Characteristics of virtual experience in electronic commerce: A protocol analysis
By Hairong Li, Terry Daugherty, Frank A. Biocca. 2001
567 citations recorded by the source corpus.
Subfields: Marketing, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/f72cfed426e09d07fef7c8a5c7fbd7b21eca4d97
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Marketing
- Sharron J. Lennon
- Ann Marie Fiore
- Jihyun Kim
- Daniel Baier
- A. Rese
- Anne L. Roggeveen
- L. Harris
- Dhruv Grewal
In Social Psychology
- Izak Benbasat
- Carlos Velasco
- Zhenhui (Jack) Jiang
- Charles Spence
- Sharron J. Lennon
- Olivia Petit
- Anne L. Roggeveen
- Dhruv Grewal
In Human-Computer Interaction
- Izak Benbasat
- Zhenhui (Jack) Jiang
- Ann Marie Fiore
- Jihyun Kim
- Hyun-Hwa Lee
- Jihye Park
- K. Song
- Yung Kyun Choi
Citations in the corpus
- Discernible impact of augmented reality on retail customer's experience, satisfaction and willingness to buy (2017, background): “Interactivity entertains users and enables them to personalize information in a 3D virtual model (Fiore, Kim and Lee, 2005), and they enjoy interacting with virtual objects more than they do handling or looking at physical objects (Li et al., 2001).”
- On-line product presentation: Effects on mood, perceived risk, and purchase intention (2005, background): “A virtual experience is a mediated experience, a simulation such as 3D virtual on-line stores or product presentations (Li et al., 2001).”
- How do 3-dimensional images promote products on the Internet? (2014, background): “For both material and geometric goods, 3D advertising outperforms 2D advertising for yielding more favorable brand attitudes and better product knowledge (Li et al., 2001): zooming, rotating, andmoving products in 3D generate limited haptic sensations (Li et al.”
- Creating virtual product experiences: The role of telepresence (2003, methodology): “The role of telepresence in consumer response to virtual product experiences has only begun to be explored (Klein, 1998; Li, Daugherty, & Biocca, 2001a, 2001b).”
- Understanding Customer Trust in Agent-Mediated Electronic Commerce, Web-Mediated Electronic Commerce, and Traditional Commerce (2004, background): “For example, new technology may enable an online consumer to simulate physical product experience in traditional commerce [45] through virtual reality [ 54 ,76].”
- Use of Internet Pornography and Men’s Well-Being (2005, background): “Physical presence is very complicated to simulate in a virtual environment (Li et al., 2001).”
- Effect of image interactivity technology on consumer responses toward the online retailer (2005, background): “Reluctance to shop and purchase online is overcome when more of the sensory information available during an in-store encounter with the product is simulated (Fiore & Jin, 2003; Katz & Aspden, 1997; Lee, 2002; Li et al., 2001; “Using Rich Media,” 1999).”
- Investigating the Influence of the Functional Mechanisms of Online Product Presentations (2007, background): “Interactive technologies can also be used to depict product information in a more “realistic” manner to enable consumers to “feel, touch, and try” products, similar to a physical shopping environment (Jiang and Benbasat 2005, Li et al. 2001, Suh and Lee 2005).”