scholarly journals Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model

2018 ◽  
Vol 59 (1) ◽  
pp. 69-89 ◽  
Author(s):  
Myung Ja Kim ◽  
Choong-Ki Lee ◽  
Timothy Jung

Although virtual reality (VR) is an emerging technology in tourism, little research has been conducted on what factors make consumers visit destinations presented by VR. To address this gap in the literature, this study developed a theoretical framework including authentic experience, cognitive and affective responses, attachment, and visit intention with VR tourism using a stimulus-organism-response (SOR) theory. The results revealed significant impacts of authentic experience on cognitive and affective responses, indicating that authentic experience is an important factor in VR tourism. The study identified cognitive and affective responses as significant mediators in predicting attachment and visit intention. The results demonstrated that the intention to visit places shown in VR tourism was influenced by attachment to VR. Cognitive response had a stronger influence than affective response on the intention to visit a destination in VR. This study sheds light on why potential tourists visit destinations shown in VR.

2019 ◽  
Vol 37 (1) ◽  
pp. 55-64 ◽  
Author(s):  
Subhash Jha ◽  
M.S. Balaji ◽  
Marla B. Royne Stafford ◽  
Nancy Spears

Purpose This paper aims to examine the effects of purchase environment, product type and need for touch (NFT) on cognitive response, affective response and overall product evaluation in the USA and India. Design/methodology/approach Two experiments were conducted in two different consumer markets. In Study 1, participants evaluated haptic and non-haptic products and gave responses on cognitive response, affective response and overall product evaluation measures in the US market. In Study 2, the authors replicate Study 1 in a culturally different market of India and extend Study 1 by examining the moderating role of instrumental and autotelic dimensions of NFT on the effect of purchase environment on cognitive and affective responses. Findings Research findings suggest that cognitive and affective responses are the underlying mechanism between the purchase environment and overall response only for haptic product among Indian consumers. In contrast, affective response is the underlying mechanism explaining this relationship among US consumers. Furthermore, the instrumental dimension of NFT moderates the impact of purchase environment on cognitive but the autotelic NFT moderates the effect of purchase environment on affective response only for the haptic product but not for the non-haptic product. Research limitations/implications The study uses a relatively homogenous sample in the Indian market in contrast to the US market. Practical implications Results advance the understanding of the importance of haptic information processing in consumer decision-making across different purchase environments, product types and NFT using psychological distance (proximity) as a theoretical underpinning. With non-haptic shopping environments (i.e. online and mobile) growing rapidly, the results have critical implications for development of marketing strategies in Asian and US markets. Originality/value Empirical research examining the underlying mechanism by which purchase environment influences overall evaluation for haptic product is scarce. Additionally, understanding of the differential roles of instrumental and autotelic dimensions of NFT on cognitive and affective responses is very limited. This research fills this void and provides an understanding of the specific environment in evaluating haptic and non-haptic products in two distinct markets.


2021 ◽  
pp. 146144482110127
Author(s):  
Marcus Carter ◽  
Ben Egliston

Virtual reality (VR) is an emerging technology with the potential to extract significantly more data about learners and the learning process. In this article, we present an analysis of how VR education technology companies frame, use and analyse this data. We found both an expansion and acceleration of what data are being collected about learners and how these data are being mobilised in potentially discriminatory and problematic ways. Beyond providing evidence for how VR represents an intensification of the datafication of education, we discuss three interrelated critical issues that are specific to VR: the fantasy that VR data is ‘perfect’, the datafication of soft-skills training, and the commercialisation and commodification of VR data. In the context of the issues identified, we caution the unregulated and uncritical application of learning analytics to the data that are collected from VR training.


2018 ◽  
Vol 34 (4) ◽  
pp. 247-253 ◽  
Author(s):  
Sandra Garrido ◽  
Catherine J. Stevens ◽  
Esther Chang ◽  
Laura Dunne ◽  
Janette Perz

Objectives: Personalized music playlists are increasingly being utilized in aged care settings. This study aims to investigate how musical features influence the affective response to music of people with probable dementia. Methods: A factorial experiment (2 × 2 × 3) was conducted to investigate the influence of tempo (fast, slow), mode (major, minor), and lyrics (none, negative, positive). Ninety-nine people with probable dementia were randomly assigned to 3 conditions, listening to 3 personalized playlists. Galvanic skin response and activation of facial action units were measured. Results: Music with fast tempos increased arousal and reduced enjoyment. Music in minor keys increased activation of the depressor anguli oris, suggesting increased sadness. Lyrics had no significant effect on response. Discussion: The findings demonstrate that both tempo and mode influenced the response of the listener. As well as accounting for personal preferences, music for people with dementia should be carefully targeted toward the affective outcome desired.


2017 ◽  
Vol 7 (3) ◽  
pp. 276-292
Author(s):  
Khalid Ballouli ◽  
Jason Reese ◽  
Brandon Brown

Purpose Although current literature offers support for understanding sport consumer behavior from psychological and sociological perspectives, there is a lack of research that examines the effect of one’s emotional response to team outcomes on subsequent economic decisions. The purpose of this paper is to bridge this gap by studying how emotional responses to sport events moderate a typical endowment bias in the secondary ticket market. Design/methodology/approach This research comprised a 3×2×2 between-participants design with emotional state (positive, negative, and neutral), role (seller, buyer), and fan identification (high, low) as the three factors. Prospect theory and social identity theory guided hypothesis development whereby it was proposed that, depending on the affective response of study participants to positive, negative, or neutral publicity concerning the team, team identification would impact the transaction function (buyers vs sellers) on price values for tickets to a future event. Findings Findings revealed an interaction effect of emotions and team identification on the endowment effect to the extent that bargaining gaps between sellers and buyers increased or decreased depending on mood states and levels of identification with the team. Originality/value This study adds to the literature on emotions and the key role they play in effecting pricing decisions and consumer behavior, especially given fan identification is such a significant area of study with numerous implications for sport business and management.


2021 ◽  
Author(s):  
Shivani Mulekar

Sanctuary is a documentary film in virtual reality (VR). The film uses 360-camera technology to offer a sensory immersive viewing experience. The film attempts to transcend the borders of filmmaking by merging new 360-camera technology and a nonlinear form of storytelling. The film is an observational piece. 360-degree videos are an emerging technology, which offers the viewer a sensory, immersive experience in virtual reality. Influenced by the 360-panoramic mural paintings created in 1860s, the use of the 360-camera breaks away from the syntax of documentary filmmaking and gives the audience an active role in the film-viewing experience. It breaks the traditional semantics of filmmaking and sets new rules of viewing which are personal and unique to each viewer. Sanctuary documents the Juhasz family, which has been living in a church since November 2014. The film is an eight-minute experience that gives the audience a 360- degree glimpse into the Juhasz family’s life and their living conditions. The film is presented as an installation, using Samsung’s Gear VR as the exhibition technology.


2018 ◽  
Vol 31 (3) ◽  
pp. 886-907 ◽  
Author(s):  
Chia-Lin Hsu ◽  
Yen-Chun Chen ◽  
Tai-Ning Yang ◽  
Wei-Ko Lin ◽  
Yi-Hsuan Liu

Purpose Unique product design is a highlight of sustainable branding. The purpose of this paper is to investigate whether product design affects customers’ psychological responses (i.e. cognitive and affective responses) to smartphones, and, in turn, affects their brand loyalty (i.e. attitudinal and behavioral brand loyalty), further advancing the knowledge of product design and brand management. Design/methodology/approach This work used survey data from 456 Taiwanese with experience using smartphone. Structural equation modeling was employed to test the proposed model and hypotheses. Findings The results indicate that the product design significantly affects both cognitive response and affective response, which, in turn, significantly affect both attitudinal brand loyalty and behavioral brand loyalty. The findings also suggest that the moderating effect of product involvement on the relationship between product design and affective response is statistically significant, although it does not positively and significantly moderate the link between product design and cognitive response. Research limitations/implications This study has two main limitations. First, this study was conducted in the context of smartphones, thus potentially constraining the generalization of the results to other industries. Second, the data in this study were obtained from a cross-sectional design. Practical implications These findings can permit companies to generate more brand loyalty in their customers and guide their management of assets and marketing activities. Originality/value This paper presents new insights into the nature and importance of product design in brand value.


Author(s):  
Linfeng Wu ◽  
Karen B. Chen ◽  
Edward P. Fitts

While sexual harassments are inappropriate behaviors in the society, the interpretation of and sensitivity toward sexual harassment can vary by individual. Differences across individuals, such as gender, may influence whether one interprets an action to be sexually harassing or not. Virtual reality technology enables human behavior assessment without interfacing with physical danger. The present work examined whether gender and body-gender transfer in VR influenced the perception of sexually harassing behaviors, and explored the utility of emerging technology in increasing one’s awareness of behaviors that may be considered sexually harassing. Participants (n=12) embodied in virtual characters of different genders and experienced seven sexually harassing scenarios in an immersive virtual environment in random order. In general, participants provided higher rating to the sensitivity toward sexual harassment in the VR harassment scenarios than those scenarios described on paper. There was an increase in participants’ sensitivity toward sexual harassment after experiencing sexual harassment scenarios from the perspective of the victim in VR. Participants perceived higher level of sexual harassment when they embodied in female avatars, which suggested there was an effect of VR with body-gender transfer on perception of sexual harassment. There were gender differences in awareness of harassing behaviors in VR environment, and VR may be a training method to narrow gender gap and increase awareness toward sexual harassment.


2007 ◽  
Vol 29 (3) ◽  
pp. 281-309 ◽  
Author(s):  
Elaine A. Rose ◽  
Gaynor Parfitt

Using a mixed-method approach, the aim of this study was to explore affective responses to exercise at intensities below-lactate threshold (LT), at-LT, and above-LT to test the proposals of the dual-mode model (Ekkekakis, 2003). These intensities were also contrasted with a self-selected intensity. Further, the factors that influenced the generation of those affective responses were explored. Nineteen women completed 20 min of treadmill exercise at each intensity. Affective valence and activation were measured, pre-, during and postexercise. Afterward, participants were asked why they had felt the way they had during each intensity. Results supported hypotheses showing affect to be least positive during the above-LT condition and most positive during the self-selected and below-LT conditions. Individual differences were greatest in the below-LT and at-LT conditions. Qualitative results showed that factors relating to perceptions of ability, interpretation of exercise intensity, exercise outcomes, focus of concentration, and perceptions of control influenced the affective response and contributed to the individual differences shown in the quantitative data.


2018 ◽  
Vol 7 (4.15) ◽  
pp. 262
Author(s):  
Elimawaty Rombe ◽  
Rahmat Mubaraq ◽  
Suryadi Hadi ◽  
Rizka Adriansyah ◽  
Gatha Vesakha

Fish traceability system provides more values for entities to improve their business processes. The philosophy of traceability is that the process is shared along the chain and promote visibility of quality. In this paper, the barriers and drivers are identified and the problem of fish traceability is defined. Five entities examples are analyzed using a critical success factors (CSFs) theoretical framework. The paper offers a framework for managers which provides the basis for developing a fish traceability system. The case analysis identifies different approaches to fish traceability, highlights the barriers include laws and regulations, coordination, cost, information and infrastructure. Meanwhile, the drivers of applying fish traceability system include seafood fraud risks, sustainability information, expanding market, consumer behavior, and efficiency of operations management. This paper contributes to provide dimensions which can be considered by fishery industry, programmers and government before they plan to build a traceability system.  


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