EXPRESS: Adoption of Virtual-Reality Headsets: the Role of Metaverse Trials for Consumers’ Usage and Purchase Intentions

IF 6.8 1区 管理学 Q1 BUSINESS
Thorsten Hennig-Thurau, Alina M. Herting, David Jütte
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引用次数: 0

Abstract

Stand-alone virtual-reality (VR) headsets such as Meta’s Quest series enable highly immersive social experiences. As part of a trend toward a trillion dollar “metaverse,” a virtual social environment for which headsets constitute the major access device, these headsets have been predicted to grow the market for VR hardware substantially. Despite huge investments from companies, adoption of headsets has not reached the mass market yet. While some see the reason in the limited value that accessing the metaverse via VR headsets offers consumers, others blame the experience character of headsets as an adoption barrier. To shed light on this market shaping issue, this research introduces the concept of metaverse trials as a special case of consumer product trials in which consumers test VR headsets for engaging in direct experiences in virtual worlds together with others, and it explores how such a trial affects headset adoption. Using a sample of almost 100 participants of an extensive metaverse trial and a matched sample of non-trialists, the authors find trialists’ intention to use VR headsets in the future to be higher, while their intention to purchase VR headsets is lower. They also study determinants and outcomes of key facets of the metaverse experience.
快讯虚拟现实头盔的采用:元宇宙试验对消费者使用和购买意向的作用
独立的虚拟现实(VR)头戴式设备,如 Meta 的 Quest 系列,可以实现高度沉浸式的社交体验。作为万亿美元 "元宇宙"(metaverse)趋势的一部分,这些头戴式设备是虚拟社交环境的主要接入设备,预计这些头戴式设备将使 VR 硬件市场大幅增长。尽管各公司投入了巨资,但头显的应用尚未进入大众市场。有些人认为原因在于通过 VR 头显访问元宇宙为消费者提供的价值有限,而另一些人则认为头显的体验特性是采用 VR 头显的障碍。为了揭示这一市场塑造问题,本研究引入了 "元宇宙试验 "的概念,将其作为消费品试验的一种特殊情况,即消费者通过测试 VR 头显与他人一起在虚拟世界中进行直接体验,并探讨这种试验如何影响头显的采用。作者使用了近 100 个广泛的元虚拟试验参与者样本和一个匹配的非试验参与者样本,发现试验参与者未来使用 VR 头显的意愿较高,而购买 VR 头显的意愿较低。他们还研究了元宇宙体验关键方面的决定因素和结果。
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来源期刊
CiteScore
20.20
自引率
5.90%
发文量
39
期刊介绍: The Journal of Interactive Marketing aims to explore and discuss issues in the dynamic field of interactive marketing, encompassing both online and offline topics related to analyzing, targeting, and serving individual customers. The journal seeks to publish innovative, high-quality research that presents original results, methodologies, theories, and applications in interactive marketing. Manuscripts should address current or emerging managerial challenges and have the potential to influence both practice and theory in the field. The journal welcomes conceptually rigorous approaches of any type and does not favor or exclude specific methodologies.
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