J. S. Long (Eds.), Testing structural equation models (pp. 136−162). Newbury Park, CA: Sage.
Brunner, C., Jungen, S., & Esch, F. (2016). Impact of symbolic product design on brand evaluations. Journal of Product &Brand Management, 25(3), 307-320.
Chatman, S. (1978). Story and Discourse: Narrative Structure in Fiction and Film. Ithaca, NY: Cornell University press.
Chauvet, G. (2015). Coupling methods for multistage sampling. Annals of Statistics, 43, 2484-2506.
Chitturi, R. (2018). Design, emotions, and willingness to pay. In R. Varadarajan & S. Jayachandran (Eds.), Innovation and Strategy (pp. 205–228). West Yorkshire, England: Emerald Group Publishing.
Comrey, A. L., & Lee, H. B. (2013). A first course in factor analysis. New York: Psychology Press.
Curvelo, I., Watanabe, E., & Alfinito, S. (2019). Purchase intention of organic food under the influence of attributes, consumer trust and perceived value. Revista de Gestão, 26(3), 198-211.
Dikko, M. (2016). Establishing Construct Validity and Reliability:Pilot Testing of a Qualitative Interview for Research in Takaful (Islamic Insurance). Qualitative Report, 21(3). 521-528.
Etikan, I., & Bala, K. (2017). Sampling and sampling methods. Biometrics & Biostatistics International Journal, 5(6), 00149.
Falconer, L. (2013). Situated learning in virtual simulations:Researching the authentic dimension in virtual worlds. Journal of Interactive Learning Research, 24(3), 285–300.
Fiske, S. T. (1993). Social cognition and social perception. Annual Review of Psychology, 44, 155-194.
Garrouch, K., & Timoulali, E. (2020). Mobile shopping intentions:Do trustworthiness and culture Matter? Distribution Science Research, 18(11), 69–77. https://doi.org/10.15722/JDS.18.11.202011.69
Gera, N., & Fatta, D. D. (2020). Determinants of consumer's buying behaviour for digital products in trade fair. International Journal of Business Excellence, 22(4), 542-563.
Gilmore, J. H., & Pine, J. (2007). Authenticity: What consumers really want. Boston, MA: Harvard Business School Press.
Guttentag, D. A. (2010). Virtual reality: Applications and implications for tourism. Tourism management, 31(5), 637-651. https://doi.org/10.1016/j.tourman.2009.07.003
Haegele, J. A., & Hodge, S. R. (2015). Quantitative methodology:A guide for emerging physical education and adapted physical education researchers. The Physical Educator, 72(5).
Hair, J. F., Anderson, R. E., Babin, B. J., & Black, W. C. (2010). Multivariate data analysis: A global perspective (7th ed). London: Pearson Education.
Hair, J. F., Hollingsworth, C. L., Randolph, A. B., & Chong, A. Y. L. (2017). An updated and expanded assessment of PLS-SEM in information systems research. Industrial Management &Data Systems, 117(3), 442–458.
Hair, J., Black, W., Babin, B., Anderson, R., & Tatham, R. (2006). Multivariate Data Analysis (6th ed.). Harlow, England:Pearson Education.
Heeter, C. (1992). Being there: the subjective experience of presence. Presence: Teleoperators and Virtual Environments, 1, 262-271.
Heller, R. M. (2010). Telepresence a modern way for collaborative work. Hamburg Germany: Diplomica Verlag GmbH.
Holbrook, M. B. (1994). The nature of customer value: an axiology of services in the consumption experience. In R.T. Rust & R.L. Oliver (Eds), Service Quality: New Directions in Theory and Practice (pp. 21-71). Thousand Oaks, CA: Sage.
Hooper, D., Coughlan, J., & Mullen, M. R. (2008). Structural Equation Modelling: Guidelines for Determining Model Fit. The Electronic Journal of Business Research Methods, 6, 53-60.
Huang, T. L., & Hsu Liu, F. (2014). Formation of augmentedreality interactive technology's persuasive effects from the perspective of experiential value. Internet Research, 24(1), 82-109.
Hung, C. C., Su, M. J., & Zhuang, W. L. (2016). The Effect of Exhibitors' Brand Equity on Visitors' Purchase Decision:Moderating Role of Exhibition's Competitive Intensity. Journal of Economics and Behavioral Studies, 8(3), 75-86.
Husic-Mehmedovic, M., Arslanagic-Kalajdzic, M., KadicMaglajlic, S., & Vajnberger, Z. (2017). Live. Eat. Love: life equilibrium as a driver of organic food purchase. British Food Journal, 119(7), 1415-1418. https://doi.org/10.1108/BFJ-07-2016-0343
Jasmi, M. F., & Mohamad, N. H. N. (2016). Roles of Public art in Malaysian urban landscape towards improving quality of life:between aesthetic and functional value. Procedia-Social and Behavioral Sciences, 222, 872-880.
Junglas, I. A., Johnson, N. A., Steel, D. J., Abraham, D. C., & Loughlin, P. M. (2007). Identity formation, learning styles and trust in virtual worlds. ACM SIGMIS Database, 38(4), 90.
Kang, H. J., Shin, J. H., & Ponto, K. (2020). How 3D virtual reality stores can shape consumer purchase decisions: the roles of informativeness and playfulness. Journal of Interactive Marketing, 49, 70-85. https://doi.org/10.1016/j.intmar.2019.07.002
Kaplan, D. (2000). Structural equation modeling: Foundation and extensions. Thousand Oaks, CA: Sage Publications.
Karjalainen, T. M., & Snelders, D. (2010). Designing visual recognition for the brand. Journal of Product Innovation Management, 27(1), 6-22.
Kirillova, K., & Chan, J. (2018). What is beautiful we book”:hotel visual appeal and expected service quality. International Journal of Contemporary Hospitality Management, 30(3), 1788-1807. https://doi.org/10.1108/IJCHM-07-2017-0408
Lamb, R., Lin, J., & Firestone, J. B. (2020). Virtual Reality Laboratories: A Way Forward for Schools?. EURASIA Journal of Mathematics, Science and Technology Education, 16(6), em1856. https://doi.org/10.29333/ejmste/8206
Lee, K. M., Park, N., & Jin, S. (2006). Narrative and interactivity in computer games. In P. Vorderer, P. & J. Bryant (Eds.), Playing Video Games: Motives, Responses, and Consequence (pp. 259-274). Mahwah, NJ: Lawrence Erlbaum Associates.
Lee, W. J. (2020). Use of Immersive Virtual Technology in Consumer Retailing and Its Effects to Consumer. Distribution Science Research, 18(2), 515. https://doi.org/10.15722/JDS.18.2.2202002.5
Lertkornkitja, A., Jittithavorn, C., & Madhyamapurush, W. (2021). Innovative Exhibition Management of Enterprises in Bangkok. Psychology and Education Journal, 58(2), 2400-2413. https://doi.org/10.17762/pae.v58i2.2406
Lhalloubi, J. & Ibnchahid, F. (2020). Do resilience and work engagement enhance distribution manager performance? A study of the automotive sector. Distribution Science Research, 18(7), 5–17. https://doi.org/10.15722/JDS.18.7.202007.5
Ludlow, B. (2015). Virtual reality: emerging applications and future directions. Rural Special Education Quarterly, 34(3), 3-10.
Mano, H., & Oliver, R. L. (1993). Assessing the dimensionality and structure of the consumption experience: evaluation, feeling, and satisfaction. Journal of Consumer Research, 20(3), 451-466.
Mathwick, C., Malhotra, N., & Rigdon, E. (2001). Experiential value: conceptualization, measurement and application in the catalog and internet shopping environment. Journal of Retailing, 78(1), 51-60.
Mollen, A., & Wilson, H. (2010). Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives. Journal of Business Research, 63(9), 919-925. https://doi.org/10.1016/j.jbusres.2009.05.014
Montoya-Weiss, M. M., Voss, G. B., & Grewal, D. (2003). Determinants of online channel use and overall satisfaction with a relational, multichannel service provider. Journal of the Academy of Marketing Science, 31(4), 448-458.