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Linköping University SE-581 83 Linköping, Sweden +46 13-28 10 00, www.liu.se Linköping University | Department of Management and Engineering Master’s Thesis, 30 credits | MSc Business Administration - Strategy and Management in International Organizations Spring 2020 | ISRN-nummer: LIU-IEI-FIL-A--20/03422--SE Transition Risk on a Consumer’s Journey Influencing Concepts towards the occurrence of Transition Risk on a Consumer’s Journey on Virtual Reality Shopping Keariam Gebremichael Saadul Islam Khan Supervisor: Andrea Fried

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Page 1: Transition Risk on a Consumer’s Journey1447323/FULLTEXT02.pdf · i ABSTRACT Title Transition Risk on a Consumer’s Journey – Influencing concepts towards the occurrence of Transition

Linköping University SE-581 83 Linköping, Sweden +46 13-28 10 00, www.liu.se

Linköping University | Department of Management and Engineering

Master’s Thesis, 30 credits | MSc Business Administration - Strategy and Management in International Organizations

Spring 2020 | ISRN-nummer: LIU-IEI-FIL-A--20/03422--SE

Transition Risk on a Consumer’s Journey

Influencing Concepts towards the occurrence of

Transition Risk on a Consumer’s Journey on

Virtual Reality Shopping

Keariam Gebremichael

Saadul Islam Khan

Supervisor: Andrea Fried

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English title:

Transition Risk on a Consumer’s Journey

Influencing Concepts towards the occurrence of Transition Risk on a Consumer’s

Purchase Journey through Virtual Reality Shopping

Authors:

Keariam Gebremichael and Saadul Islam Khan

Advisor:

Andrea Fried

Publication type:

Master’s Thesis in Business Administration

Strategy and Management in International Organizations

Advanced level, 30 credits

Spring semester 2020

ISRN-number: LIU-IEI-FIL-A--20/03422—SE

Linköping University

Department of Management and Engineering (IEI)

www.liu.se

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ABSTRACT

Title Transition Risk on a Consumer’s Journey – Influencing concepts towards

the occurrence of Transition Risk on a Consumer’s Journey in Virtual

Reality Shopping

Authors Keariam Gebremichael and Saadul Islam Khan

Supervisor Andrea Fried

Date May 25th, 2020

Background Retailing through Virtual Reality (VR) is faced with a dilemma of

potential customers using the VR to look for products online, but

somehow do not make a purchase online and prefer to visit the physical

stores instead. This phenomenon is referred as Transition Risk.

Aim To develop an understanding regarding the concepts and factors that

influence the occurrence of transition risk by using UTAUT2 framework.

Identify those concepts and thus be able to assist retailers in diminishing

the transition risk gap.

Methodology Is a quantitative study that involves an experiment followed by a

questionnaire as the research instrument. The data was analyzed through

regression analysis by using SmartPLS 3.0 as the data analysis tool for

SEM. An exploratory research design for the cross-sectional study of a

small sample of 45 people experimented.

Findings Findings of the research suggest that transition risk has a direct relation

with the UTAUT2 constructs: performance expectancy, effort

expectancy, facilitating conditions, social influence, hedonic motivation,

and habit of the consumer. Moreover, absence of familiarity with VR

retailing, social influence and consumer’s habit of web-rooming and retail

therapy are significant contributors towards transition risk. Furthermore,

UTAUT2 framework can also be used to identify reason for no usage

and/or abandoning of use technology.

Keywords

Virtual Reality, Virtual Environment, Transition risk, VR Retailing, UTAUT2, Digital

Platforms

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ACKNOWLEDGEMENTS

First off, we would like to thank our thesis advisor Andrea Fried and Josefine Rasmussen for

guiding us and sharing their knowledge extensively and repeatedly. They made us better

students and writers in addition to helping us figure a way out when we got stuck, as we did a

few times. We thank you for not only encouraging us but also giving us a nudge now and then

when we needed it. In addition, we appreciate the dynamic duo Amal and Jaheda for the

meticulous comments that helped us improve our thesis, time and time again while also lending

a hand plus a brain to pick whenever we needed it, the realization of this paper came because

of all help we got from you all.

In addition to the immediate people involved in our thesis, we cannot pass without mentioning

all the teachers who were involved in our previous courses, we know what we know because

of your efforts to instill knowledge in us that we can and should use going forward, in our

future endeavors. Furthermore, all the friends and colleagues that helped us in ideas,

proofreading and finding holes in our writings in addition to those who participated in our

experiments, not only for your time but also for the experience of watching you all get amazed

while in the virtual world, you have made us smile in the real world.

We are forever grateful to our families who have supported us in ways we cannot repay but

hope to make you proud by proving that your sacrifices and efforts were worth it. To friends

that stuck by our sides, for the good, the bad and in between, we appreciate you and may we

never forget our bond as we grow wiser. And finally, to the Almighty that made all this possible

in mysterious ways, may we follow the footsteps you have laid for us as you have bigger and

better plans for us, forever thankful for what you have done for us.

May 25th, 2020

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“If you change the way you look at things, the things you look at change.”

Wayne Dyer

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I. Table of Contents 1. Introduction ........................................................................................................................ 1

1.1 VR Environment .............................................................................................................. 2

1.2 VR Platform ..................................................................................................................... 3

1.3 Research Gap & Motivation ............................................................................................. 4

1.3.1 Research Gap ............................................................................................................. 5

1.3.2 Importance ................................................................................................................. 5

1.4 Research Contribution ...................................................................................................... 6

1.4.1 Practical Contribution ................................................................................................ 7

1.4.2 Theoretical Contribution............................................................................................ 7

2. Literature Background ........................................................................................................ 8

2.1 Virtual Reality .................................................................................................................. 8

2.1.1 E-commerce ............................................................................................................... 8

2.1.2 Transition to Digital/Online Marketing ................................................................... 10

2.1.3 Changing Consumer Behavior................................................................................. 11

2.1.4 Conceptualizing Virtual Reality .............................................................................. 12

2.1.5 Business Application ............................................................................................... 14

2.1.6 VR in Retailing ........................................................................................................ 14

2.2 Consumer Journey .......................................................................................................... 15

2.2.1 Channels for Consumer Journey .............................................................................. 16

2.2.2 Consumer experience of VR .................................................................................... 18

2.3 Cognitive Load ............................................................................................................... 19

2.4 Channel preference for expected customer satisfaction ................................................. 21

2.5 Drivers for offline purchase ........................................................................................... 21

2.6 Theoretical Framework .................................................................................................. 22

2.6.1 Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) .................... 23

2.6.2 Research Model & Hypothesis .................................................................................... 25

2.6.2.1 Performance Expectancy ...................................................................................... 26

2.6.2.2 Effort Expectancy ................................................................................................. 26

2.6.2.3 Facilitating Conditions ......................................................................................... 27

2.3.2.4 Social Influence .................................................................................................... 27

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2.6.2.5 Hedonic Motivations ............................................................................................ 28

2.6.2.6 Habit Schema ........................................................................................................ 28

3. Methodology ........................................................................................................................ 30

3.1 Research Approach ........................................................................................................ 30

3.2 Research Design ............................................................................................................. 31

3.3 Research Strategy ........................................................................................................... 32

3.4 Experiment Design ......................................................................................................... 33

3.5 Sample Selection ............................................................................................................ 36

3.6 Data Collection ............................................................................................................... 37

3.7 Data Analysis ................................................................................................................. 40

3.8 Literature Review in Research Process .......................................................................... 41

3.9 Reliability & Validity ..................................................................................................... 42

3.9.1 Reliability ................................................................................................................ 42

3.9.2 Internal Consistency ................................................................................................ 42

4.0 Results & Analysis ............................................................................................................. 44

4.1 Demographic Distribution .............................................................................................. 44

4.2 Construct Reliability and Validity.................................................................................. 45

4.2.1 Cronbach’s Alpha .................................................................................................... 45

4.2.2 Composite Reliability .............................................................................................. 46

4.2.3 Dillon-Goldstein’s rho ............................................................................................. 47

4.2.4 Average Variance Extracted (AVE) ........................................................................ 47

4.3 Structural Model ............................................................................................................. 48

4.3.1. Structural Model Testing ........................................................................................ 48

4.3.2 Standardized Factor Loadings ................................................................................. 49

4.3.3 Path Coefficient ....................................................................................................... 50

4.4 Hypothesis Testing ......................................................................................................... 51

4.4.1 T Statistics ............................................................................................................... 51

4.4.2 Performance Expectancy ......................................................................................... 52

4.4.3 Effort Expectancy .................................................................................................... 52

4.4.4 Facilitating Conditions ............................................................................................ 53

4.4.5 Social Influence ....................................................................................................... 53

4.4.6 Hedonic Motivations ............................................................................................... 53

4.4.7 Habit Schema ........................................................................................................... 54

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5.0 Discussion & Findings ....................................................................................................... 55

5.1 Performance Expectancy ................................................................................................ 55

5.2 Effort Expectancy ........................................................................................................... 57

5.3 Facilitating Conditions ................................................................................................... 59

5.4 Social Influence .............................................................................................................. 60

5.5 Hedonic Motivations ...................................................................................................... 61

5.6 Habit Schema ................................................................................................................. 62

6.0 Conclusion ......................................................................................................................... 64

6.1 Answering the Question ................................................................................................. 64

6.2 Theoretical Contribution ................................................................................................ 66

6.3 Practical Implications of Findings.................................................................................. 66

6.4 Limitations ..................................................................................................................... 67

6.5 Future research ............................................................................................................... 67

Appendix I: Original UTAUT2 Model .................................................................................... 69

Appendix II: Construct Specification and Items Description .................................................. 70

Appendix III: Theoretical Model ............................................................................................. 71

Appendix IV: Path Coefficient ................................................................................................ 72

Appendix V: Construct Reliability & Validity ........................................................................ 72

References ................................................................................ Error! Bookmark not defined.

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II. List of Figures

Fig. 1 The impact of VR through the Consumer journey stages Farah et al.(2019)... 02

Fig. 2 Components that make VR experience (Lee & Chung, 2008)……………… 11

Fig. 3 Types of Consumers (Veen & Ossenbruggen, 2015)………….. 15

Fig. 4 Research Model and Hypotheses relation…………………………………….. 26

Fig. 5 Methodology of the research…………………………………………………. 27

III. List of Tables

Tab. 1 Constructs used in UTAUT2………………………………………………... 24

Tab. 2 Items, Constructs and Labels……………….………………………...…….. 37

Tab. 3 Detail of Data Coding……………………………………………………….. 38

Tab. 4 Demographic Statistics……………………………………………………… 44

Tab. 5 Cronbach’s alpha for all individual latent variables………………………… 46

Tab. 6 Composite reliability values for individual latent variables……………........ 46

Tab. 7 Rho_A values for individual latent variables……………………………...... 47

Tab. 8 AVE values for individual latent variables…………………………….….... 47

Tab. 9 Specifications of constructs and relevant loadings………………………….. 49

Tab. 10 Path coefficients before and after deletion of low performing items……….. 51

Tab. 11 t-values for latent variable…………………………………………………... 52

Tab. 12 Statistical Results for Proposed Hypotheses………………………………... 54

Tab. 1 Constructs used in UTAUT2………………………………………………... 24

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List of Abbreviations

VR Virtual Reality

AR Augmented Reality

VE Virtual Environment

3D 3 Dimensional

2D 2 Dimensional

TR Transition Risk

PE Performance Expectancy

EE Effort Expectancy

FC Facilitating Conditions

SI Social Influence

HM Hedonic Motivations

HB Habit

UTAUT 2 Unified Theory of Acceptance & Use of Technology

SEM Structural Equational Modeling

AVE Average Variance Extracted

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INFLUENCING CONCEPTS TOWARDS THE OCCURRENCE OF

TRANSITION RISK ON A CONSUMER’S JOURNEY THROUGH

VIRTUAL REALITY SHOPPING

1. Introduction

The business environment has become highly intense and the increasing trend of online

purchases have become a valuable attraction for global consumers, therefore, state-of-the-art

web-based technologies have been employed by online stores and companies to match this

competition (Shu & Lee, 2005). One of the ways they have chosen to separate themselves from

the herd and by means also disrupting the industry is by using Virtual Reality as an aid to

shopping.

According to Farah et al. (2019), Virtual Reality compliments the consumers experience across

the different journey stages, starting from Awareness, Consideration, Engagement, Purchase

and finally Loyalty. As can be seen from the figure below, where the first part or blue line

indicates the observed behaviors of consumers when they are on VR, this shows that the

effectiveness of VR is highest at the engagement stage and rises until that point and then it

decreases in effectiveness on its way to purchase stage, while leveling out on loyalty. When

we come to in-store journey of consumers which is marked by the purple line, it is shown there

is an increase starting from Awareness to Consideration then to Engagement, but the highest

point is achieved on Purchase, after which the in store traffic dials down to even out at Loyalty.

With these two different mediums of consumer journey stages, there is vast difference formed

between the two lines, one is Expectation Gap and the other Transition Risk. The expectation

gap is the occurrence where there is a significant difference between how consumers behave

in-store versus while using VR device for shopping, where the engagement is higher on VR.

Following the engagement from those using VR, the peak declines due to the consumers need

to have an encounter with the product and the physical store, this infliction point is called

Transition Risk, and which occurs at the purchase stage.

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Figure 1: The impact of VR through the Consumer journey stages. (Farah et al., 2019)

Among the existing industrial sectors, retail industry is one of the fastest growing around the

globe. The ever-changing marketing situation of retail industry and consumer trends has made

it difficult for traditional marketing ideas to further sustain their historic competitive advantage

in this sector (Zhu & Gao, 2019). This change is due to recent improvements in life standards

of people and the subsequent shift in demand for consumer goods, as societies have developed

globally (Su, 2016).

Hence, it is simple to presume that there have been significant alterations in the consumption

psychology and need of consumers. Technological evolutions over time have supported the

growing need of consumers and have facilitated various industries. Among these technologies

a highly vibrant advancement is the use of VR. According to Li et al. (2001), VR is a

technology that provides the users with an interactive software generated environment which

appears to be highly realistic.

1.1 VR Environment

VR is a decades old concepts, though, the applied researches made since the 1990’s, this

technology has considerably evolved Loureiro et al. (2019), and now there are multiple

business applications and business dimensions which offer VR interactions. The business

dimensions are vast such as in tourism (Abergel et al., 2016; Jeng et al., 2017; Yeh et al., 2017),

retailing (Evans & Wurster, 1999; Krasonikolakis et al., 2014), real estate (Farshid et.al, 2018),

education and training (Abboudi et al., 2013; Farshid et al., 2018) in addition to medical

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procedure trainings and surgery simulations (Abboudi et al., 2012; Slater & Sanchez, 2016).

This is done by creating an environment which provides a simulation of the real environment

and thus facilitates the process of learning and training.

The retail industry has also seen the use of VR technology to play a key role in its development

(Bonetti et al., 2018). Mainly due to the ability of VR to create an environment which is like

the real world, this is done by creating software generated simulation. VR has been successful

to simulate real case scenarios in the field of medical surgery Abboudi et al. (2012), where the

replication of surgery environment provides trainees (users) a clear depiction of the real

environment. Loureiro et al. (2019), has proposed that any type of simulated environment can

be designed for the users, which are both efficient and cost effective. These simulations are

used by marketers to create an environment which can harness the individual psychological

reactions comparable to that of physical environments (Peperkorn et al., 2015).

Thus, retailers have used this technology to gain consumer’s attraction, reaction and use VR as

a marketing tool (Loureiro et al., 2019). These reactions are owed to consumer telepresence

within a virtual environment. Steuer (1993), has defined telepresence to be the mediated

perception of an environment to attract consumers. Therefore, in contrast to presence in a

physical environment telepresence occurred as a substitute in a software-generated

environment.

1.2 VR Platform

Virtual reality VR is a software-generated environment where the user is not only able to

navigate but also could interact with the environment which could trigger real-time simulation

of the user’s senses (Guttentag, 2010). However, the use of VR in retail industry required a

viable medium and platform to connect sellers with buyers and this platform was provided by

internet. There is an ever-increasing diversity in informational environments provided by

internet and the use of internet-accessible devices. In this context Mosteller et al. (2014), has

emphasized to capitalize on the growing adoption of internet accessible devices by consumers,

which can change their perception towards their online shopping needs.

Studies have shown that the use of VR marketing has a positive effect on consumer’s intension

to buy (Verhagen et al., 2014). However, Loureiro et al. (2019), suggest that even though VR

is influencing marketing decisions and business methods there is still a need to examine the

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use of VR technologies and its business application. This may also be due to the difference in

between the environments of virtual and physical settings for consumers (Roo & Hachet, 2017).

The differences can be that of temperature, odor, texture, or people that make virtual

environment different from physical or offline stores (Loureiro & Roschk, 2014; Roschk et al.,

2017). However, Krasonikolakis et al. (2014), found that features such as security and privacy

make virtual environments more favorable to some consumers.

Meanwhile, as we mention the difference in the virtual and physical environments, it is

imperative to mention that due to the change in the environments, there is a significant

difference across the Consumer journey for both settings (Nam & Kannan, 2020). Lemon &

Verhoef (2016), have referred to consumer journey as the experience which a consumer has

contact with the firm through different touch points in multiple channels and media during the

process of purchase. Therefore, with respect to VR, Li et al. (2002), proposes that adding VR

along the purchase funnel can have a positive impact to stimulate consumers’ experience.

Moreover, VR has reinvented the retail experience by providing an immersive experience for

consumers into visually appealing dimensions and is a direct attempt to stimulate the purchase

process (Suddaby et al., 2017). Digital marketers who market their products and service

electronically on the internet are using VR environment to match changing shopping needs of

their consumers. A few examples can be taken of McDonalds happy Goggles1, NYX Cosmetics

+ Samsung World’s First VR Makeup Tutorial Launch Event2, Coca Cola Virtual reality

campaigns3.

1.3 Research Gap & Motivation

As e-commerce is witnessed to manifest a more rapid growth than the traditional modes of

commerce (US Census Bureau, 2019), retailers are struggling to maintain a balance between

their online vs offline sales strategy, because there are different extents to which consumers

drive value from both retail channels (Soysal et al., 2019). The example can be taken of DVD,

music and bookstores where online channels have substantially reduced the value and utility.

Soysal et al. (2019), mentions consumers have different levels of satisfaction and value with

their interaction on an online and offline store, therefore, some retailers consider it necessary

________________________________________________________________________________________________________________

1. http://www.happygoggles.se/en/ 2. https://laguestlist.com/nyx-cosmetics-samsung-worlds-first-vr-makeup-tutorial-launch-event/

3. https://vimeo.com/149889854

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to have physical stores in order to offer a higher level of satisfaction. Hence, there is a need to

find a match for consumer satisfaction of online retailing with that of physical stores.

1.3.1 Research Gap

Study conducted by Farah et al. (2019), on consumer experience, shopping journey and

physical retailing, has identified the decline in VR effectiveness during the purchase stage of

consumer journey in shopping, which they have referred to as transition risk. However, their

research did not explicitly focus on why transition risk occurred but rather the existence of it,

and this is the gap identified and will be researched in this study. The authors of this research

will focus on the why transition risk occurs and what the contributing factors are. This will be

done by attacking the question with concepts from marketing literature on consumerism,

consumer behavior, decision making, risk and personality.

When we refer to earlier researches into VR, they had focused on VR acting as a stimuli for

consumers’ experience (Bigné et al., 2016; Verhagen et al., 2014; Yeh et al., 2017) and how it

has introduced concepts such as consumers’ virtual attachment, engagement and identity

(Grewal et al., 2017; Koles & Nagy, 2012; Nagy & Koles, 2014) as well as consumers’

purchase behavior (Krasonikolakis et al., 2014; Rizzi et al., 2019). However, to the authors’

existing knowledge, the concept of transition risk has not been a focus of any other research

yet, and there is no research to identify the causing concepts for it.

This research will investigate the influencing concepts towards transition risk and discuss on

how they pave the way for the occurrence of transition risk during a consumer’s shopping

journey, using VR as purchase mechanism. This change of shopping channel made the authors

of this research paper question why transition risk occurred. This research will describe the

research gap and find out why transition risk occurs and the underlying causes for it. So, our

research question is

What are the influencing concepts towards the occurrence of Transition risk on a

Consumer’s journey through Virtual Reality shopping?

1.3.2 Importance

To answer the research question, on has to understood that VR technology is effective for the

user until the purchase stage and that consumers are satisfied with the usefulness of it (Farah

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et al., 2019). However, the usefulness of VR has a sudden decline at the purchase stage and

therefore, the search for value is sought elsewhere, at the physical store. Because of this change

in medium of shopping, there is an increase in traffic at a physical store than online, which is

rendering the usefulness of VR less effective. This decreases the service potential VR brings

to the people and the business as well in terms of connecting these two parties, while also

decreasing potential income that can be realized (Farah et al., 2019). Apart from that it is also

weakening the online channel for consumer integration, which is a cheaper and faster way for

businesses to attain customers when compared to traditional offline marketing. Looking

through a consumers’ lens, satisfaction is an outcome of consumer expectation and perceived

value. These concepts along with the concepts of prevailing conditions, influencing factors for

decision making, habit of consumers and the happiness they draw from the product or service

are addressed in UTAUT2 framework. Therefore, to address the question, this research will

use a theoretical framework based on the Unified Theory of Acceptance and Use of Technology

2 (UTAUT2) (Venkatesh et al., 2012).

Additionally, supporting concepts are used by the authors to develop the hypotheses with the

intent of a person to purchase with VR, for investigating transition risk are cognition Fan et al.

(2020), channel preference for an expected customer satisfaction Hult et al. (2019), drivers for

offline purchase such as human interaction and risk reduction Laroche et al. (2005), and

personal character towards shopping (Veen & Ossenbruggen, 2015). The authors focused on

these concepts as they can give explanations to the motivations and behavior of customers from

a psychological viewpoint and can add towards the development of the hypothesis besides the

model that will be used, UTAUT2.

1.4 Research Contribution

Farah et al. (2019), suggest that the VR effectiveness curve shows a sudden decline at the

purchase stage during the consumer journey. On the contrary, in-store traffic curve shows a

rise at this stage. In response to the growing need for online retailing it is imperative for online

retailers to breach this gap and so the contribution of this research will be two dimensional, i.e.

practical contribution and theoretical contribution.

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1.4.1 Practical Contribution

The practical contribution of this research is to develop an understanding for retailers for why

Transition Risk occurs and gives helpful insights for digital marketers to be more effective in

their business development, retention and subsequent growth. This research will highlight

concepts which lead to transition risk and will provide recommendations which can assist in

reducing it. The research is supposed to contribute to helping retailers match the changing

demands of consumers by eliminating the highlighted concepts that harness transition risk.

Therefore, to have consumers who are satisfied with the shopping experience.

1.4.2 Theoretical Contribution

Moreover, previous research has used UTAUT2 framework to understand technology adoption

and use Ain et al. (2015), behavioral intention to use technology (Lima & Baudier, 2017). This

research will be the first of its type to the authors knowledge in the attempt to use UTAUT2

framework to understand the elements associated with the non-usage/abandoning of use of

technology during a consumer journey. The theoretical contribution of this research is to use

UTAUT2 framework to understand the concepts that hinder the usage of technology. This

research further opens new dimensions for developing and understanding regarding the

concepts due to which a technology usage is abandoned at a certain stage during an ongoing

consumer journey. In this research the technology is taken in context of the increasing digital

innovations in the field retail marketing and business.

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2. Literature Background

This section will shed light on the theoretical background for VR in marketing for online stores

and the transition risk during Consumer journey through VR shopping. This chapter has a

sequential design to address the reviewed literature in the attempt to answer the research

question. The chapter will briefly describe Virtual Reality and its connection with digital

marketing, Consumer behavior and its business application in respect of retailing. The chapter

then highlights the role of virtual reality in Consumer journey by highlighting the channels of

Consumer journey. Finally, this chapter will discuss in detail the theoretical framework in the

light of UTAUT2 to provide insights regarding the designing of hypotheses.

2.1 Virtual Reality

To ensure a superior and digitally interactive consumer experience, there is an increasing trend

for firms towards the use of immersive multimedia and computer-generated simulations like

Virtual Reality (VR) (Pallant et al., 2019). In addition to this, Gerewal et al. (2017), has

proposed that VR will turn out to be one of the core components that will drive interactions

between consumers and retailers in the future. Moreover, as the adoption and use of technology

is becoming increasingly common, it would be critical for firms to enhance consumer

experience by using newly developed technologies and interactive platforms.

2.1.1 E-commerce

The phenomenon of VR in marketing is driven by the channels and platforms which are used

to present computer generated simulations to consumers. In order to understand the role of VR

in digital marketing and developing consumer perception about purchase decisions, first there

is a need to understand the development of digital marketing platforms (Barnes, 2016). With

the ever-changing global business dynamics, if traditional retail marketing ideas do not counter

the varying and fierce market competition, the retail industry would not have been able to stand

(Zhu & Gao, 2019). However, this challenge to retail industry was addressed by the ease of use

of the internet and its direct impact on retail through e-commerce (Dennis et al., 2004). E-

commerce appeared as an electronic way of conducting commerce with the means to propose

business, sell, buy and/or exchange goods and services by using a computer, tablet or phone

with an active internet connection (McKay & Marshall, 2004).

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E-commerce buying and selling could be done remotely, contrary to the cost inducive

conventional retail marketing strategy (Bucur, 2002). Examples of such can be seen in the

research of Stefan et al. (2017), where e-commerce is predicted to be the solution for survival

of the organization in retail business going forward into the future. Moreover, the development

in database technology and increasing ability to capture and analyze individual consumer data

has made marketing as an integral part of any progressive organization (Kumar, 2015).

Interestingly, there are various organizations that have been able to successfully merge e-

commerce into their business models, such as Amazon, Alibaba, eBay, Zalando, etc... They

have been able to adopt the e-commerce model in a highly advanced form and have proven

business stability and growth over the years. However, within this changing environment and

the fast growing of e-commerce enterprises, Zhu & Gao (2019), are of the view, that there are

still retailers which have not been able to integrate themselves to this transition. These retailers

believe that integration between offline and online is by itself a problem for them to be able to

achieve their e-commerce objective. In this case the proposition of these retailers cannot be

rejected outright, as the integration process has not matured fully. Several companies exist in

the retail industry who rely on traditional marketing modes, and therefore are unable to make

optimal use of available consumer data to better design their processes according to consumer

demands and psychology (Dong, 2018).

Considering the integration process as a major challenge for retailers to gradually shift towards

online business, the share of e-retailing is on a continuous rise. Sanders (2000), suggested that

e-commerce share will have a considerable rise in global economy and will account for 18%

of total exports. However, taking the example of companies like Apple Inc., they have

significantly increased their share of cross-border sales to a whopping 63% by using e-

commerce. This can be one area where VR can be used to acquire and engage more customers

as it has the ability to do so (Farah et al., 2019). As an outcome of increase in online sales the

mass availability of consumer data also provides companies with valuable source of

information which can be used for their benefit.

There is a plethora of available research about consumer demands and its evolving nature

which is owed to the evolving needs, wants and values of consumers (Noble & Schewe, 2003;

Schewe & Meredith, 1994). In addition to this, evolution of technology has also served

organizations to better utilize available resources and these resources are getting advanced as

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time progresses. With the evolution of online sales, technological tools and advancements have

helped organizations acquire very valuable indictors in the form of processable and analyzable

data referred to as “big data” (Schönberger & Cukier, 2014). This advanced data collection

process is efficient in terms of the amount, speed of gathering and capturing a vast array of

varied data. All the data collection has been made possible by digitalization of data and its

availability through the internet and in the use of e-commerce. However, the use of collected

data and resultant formation of target consumer groups has also played its role in shaping the

technological advancement in the field of marketing (Loureiro et al., 2019).

This is one industry where VR can give benefit to both the users and the companies that develop

apps for their customers to make use of, as VR can be more immersive for the user in terms of

the experience of using the platform, which increases interest and creates engagement as

mentioned by (Farah et al., 2019). Since e-commerce is done online and the product listings

are not only local but international, there will be products people cannot find within their

physical location and proximity, this can be a push factor for customers to adapt to shopping

on VR while this integration can reduce the occurrence of transition risk as they wouldn’t have

a physical store to go to.

2.1.2 Transition to Digital/Online Marketing

While discussing the formation of target consumer groups, it is worthwhile to mention here

that with traditional marketing methods, the organization sends its marketing message to a large

population. Whereas, population contains every sector of the society, including the sector or

group, which the organizations seek to target and those that are not intended. According to

Bhor et al. (2018), this is the main flaw with traditional marketing methods and hence to

overcome this shortcoming marketers generated the idea to use the world’s largest and most

efficient platform (internet) and designed digital marketing which can now target select groups

of people based on interest.

In the context of developing marketing methodologies, data and information serves as a highly

critical and imperative assets for progress and survival of organizations (Zhu, 2018). Zhu

(2018), also suggests that consumer data provides enterprises with a foundation to analyze its

consumers and their demands as consumer data is collected through software, in the same way

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marketing is done through online/digital channels, known as “digital marketing,” by making

use of this data.

Alexander (2019), has referred to all marketing efforts which use an electronic device or the

internet as digital marketing while Mohite (2019), sees digital marketing as a technology that

can turn businesses by reaching out and catching the maximum number of consumers in a

digitally complicated world. Even though the digital marketing format is complicated and

different from conventional marketing methods, it is much more efficient for retailers to

segregate different consumers groups with the help of big data. So, it makes it much more

relevant for enterprises to reach out and to target groups while digitally marketing consumer

goods according to the needs and demands of consumers, therefore assist the organization to

position themselves in the market (Zhu & Goa, 2019). These advancements in technology and

progress in marketing methods have benefited users and businesses in many ways and

transition risk can become an inhibitor to this growth as it has the opposite effect over online

channels of purchasing and consumption, as it diverts consumers to offline stores (Farah et al.,

2019).

2.1.3 Changing Consumer Behavior

Research has revealed that digital marketing techniques can help enterprises use their

marketing campaigns in a way that can influence consumer behavior in multiple ways such as

purchase methods and brand favoritism, which can come in handy in relation towards VR

purchasing (Chen et al., 2012; Fang et al., 2015; Molitor et al., 2016). The ever-changing

technology and use of digital media platforms like social networks, are also affecting

consumer’s purchase behavior since people get influenced by their social circles (Ardura &

López, 2014). These changing purchase behaviors have led consumers to become increasingly

aware of the latest offerings that can provide the best utility, experience, and suit their

diversified choice. This has compelled companies to develop advanced technologies to provide

the best consumer experience. Therefore, the competitive environment has led enterprises to

develop tools that best serve consumer needs and lead to satisfied and loyal consumers. The

US retail industry is an example of such where rapid digitalization and increasing supremacy

of e-retailing is overwhelming the traditional retailers (Huang et al., 2019).

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Similarly, global business environment has become highly intense and the increasing trend of

online purchases have become a valuable attraction for global consumers, therefore, state-of-

the-art web-based technologies have been employed by online stores to match this competition

(Shu & Lee, 2005). This is the current state with online stores being operated with websites

and apps on mobile and tablets, so VR shopping could be another addition to this line of

channels with the advantages of immersion, interactivity and presence which can give the

prospective consumer an experience unlike those previously listed mediums (Lee & Chung,

2008).

2.1.4 Conceptualizing Virtual Reality

Virtual reality (VR) is fairly old concept now, however, research regarding applied VR dates

back from the 1990s, (Milgram et al., 1994; Brooks, 1999; Slater & Wilbur, 1997; Steuer, 1992;

Wexelblat, 1993), and collectively agree that VR is a 3-dimensional software-generated

synthetic environment, it helps its users to get immersed into this artificially generated world.

It eases the users with a high quality and three-dimensional preview of an artificially created

but apparently realistic environment with enhanced levels of telepresence (Klein, 2003; Steuer,

1992).

The intention of using VR as a campaign method is so that consumers can have a better

experience that is emotional and immersing, which can nudge them towards buying. The

purpose of this process is to create revenue for the company and in the end have loyal

consumers, and not just one time buyers (Riva et al., 2007). This is done through the VR

experience that has three features, namely: Immersion, the feeling of being inside a digital

environment; Presence, the feeling of existence and lastly; Interactivity, the ability to engage

with objects and the surrounding environment in this case, the virtual environment (Lee &

Chung, 2008).

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Figure 2: Components that make VR experience (Lee & Chung, 2008)

In the recent research conducted by Farshid et al. (2018), it is stated that VR provides a

complete digital view of the actual world with perceived presence of the user. This perceived

presence is supplemented by head mounted devices (HMD) commonly known as VR headset

to enhance the immersion of the user. This phenomenon of immersion and its growing extent

have been the driving force for the use of VR technology (Mills & Noyes, 1999). Mills &

Noyes (1999), has also categorized VR applications into segments which are based on the

extent of immersion supported. These categories are Immersive and Non-immersive VR,

which will be explained below, but the research of this paper will be on Immersive VR as the

research the authors of this paper used is from Immersive VR.

Immersive VR encloses the user of the system to be influenced by the surroundings that is

outside the real environment and hence the user is immersed in the virtual world while Non-

immersive VR, allows the user to be aware of the influences outside the VR system and does

not provide a complete feeling of presence, which is a desirable user attribute for full effect on

VR (Mills & Noyes, 1999). The core of this research is based on Farah et al. (2019) research

which was an examination of virtual reality at the intersection of consumer experience,

shopping journey and physical retailing with products that were purchased in an immersive

environment of VR.

Presence

Interactivity

VR Experience

Immersion

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Farshid et al. (2018), emphasizes that with fully immersive VR, users can forget where they

are, hence there is a probability of experiencing VR sickness. Artificial motion can overwhelm

perceived motion and might cause disorientation, discomfort, headache, and nausea which

depict the influence of immersion of VR. Moreover, Loureiro et al. (2019), proposes that virtual

environments have rapidly thrived during the past decade and supply ample ground for

marketers to make use of these provoking latest technologies for commercial endeavors.

Statista (2020), has reported that the forecast for Augmented Reality (AR) and VR market size

worldwide, will increase from 10.5 billion USD in 2019 to 18.8 billion USD in 2020, thus

providing multiple opportunities and market domains to be explored for future business

endeavors.

2.1.5 Business Application

Since the decades old concepts and the applied researches made since the 1990’s, VR has

considerably evolved (Loureiro et al., 2019) and now there are multiple business applications

and business dimensions which offer VR interactions like tourism (Abergel et al., 2016; Jeng

et al., 2017; Yeh et al., 2017), retailing (Evans & Wurster, 1999; Krasonikolakis et al., 2014),

real estate (Farshid et.al, 2018), education and training (Abboudi et al., 2013; Farshid et al.,

2018). Moreover, retailing has seen a change in thinking, where a firm’s offerings are presented

through 3D rendering and the consumers can explore them at the comfort of their homes

(Farshid et al., 2018). AR and VR have manifested an effect on consumer decision making

process (Yim, et al., 2017; Wang, et al., 2015; Rose, et al., 2017) and various organizations are

trying to capitalize on the opportunity, hence are employing the use of VR and AR apps to

enhance consumer engagement for their products (Farah et al., 2019).

2.1.6 VR in Retailing

Kawada et al. (2019), have highlighted the impact of new tools and platforms, through which

access to information regarding available products and services is made convenient, to provide

consumers with the best experience. Mohite (2019), in his research has highlighted the use of

marketing tools and platforms like social media and applications, that are used by digital

marketing specialists to amplify the benefits of digital marketing and has emphasized that these

tools can help marketing specialists increase their marketing effectiveness and reduce costs

while increasing consumer value.

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For the purpose of this research VR application through hardware such as Head Mounted

Device is taken as the core, however, the development of novel tools to enhance consumer

value through digital marketing is an ongoing process. This is because in the current era, people

are generally more exposed to digital and social media which provides opportunity for

marketers to make use of the trend, by shifting their emphasis towards increased usage of digital

marketing channels (Stephen, 2015). In addition to other advanced digital marketing platforms

and technologies, VR is also getting increasingly popular among digital marketers, hence the

high stake in transition risk.

2.2 Consumer Journey

Consumer journey in the words of Clark (2013), can be described as a description of consumer

experience where different touchpoints characterizes consumers interaction with a brand,

product, or service of interest. Different researchers have defined the consumer journey in their

own ways, and some of them will be discussed hereafter.

According to Clark (2013), a consumer’s journey can be categorized into 3 consecutive parts,

starting out with Consideration. This stage gets triggered by a stimulus, like an advertisement

or content from the company to the buyer. The second stage, Evaluation or Engagement, which

occurs if the prospective consumer follows through with the first contact and peruses the

product and or the services offered and gets engaged. After engagement has been pursued,

Purchase follows, where the consumer attains the product or service for a price, and this is the

stage Transition Risk occurs. According to Edelman (2010), these three stages in the consumer

journey can be classified as Awareness, Enjoyment and Bond building which finally leads to

Loyalty, respectively.

When we look at a different author’s perspective and refer to Zahy Bashir et al.(2018), the

consumer’s journey into buying an item or service starts with a need, a need to be satisfied

which triggers exploration or search over a platform. This platform can be online or offline and

is a medium for the satisfaction of a need, which has a long decision process. The final stage

of the consumer journey is need fulfillment, for the person and purchase for the business entity

unless the person becomes a loyal consumer, in which case that becomes the final journey.

This process can happen with just the intent and decision of the person without influence from

others, but in today’s world, it could also come from social influences such as social media

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platforms, friends and family (Zahy Bashir et al., 2018). The key effectiveness of VR comes

from the phycological need to experience, as consumers can get elevated levels of engagement

while being excited with the experience (Farah et al., 2019). This should be a driving force for

purchase to occur but rather, the opposite effect has taken place which has created transition

risk, where the consumer journey changes to an offline/physical store. VR could be a platform

in addition to the previously mentioned concepts or it can be a stand-alone platform with a

sense of presence, that leads to sales conversions. The immersing nature of the virtual

experience, is like being in the real physical place but rather you shop from a distant place, and

that is one of the unique qualities VR has over other forms of online sales methods (Li et al.,

2002; Hoban & Bucklin, 2015).

2.2.1 Channels for Consumer Journey

According to Neslin & Shankar (2009), there are different channels consumers go through

when they seek to purchase; they can go through a single/linear channel, or in contrast they can

go through multiple channels which involves both online and offline. On the other side of the

coin, there are several reasons for companies to use multichannel strategies of communication

in order reach consumers, first one is cost efficiency and second is scale. By using these two,

businesses can reach multiple consumers within the distribution network. These methods of

communication from companies are stimulus to consumers, while at the same time feedback

loops for these companies as well.

According to the study by Verhoef et al. (2007), which focused on channel patterns, the

observation was that consumers had the pattern of online orientation as a channel to start their

purchase journey, but then followed by brick and mortar physical stores as a final touch point

while they made the purchase. This is by definition what transition risk is, but without the

involvement of VR. Since we are referring to VR in this paper, the preferred channels of

purchase by customers will be incorporated into the development of the questionnaire and the

hypothesis. It came to our understanding that different channels have their own characters that

satisfy varying sets of consumers’ needs, some of which are segmented into needs/characters.

Questions like where does that need come from, why is it different, to which a person can

simply answer personal choice but that does not give a definitive answer nor digs down into

the question as consumer needs are not just related to the product, but also to benefit and cost.

In addition, they trickle down to the risk associated with making a purchase in addition to the

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time, effort and decision making process which involves pleasure or pain during and after the

fact (Broekhuizen et al., 2007; Kollmann et al., 2012).

The way consumers search and pick the channel they prefer to do their shopping, some research

papers shed light on habits, such that some people would go with the familiar route while others

would consider all other options before coming to a decision (Dholakia et al., 2010; Kollmann

et al., 2012). In addition to that, according to Veen & Ossenbruggen (2015), the concepts that

influence a consumer’s decision arise from two factors. One is Information and the other Risk,

in this case risk reduction and it indicates that a person’s character plays a big role within it.

1. Information seeking - Exploratory VS Goal Oriented

2. Risk consideration/Selecting the best option – Self-reliant Vs Advice-seeking

Within the four quadrants (Exploratory, Goal Oriented, Self-Reliant, Advice-seeking),

consumers are categorized into segments. Those who are self-reliant and goal oriented are

Convenience seekers, who know what they want without seeking advice from others. On the

other side of the quadrant, we have the self-reliant ones who are exploratory, who are

Information Seekers who are not influenced over their decision by others.

Figure 3: Types of Consumers (Veen & Ossenbruggen, 2015)

On the opposite side of self-reliant consumers, we have Advice-reliant ones, who seek advice

and incorporate it into their decision making. Within this section we have Reassurance seekers,

those who do not know what they want to purchase, so they explore and seek advice as well,

Exploratory

Self-reliant Advice- reliant

Goal Oriented

Source Fig 1. (van der Veen and van Ossenbruggen, 2015)

Information

seekers

Reassurance

seekers

Convenience

seekers Peace of mind

seekers

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they are in the crosshairs between exploratory and advice seeking. Adjacent to them are the

peace of mind seekers, who are goal oriented and know what they want but they would like

advice as well, to be more certain about the purchase (Veen & Ossenbruggen, 2015). These

four quadrants of the type of shoppers are important to be mentioned because, the shopping

personality of people matters when we speak about transition risk, as some would be the

contributors for it. While transition risk is an occurrence that happens while using VR to make

a purchase, the type of person who is making that purchase with VR also makes a significant

difference towards the outcome and not just the VR experience or design of the application.

This will be incorporated in the hypothesis development as well under Habit Schema by

focusing on shoppers’ habit.

2.2.2 Consumer experience of VR

Consumer satisfaction is the result of the positive experiences minus the negative experiences

(Lemon & Verhoef, 2016). It is the closeness between consumers expectation and delivered

services. Companies can satisfy their consumers by paying attention to their interactions

starting from the minute details to the bigger ones. These interactions are what make or break

consumers intention to get the service or product of that organization or business entity (Lemon

& Verhoef, 2016). These interactions develop an emotional reaction or an impression, and so

they will be considered in the development of the hypothesis and questionnaire regarding

hedonic motivations.

This is achievable through different interactions at touchpoints, points in which the consumer

and the seller have contact which could be online or offline (Kumar et al., 2016). Some of

which could be clicking on advertisements, adding to cart, and checking out in the online

platform and when its offline, it could be coming into a store, contacting the sales person in

store, looking around and if all goes well, a purchase. These touchpoints can be either initiated

by the consumer when looking for online reviews or they can be firm initiated with content and

or promotions that are offered online to consumers (Kumar et al., 2016).

To summarize of what has been discussed in the previous sections, technology has been an aid

in the further development retail and commerce industry for quite some time now. This has led

to changes in marketing ideas and trends that come from advertisers or companies towards their

consumers’ attitudes on how they approach the unending need of consumers, all the while also

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notably seeing that consumers also expect changes and welcome them as well. With the

applications of refined technology such as VR, retailers could give their consumers the feeling

of being in store without having to come in. That has made changes within the consumers

journey and channels the consumer will use, which are either online or offline platforms.

Consumers can have a singular/linear way of going through their journey or they can go across

multiple/(non-linear) channels and these experiences change the consumer’s perception and

sometimes need as well. These concepts all go hand in hand together as they are changes that

have effects on each other, where one change in the journey can be an influence towards the

occurrence of Transition Risk.

Moving forward, to understand what factors come into the decision-making process and/or

augment the occurrence of transition risk, the authors of this papers will look at supplemental

concepts to build on the main ones, that deal with intent to purchase, as mentioned previously

The main concepts of the thesis are the hypotheses that will be tested, which are 6 in number.

Prior to that, these supplemental concepts will help in the development of the hypotheses.

These concepts are studied by different researchers prior in different situations but apply to the

same conditions stated below. The supplemental concepts that are going to be used in the

formation of hypotheses to determine the intent of a person for purchase are: Cognition Fan et

al. (2020); Channel preference for an expected customer satisfaction Hult et al. (2019);

Drivers for offline purchase such as human interaction and risk reduction (Laroche et al.,

2005) and Personal character which affect a person’s shopping preference and nature (Veen

& Ossenbruggen, 2015).

The authors focused on these concepts as they can give some explanations to the motivations

and behavior of customers from a psychological viewpoint. Moreover, the factors that can alter

the intension to purchase, provide guidelines for why there is a sudden decrease in the use of

VR at the purchase stage of customer journey.

2.3 Cognitive Load

According to Fan et al. (2020), cognitive load is user’s extent of effort expensed to process

different amounts of information in order to develop knowledge and an understanding of a

multimedia channel. It is one factor that can contribute to a person’s intention towards making

purchase. There are two sources of cognitive load: Internal and External.

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As described by Fan et al. (2020), internal cognitive load occurs due to the intrinsic difficulty

to understand what a person is processing or a material they look at. It could be the number of

components and interaction a person has with what they are facing like a website, manual,

instructions etc. On the other hand, external cognitive load comes from the external

environment which involves information, particularly like the way of design and presentation.

According to Harper et al. (2009), to reduce cognitive load, materials must be well-designed in

a way that they can match a person’s cognitive ability to process. This can be done by reducing

any unnecessary or ineffective procedures or information to be executed by the user. In other

words, if we are using it in the context of a website, the more complicated the site, the more

cognitive load it has on a user, the less motivated the person is to continue forward which

negatively affects their willingness to purchase (Jung et al., 2015).

Taking into consideration the characteristics of VR being immersive, detailed, with an overlay

of information and its 3D nature Poushneh & Parraga (2017), cognitive load can be reduced by

the utilization of these qualities to make a better and well-designed app or page. According to

the cognitive theory of multimedia learning, the qualities of VR and AR and their presentation

of information, reduce irrelevant or unnecessary cognitive processing as the visual environment

is life like, thereby making customers more comfortable when they shop (Zhao et al., 2017).

Therefore, one assumption is developed to support the forming of a hypothesis, can an

increase in cognitive load reduce a consumer’s intention to purchase and thus contribute to

transition risk.

According to Grohmann et al. (2007), physical interaction with a product (in this case VR’s

realistic capability) creates an emotional sense of pleasure and with the qualities of VR such as

the 3D representation Poushneh & Parraga (2017), which lessens the cognitive load. This is

also aided as the customer has a near real life representation of a product with the help of VR.

Hence is it possible that, a decrease in cognitive load can increase the emotional sense of

pleasure. Moreover, this assumption has another side which can be stated as, hedonic

motivations (fun, pleasant sensations) in the VR environment, improve a customer’s intent

to purchase.

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2.4 Channel preference for expected customer satisfaction

Moving on from cognitive load to the perspective of customer satisfaction, according to Hult

et al. (2019), when customers make a purchase online one of the main qualities for their

satisfaction rating, is purchase (the product). Even more so, these customers are more

satisfaction sensitive for repurchase on online than they would be in an offline/physical-store

scenario (Shankar et al., 2003). On the other hand, in an offline or a physical store, the overall

process of a purchase and customer expectation are the most significant factors that contribute

to satisfaction of customers and not just the product (Fornell et al., 1996).

With the rise of e-commerce and options available online, consumers can choose between

making a purchase online on a variety of platforms and payment systems or they can choose to

purchase at a physical store (Hult et al., 2019). Consumers choose either one and the authors

will investigate what drives their intent to purchase, which will eventually lead to satisfaction

or complaint.

If we look at these two channels, they both have their pros and cons in comparison. While in

an online purchase, there is more convenience towards finding a product, browsing with shorter

time and in multiple places, price comparison and payment without having to be in a queue.

The utilitarian advantage takes the lion share with online stores and in contrast when we look

at the offline/physical stores, the hedonic aspects such as sensory and emotional connections

make greater impressions (Hult et al., 2019).

According to Johnson et al. (2003), customer satisfaction and loyalty are stronger over online

stores rather than physical or offline stores due to the cognitive lock-in effect. It is defined as

the amount of experience with a necessary product and the occurrence of usage errors while

trying to learn how to use the product, which will eventually build a connection. The person’s

choice will be affected/biased towards previous experience and product in the future.

2.5 Drivers for offline purchase

In addition to those, customers find much use in the convenience of online shopping but at the

discomfort of the uncertainty which can be in product, material or even delivery (Dai et al.,

2014). Hence, some people are identified as web-roomers, where they look at a product online

for information but go to physical stores to purchase. Therefore, web-roomers, can be one of

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the contributing factors to the occurrence transition risk. So, an assumption is made,

webrooming as a habit can contribute to the increment of transition risk.

Furthermore, Rick et al. (2014), states that for people, retail is like a therapy. They often go to

physical shops to enjoy, relax, and socialize due to the physical environment. The environment

of shops has design aspects that impresses people, opportunity to browse without buying, some

stores have background music that soothing, and some people enjoy interacting with others and

getting service from customer care. Hence another relevant assumption is made for a formation

of a hypothesis, retail therapy as a habit decreases customers’ intention to make purchase

using VR.

2.6 Theoretical Framework

The theoretical framework in this thesis will be based on the Unified Theory of Acceptance &

Use of Technology 2 (UTAUT2), presented by Venkatesh et al. (2012). This section will develop

the reader’s understanding of UTAUT2 and explain the necessary foundations that UTAUT2

provides for determining the acceptance and use of technology. Moreover, this section will

provide an overview of the reasons due to which the selected framework is most appropriate

to answer the research question.

The two most used frameworks to analyze the acceptance and use of information technology

are the Technology Acceptance Model (TAM) (Davis, 1989), and the Unified Theory of

Acceptance and Use of Technology (UTAUT) (Venkatesh et al., 2003). It is imperative to

mention here that both TAM and UTAUT have witnessed gradual change. This change has

come in the shape of TAM 2 (Bagozzi, 2007) and TAM 3 (Venkatesh & Bala, 2008) for TAM

and UTAUT2 (Venkatesh et al., 2012) for UTAUT. These frameworks have been adopted by

researchers to study the impact of different the variables in the acceptance and use of

technology.

TAM model suggested by Davis (1989), discusses the constructs of Perceived Ease of Use and

Perceived Usefulness, which are the determinants of technology usage and acceptance. On the

other hand, Farah et al. (2019), suggests that users shopping through virtual reality devices,

manifest the acceptance and use of VR technology at the awareness, consideration, and

engagement stage within the consumer journey. However, usefulness of the technology

declines suddenly at the purchase stage of this journey. Therefore, it is important to understand

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the concepts, due to which the usefulness of VR technology diminishes and thus leads to

transition risk. TAM suggests Perceived Usefulness and Perceived Ease of Use as the

determinant variables for the research model. However, there are other constructs like social

influence, hedonic motivations, facilitating conditions, and habits of technology users which

are not particularly accounted for in TAM. Therefore, in order to obtain a holistic view, this

research has adopted UTAUT2 framework to investigate the influencing concepts that account

for the occurrence of transition risk.

2.6.1 Unified Theory of Acceptance and Use of Technology 2 (UTAUT2)

The Unified Theory of Acceptance and Use of Technology model (UTAUT2), by Venkatesh

et al. (2012), has proven to be a useful method to explain the intentions to use technology by

its potential adopters (Lima & Baudier, 2017). UTAUT is a framework that provides the user

with the understanding of user’s intensions to use information system based on four different

constructs. These constructs are Performance Expectancy, Effort Expectancy, Social Influence

and Facilitating Conditions. However, UTAUT framework had limitations regarding

consumer effect, automaticity, and monetary cost (Ain et al., 2015). UTAUT was revised in

the later version in the shape of UTAUT2 by Venkatesh et al. (2012), with the addition of three

new dimensions: Hedonic Motivation, Price of acquiring the technological artefact and Habits

related to the use of technology.

UTAUT2 model has been adopted by the researchers to understand the adoption of

technologies, technological artefacts, and tool. Previous research shows the utilization of

several or all UTAUT2 constructs. Examples like, Ally and Gardiner (2012), have employed

UTAUT2 constructs of performance expectancy, effort expectancy, social influence,

facilitating conditions, hedonic motivation, habit, and price value to measure the user

acceptance of smart mobile devices. LaRose et al. (2012), measured the adoption of broadband

internet among inner-city residents, use of e-governance technology Krishnaraju et al. (2013),

web personalization (Vinodh & Mathew, 2012). Cohen et al. (2013), measured acceptance of

electronic prescribing by South African physicians, whereas Nikou & Bouwman (2013),

measured the role of habit and social influence in the adoption of mobile social network service

in China.

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This framework is beneficial to the research in a two-fold effect. Firstly because, it entails

constructs of performance expectancy, effort expectancy, social influence, facilitating

conditions, habit, and hedonic motivations. Secondly, the research by Davis (1989), validates

the variables of perceived usefulness and perceived ease of use, which had been hypothesized

by the researcher to be the fundamental determinants of user behavior for acceptance of

technology. These models provide reasoning for the use and acceptance of technology. The

current research is based on the users decline in usage of VR technology at the purchase stage,

hence, these frameworks will serve as guiding principles to understand the influencing concepts

towards the occurrence of transition risk.

Transition risk as highlighted by Farah et al. (2019), discussed the use of VR during the stages

of awareness, consideration, engagement stage and finally where a decline of use of VR at the

purchase stage occurs. Therefore, in this research the concepts that influence the behavioral

intention to use technology are employed to lead the research in the direction to determine

concepts that influence consumers to abandon this use during the purchase stage.

Table 1: Constructs used in UTAUT2

Subject Main Definition Reference

Performance

Expectancy

Degree to which using technology will

provide benefit to Consumer

Venkatesh et al. (2012)

Effort

Expectancy

the degree of ease associated with consumers’

use of technology

Venkatesh et al. (2012)

Social

Influence

the extent to which consumers perceive that

important others (e.g., family and friends)

believe they should use a particular

technology

Venkatesh et al. (2012)

Facilitating

Conditions

consumers’ perceptions of the resources and

support available to perform a behavior

Brown & Venkatesh

(2005); Venkatesh et al.

(2003)

Hedonic

Motivations

fun or pleasure derived from using a

technology

Brown & Venkatesh, 2005

Habit the extent to which people tend to perform

behaviors automatically because of learning”

Limayem et al. (2007)

The theory incorporates constructs like hedonic motivation of consumers and according to

Venkatesh et al. (2012), hedonic motivations are critical in determining consumers’ behavioral

intention. Therefore, the framework is likely to lead the research towards gathering of relevant

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data. In addition to hedonic benefits, the utilitarian benefits are also the drivers of technology

use (Venkatesh et al., 2012). Thus, in this context the UTAUT2 model is appropriate with the

research objectives of this thesis.

Moreover, in addition to behavioral intension of consumers to use VR technology for online

purchases, facilitating conditions provide an environment for behavioral control and may

influence behavior directly (Venkatesh et al., 2012). The research studies consumer behavior

of those who use VR during their purchase journey. Therefore, considering the UTAUT2

model, it supports the facilitating condition construct that would determine the concepts

influencing towards transition risk considering the developed hypotheses.

2.6.2 Research Model & Hypothesis

The Unified theory of acceptance and use of technology (UTAUT) proposes that the employed

constructs: performance expectancy, social influence, facilitating conditions and hedonic

motivations have a direct and positive impact on the behavioral intension of technology users

(Venkatesh et al., 2012). However, the enhanced version UTAUT2 infers that behavioral

intensions have a direct, positive, and significant impact on technology use behavior.

Moreover, the constructs of facilitating conditions and habit schema of potential technology

user also have a direct and significant impact on use behavior of potential user (Venkatesh et

al., 2012).

The constructs in UTAUT2 framework suffice the need of this research study and are deemed

to be appropriate to investigate influencing concepts that lead to transition risk in the use of

VR while shopping. It is important to mention here that the price construct is neglected. This

is due to the reason that VR head mounted devices are manufactured by various manufacturers.

These devices are available to potential users from cheap prices, e.g. a cardboard VR device is

available at SEK 20 from Teknik Magasinet*. Therefore, it was not considered fruitful to

discuss the price factor as the device can be purchased easily and does not impact the user’s

consideration for price to use the technology.

The construct of social influence has been made part of this research as it is necessary to

identify the impact of social influence in the context of retailing through VR. As the authors of

this research are themselves driven by social influence on numerous occasions while making

decisions regarding purchase of various items. According to the understanding of the authors

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of this research it was deemed interesting to identify the same phenomena with respect to VR

retailing in this research.

2.6.2.1 Performance Expectancy

Performance expectancy is defined by Venkatesh et al. (2012, p.159), as, “the degree to which

using technology will provide benefits to consumers in performing certain activities”.

Therefore, in technology usage, performance expectancy will be considered high if the

usefulness is high. Davis (1989), theorizes that usefulness has a direct impact on consumer’s

behavioral intention to accept and use technology. Hence, performance expectancy can be

referred as the user’s subjective probability, that the usage of a specific technology will

positively impact the efficiency and performance to execute a specific job. Previous studies,

by Ain et al. (2015), Lima & Baudier (2017), and Sumak et al. (2010), support the argument

that performance expectancy has a significant impact on the behavioral intention to accept and

use technology. Considering the findings of the mentioned research’s regarding the

significance of performance expectancy as a factor that can impact in changing the consumer’s

behavioral intention to use the technology. The same can also be analyzed in the case of VR

retailing and the associated transition risk. Therefore, the following hypothesis is proposed.

H1: Performance expectancy positively influences the behavioral intention of the shopper to

purchase through VR, reducing transition risk.

2.6.2.2 Effort Expectancy

Effort expectancy is the degree to which potential users find it easy to use a technology

(Venkatesh et al., 2012). Effort expectancy is proposed to influence the behavioral intention of

potential users to use the technology. As in the case of Vinodh & Mathews (2012), there was

a significant relationship between effort expectancy and behavioral intention to use e-

governance. Therefore, in the context of this study, shopper’s perception regarding the ease of

use of VR shopping technology with minimal effort leads to their positive intention to purchase

through VR. This can be considered in context of the already available literature. However, in

the case of VR retailing this research has proposed the following hypothesis to analyze the

impact of effort expectancy on the consumers intention to make a purchase using VR and its

impact on transition risk

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H2: Effort expectancy positively influences the behavioral intention of the shopper to

purchase through VR, reducing transition risk.

2.6.2.3 Facilitating Conditions

This construct related to the Consumers’ perception of the availability of resources and support

required to shop using VR (Venkatesh et al., 2012). Lack of availability of technological

resources and platforms and the support necessary to perform the shopping activity could

hinder the shopper’s intention to purchase using VR. UTAUT2 proposes that facilitating

conditions have a direct influence on the actual use behavior. Therefore, in context of this study

facilitating conditions have an influence on the user’s decision to make a purchase using VR.

Therefore, in the given context, the lack of facilitating conditions can push the consumers to

deviate from the journey and thus end up not making a purchase i.e. transition risk. In accord

with this the research proposes the hypothesis:

H3: Facilitating Conditions positively influences the behavioral intention of the shopper to

purchase through VR, reducing transition risk.

2.3.2.4 Social Influence

Venkatesh et al. (2012, p.159), has defined social influence as, “is the extent to which

consumers perceive that important others (e.g., family and friends) believe they should use a

particular technology”. It is the impact of the belief of others (friends and family) which

impacts individual’s intention to use technology (Ain et al., 2015). Previous research conducted

by Fidani & Idrizi (2012), regarding learning Management System, proposed that social

influence has a significant relationship with the student’s behavioral intention to use the

system. Similarly, in another research it was confirmed that employees are socially influenced

by other employees working in the same environment in their behavior to use e-government

services. Hence, the following hypothesis is proposed to understand the social influence on

consumers to make a purchase using VR and its subsequent impact on transition risk.

H4: Social Influence positively influences the behavioral intention of the shopper to

purchase through VR, reducing transition risk.

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2.6.2.5 Hedonic Motivations

This construct relates to the fun and pleasure derived by the user by using the technology

(Brown & Venkatesh, 2005; Venkatesh et al., 2012). Hedonic motivation is one of the key

predictors of the intention to use a technology, in the case of this research the intention to make

a purchase by VR. Hedonic motivation has been theorized as perceived enjoyment in the

research regarding information system and it has also been found to show a significant impact

on technology use (Venkatesh et al., 2012). Therefore, the fifth hypothesis is,

H5: Hedonic Motivation positively influences the behavioral intention of the shopper to

purchase through VR, reducing transition risk.

2.6.2.6 Habit Schema

The habit of the users serves as an influencing factor to change the intention to use a technology

like facilitating conditions (Venkatesh et al., 2012). Moreover, habit of the consumer has a

direct influence on use behavior and people perform certain behaviors automatically, because

of the relevant learning they have made over a certain period. There have been several research

papers that propose habit to be a significant determinant in predicting consumer’s behavioral

intention towards the use and adoption of technology (Kim et al., 2005; Lim et al., 2007;

Venkatesh et al., 2012). In this research, the authors have identified habits like web-rooming

and retail therapy that can impact the tendency of consumers to make an actual purchase using

VR (Dai et al., 2014, Rick et al., 2014). Therefore, to understand the impact of habit on the use

of VR and the possibility of transition risk due to these habits, the 6th hypothesis is proposed

as,

H6: Habit Schema negatively influences the behavioral intention of the shopper to purchase

through VR, increasing transition risk.

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H1

H2

H3

H4

H5

(-)

(+)

(+)

(+)

(+)

(+)

H6

Performance

Expectancy

Effort

Expectancy

Facilitating

Conditions

Social Influence

Transition Risk

Figure 4: Research Model and Hypotheses relation

Hedonic

Motivations

Habit Schema

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3. Methodology

In this chapter the methodology used by the researchers to answer the research question will

be explained. The chapter will follow a step by step process as mentioned below, to explain the

adopted methodology of the research. The chapter will start by first explaining the research

approach, followed by the research design. Subsequently, the research strategy will be

presented including the methodological approach for selection of sample, data collection and

the process of developing questionnaire. Then, method of data analysis will be presented,

including the measures regarding reliability and validity.

Figure 5: Methodology of the research

3.1 Research Approach

The research approach used for this thesis comes from the theory provided by Venkatesh et al.

(2012) in the shape of Unified theory of acceptance and Use of Technology UTAUT2. The

authors have used literature to make assumptions in order to tackle the research question. These

assumptions based on the UTAUT2 framework provided by Venkatesh et al. (2012), were

leading grounds for making hypothesis, which needed to be tested quantitatively. By utilizing

this framework, the authors sought out data by running an experiment of which the results were

interpreted accordingly to answer the research question by using the UTAUT2 framework. This

is where it is vital to understand the relationship between theory and data as it becomes utterly

important (Saunders et al., 2009). The framework provided by Venkatesh et al. (2012), is

adjusted for the purpose of this research to match the requirements that can generate answers

to the research question. The approach of this thesis is to use already accepted tool for the

purpose of giving meaning to acquired data and findings, rather than developing a new

framework to measure consumer behavior.

Referring to the time horizon of this thesis, the collection of data was done within a short and

specific time frame due to limitations of time regarding testing and availability of respondents.

Research Approach

Research Design

Research Strategy

Experiment Design

Sample Selection

Data Collection

Data Analysis

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Therefore, this study will be regarded as cross-sectional study. Saunders et al. (2016), has

suggested that cross-sectional study is a study that is concerned with the analysis of a certain

phenomenon at a given or specific point in time. In this study, the phenomenon under consideration

is the occurrence of transition risk. The user response to similar experiment may vary in future, if

the experience of the users regarding VR retailing enhances or the technology is able to cope up

with the existing factors that lead to transition risk. Therefore, the research is referred as cross-

sectional study. However, this research aims to respond to the research question and discuss the

findings based on the data collected. Moreover, this is a pilot study on a small scale

investigating the occurrence of transition risk which entails a relatively small sample size due

to the limitations of mobility, finance, and interactivity imposed by currently prevailing

pandemic which will be expressed in detail on limitations.

3.2 Research Design

This section will examine the research design of the thesis. In discussion of the design for the

thesis it is worthwhile to mention here that the research design forms the guiding pattern for

the execution of a research and leads till the analysis of collected data (Bell et al., 2019). This

thesis will follow an exploratory research design to pursue an answer for the research question.

Barney & Strauss (1967), argue that there is no limit for an exploration to be qualitative or

quantitative. Hence, exploratory research can either be qualitative or quantitative. However, it

is important to mention that the basic phenomena of exploratory research are to investigate a

problem that is yet to be studies or has not been thoroughly investigated earlier. It thus provides,

a better understanding of an existing problem. Therefore, considering the current agenda of the

research, the phenomena of transition risk has not been studied thoroughly by any of the

previous research. A reason for this is because of the novelty of the concept of transition risk

itself and that VR in retailing is still an emerging technology. The current research explores the

concepts and factors that cause transition risk. The authors of this research have performed

literature review in the context of the virtual reality and causes of in-store traffic, which is

necessary in the context of exploratory research. Strauss & Corbin (1998) argue that in

literature can serve as a cornerstone for exploratory research and provide relevant insights for

exploration. This was also true with our research as literature provides us with the concepts for

which we used a statistical model to find if the explored concepts have a relationship or not.

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Therefore, this can also be referred to as regression study as it involves modeling and analyzing

several variables to answer the research question. A set of hypotheses have been formulated

and will be subsequently tested through the analysis of data (Goeman & Solari, 2011). As

suggested by Tukey (1980) the hypotheses designed for this research are based on open minded

observations and study of literature. Therefore, in this research, the hypothesis design

procedure was mild and open to all assumptions in the beginning, flexible in terms where the

hypotheses were formulated, prioritized and then followed up for another level of ranking on

the basis of the experiment.

3.3 Research Strategy

This research is focused to answer a question which is novel in its nature, regarding transition

risk at the purchase stage of consumer journey. This research has adopted a quantitative

research strategy and quantitative data has been obtained during the research process. Firstly,

during the initial research it was observed that due to the newness of the concept there is a

niche that uses VR for retailing, and it was difficult to find those users from whom we can

acquire qualitative data. Moreover, the data acquired from those limited number of users cannot

be generalized. Thus, for the generalization of our findings a quantitative research would was

required, as Jick (1979) suggest that quantitative research can contribute a greater confidence

in the generalizability of the research.

Secondly, the research question dealt with the technology use behavior and after the study of

literature we were convinced that UTAUT2 framework possesses all the prerequisites that can

help us answer the research question. This is because it is a widely used and accepted

framework for technology use behavior studies. It is pertinent to mention here that UTAUT2

framework has been used by researchers for quantitative study and none of the previous studies

used this framework for qualitative studies. As it is designed for quantitative studies.

Thirdly, as the research entails technology use behavior. Therefore, it was deemed necessary

to use a quantitative approach as it is a quick and effective method to collect data regarding

user behavior. It was also a quick way to collect user data regarding the concepts like cognitive

load, retail therapy, web-rooming, social influence, hedonic motivations in the research.

Moreover, the research is regarding a technological domain which has high practical

implications. Therefore, the quantitative research strategy agrees to the argument that

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quantitative methods can make important contributions to fieldwork (Seiber, 1973; Jick, 1979).

In addition, the quantitative methods provided us the path towards finding the concepts that

lead to transition risk with the help of hypotheses developed for this purpose through the

UTAUT2 framework. Quantitative data allowed the researchers to analyze the response data

and record the outcomes for investigating transition risk.

3.4 Experiment Design

The experiment is designed to obtain quantitative data regarding user experience of VR. The

experiment was designed to obtain quantitative data regarding the user purchase behavior while

using VR. During this research, the experiment was rather a difficult task yet necessary one to

perform. Performing the experiment was necessary due to the reason that people do not have

hands-on experience of VR retailing in general. This claim was supported by the fact that none

of the people from the study sample had any experience of VR retailing prior to the experiment.

Therefore, a survey with such a sample would not have supported to answer the research

question. Therefore, as the experiment was performed with a sample who did not have past

experience with VR retailing, this resulted in minimal biasness (if not zero), towards the use of

VR in retailing. Therefore, for the experience of the users an experiment was designed so that

they can make their judgements based on their experience with VR. The data obtained from

this experiment was then analyzed to look for the causes of user’s deviation from VR usage

while shopping.

The experiment involves the use of a head mounted device (HMD). There are two devices used

during the experiment. One of the devices used is manufactured by Spectra Optics Industries

and the product is Spectra Optics VR – 100, a VR head mounted device. The other device used

in the experiment is a cardboard VR headset, which is a product from SAAB, named as VR

360⸰*. To perform the experiment, an Android Operating System cell phone application was

used. This application is available on Google Play with the name VR Supermarket Cardboard,

which was installed and used on the cell phones to conduct the experiments. VR Supermarket

Cardboard application is developed by Vivente Rosell. The authors of also acquired

permission from the original developer regarding the use of this application for research and

study purposes. This is mainly done in regards with the ethical considerations in order to

maintain a higher level of integrity of the research. The application is developed in Unity. Unity

is a 3D graphic modeling technology and is mainly used in simulation development.

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The respondents in the experiment were required to mount the device on their heads and

perform shopping in a virtual environment provided by the application. The users virtually

went through the shopping mall within the application. They walked their trolly in the virtual

supermarket environment in order to virtually purchase items of their choice. The users after

completing their virtual shopping journey were then provided with a questionnaire based on

their virtual retailing experience. These questions were based on constructs from the theoretical

framework which provided qualitative data for analysis.

First Screen upon start of application

Shopping Mall View

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Selected Products for Purchase

Teleport View

Checking Out Screen

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3.5 Sample Selection

The target population of this research are students studying at Linköping University, at campus

Valla. As proposed by Venkatesh et al. (2012) younger people show a higher tendency towards

novelty and innovativeness. This is relevant because majority of the students are young and as

proposed by Venkatesh et al. (2012) will show a tendency towards the innovativeness and

technology. Moreover, as the study targets Linkoping University students because it is

observed that a large proportion of them are aware of new technological gadgets, which can be

said about most university students in Sweden, as the country is also known for its

innovativeness. It is also contributed by the interaction of student with numerous innovative

companies at on campus job fairs. Therefore, it is expected that the study will have respondents

who will be similar in nature in terms of their attitude towards new technology. As the study

has an experimental design in which respondents will mount the VR device on their head, it

required a face to face interaction to make the experiment happen. While considering the small

sample size we refer to Roscoe (1975) who has proposed that the sample size should be from

a minimum of 30 and less than 500. Considering Roscoe (1975) the sample size is close to the

absolute minimum range provided by Roscoe (1975) and greater than the minimum

requirement. However, Halim & Ishak (2014) have suggested that for a simple experiment

research it is possible to do a successful research with a sample size from 10 to 20 in size.

Therefore, it can be said that the current sample size can serve the purpose of this research.

The respondents were contacted through social media, in groups for students of which the

authors were members of. A text message was circulated to acquire the consent of willing

respondents so that the experiment could be performed. A total of 110 students from different

departments of the university were contacted. However, it is necessary to mention here that,

due to the current prevailing pandemic, many students have moved back to their hometowns to

make use of the distant learning mode. Moreover, due to the current pandemic and WHO’s

instructions for maintaining social distancing and avoiding contact, students were reluctant to

wear the head mounted device and therefore, did not responded to the call. Therefore, out of

the 110 students contacted, only 45 students took part in the experiment and thus consisting of

the sample. Hence, being the reason for small sample size of n=45.

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3.6 Data Collection

Jick (1979) has mentioned that quantitative data can take the form of multiple scales or indices

focused on the same constructs. Similarly, in this research, an instrument was adopted from a

research conducted by Lima & Baudier (2017) and Ain et al. (2015) using UTAUT2

framework. Moreover, necessary amendments in regards with technology were made to the

instrument to suit the purpose of this research and to answer the research question. The data

was collected by means of questionnaire to be filled by the respondents of the experiment, but

since their eyes were covered by the VR device, the researchers asked the questions and filled

out their response. The data was collected on a linear 5-point Likert scale. The data acquiring

questions were grouped based on the constructs employed from the UTAUT2 framework. A

comprehensive detail of the research instrument is provided in below and in Appendix I.

Table 2: Items, Constructs and Labels

Variable Label Indicator

Performance

Expectancy

PE 1 I find Virtual Reality (VR) useful as a tool to think about convenient shopping.

PE2 Shopping through VR increases my chances of purchasing things online.

PE3 Using VR helps me to complete my shopping more quickly.

Effort

Expectancy

EE1 Interaction with VR shopping is very clear and highly understandable to me.

EE2 I did not find any stress while shopping through VR.

EE3 It is very easy for me to become quickly skillful to shop using VR.

EE4 It is easy to find the exact product while shopping through VR.

Facilitating

Conditions

FC1 It is easy to find a VR device to shop using VR.

FC2 Checking out after shopping through VR was a convenient process.

FC3 Products on the virtual shelf looked real and therefore it was easy to choose a product.

FC4 I can easily seek help from friends while shopping through VR.

FC5 Consumer support was easy to avail of while shopping through VR.

Social

Influence

SI1 People who are important to me think that I should do my shopping using VR.

SI2 People who influence my behavior think that I should shop through VR.

SI3 People whose opinions that I value prefer that I shop through VR.

Hedonic

Motivations

HM1 Navigating through the shopping mall was fun and pleasing for me.

HM2 I am pleased to find a sufficient description of the products while shopping through VR.

HM3 Shopping experience through VR got me lightened and relaxed.

Habit HB1 I never look for a product online to buy that from a physical store.

HB2 I go to shopping malls as a regular practice.

HB3 I never visit retail stores for fun and to socialize.

Transition

Risk

TR1 I do not intend to purchase through VR if these are standard grocery items.

TR2 I will purchase expensive and customized items while shopping through VR.

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A total of 110 students were contacted. These students were contacted through students

WhatsApp groups and student community groups of which the authors are a part of. These

groups consist of students from different departments of the university, including males and

females. These students were invited to perform virtual retail shopping by using a VR head

mounted device. They were provided with a questionnaire, but it was filled by the researchers,

as they had the head mounted devices on their faces. To get real time answers based on their

experience, the researchers helped with filling out the answers, as a delayed response after the

experiment by the respondents can affect their responses. The questionnaire was only presented

to the students which took part in the experiment as it was not relevant to provide questionnaire

to those who have not experienced the virtual retailing experience with the same application

(i.e. Supermarket VR Cardboard) used for the experiment.

The respondents were required to answer a total of 23 questions which related to the constructs

used for the research. All 23 questions were mandatory to be answered as they were used to

identify the respondent’s intention to make a purchase using VR. The questions helped in

highlighting a user’s intention to make a purchase using VR retailing, it was necessary to ask

questions that can assist the authors to identify the users behavior with respect to the 6

constructs mentioned in the theoretical framework. The respondents were asked to respond to

the questions on a scale of 1 to 5, where 1 represented Strongly Agree, 2 = Agree, 3 = Neutral,

4 = Disagree and 5 = Strongly Disagree. Table ___ provides description of the coding

performed against the responses.

Table 3: Detail of Data Coding

Gender Age Marital Status Educational Qualification

Strongly

Disagree = 5

Female = 1 Younger than

18

1 Single or Never Married 1 Doctorate 1

Disagree = 4 Male = 2 19 to 24 2 Married 2 Masters 2

Neutral = 3 Prefer Not to

say = 3

25 to 34 3 Widowed 3 Bachelors 3

Agree = 2 35 to 45 4 Divorced /Separated 4 High School / Diploma 4

Strongly Agree =

1

46 Above 5

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The questions from PE1 to PE3 provided data regarding the user’s viewpoint if VR shopping

will offer to them with enhanced benefits. These benefits are provided to the users as, 1) retail

shopping is made convenient by VR to be done at the comfort of your home but in a

supermarket environment, 2) shopping conveniently at home through VR can benefit the user

in increasing the volume of online purchasing than at a physical store while having no

dependency on weather and similar external mobility influencers, 3) VR shopping in

supermarket can save shopping time for the users as being in a virtual environment.

Questions from EE1 to EE4 provide data regarding the user’s viewpoint if shopping through

VR will offer to them with the ease of use to that they can continue using VR till they make a

purchase. Anything that hinders the ease of use might deviate consumers to proceed further

with using VR, and thus can result in transition risk. The data collected in this regard is

measured for the ease in interaction and if there is stress, that can hinder the efficiency of VR.

It also provides data for the ease in navigation through the shopping environment and the ease

with which the user thinks that they will be able to use the VR application.

Questions regarding facilitating conditions FC1 To FC5 gathered data regarding the resources

and support available to the users so that they can continue their shopping experience and make

a purchase. The availability of these conditions can support users to consider VR retailing as a

viable shopping experience and instead of leaving the shopping journey due their

unavailability.

Data regarding the construct Social Influence was obtained from SI1 to SI3. It provided data

regarding the influence of important people to the users, which can influence them to shop

using VR. As user behavior can be influenced by people important to potential users, therefore,

this data is relevant to know the influence that significant others make in the purchasing

behavior of users.

Similarly, data regarding hedonic motivations of the respondents was collected through their

responses to HM1 to HM3. This data is necessary and relevant as Brown & Venkatesh (2005)

suggest that, the use of technology is directly influenced by hedonic motivation of the users.

Therefore, if the users do not find any pleasure and fun while shopping through VR, then the

chances of transition risk would be higher, as users will lose the motivation to continue towards

purchase stage.

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Moreover, as mentioned in the last hypothesis, data regarding the habits of the users who were

web-roomers and fond of retail therapy was obtained through HB1 to HB3. This provided us

with the data of people who are web-roomers where they use the online channels of retail to

get information but choose to go to physical store instead and thus contribute to transition risk.

Data was also collected for people who take retail as a therapy and have a habit to visit physical

stores for the sake of enjoyment. The data provided us with information and showed that they

have the tendency to buy from a physical store as well, leading to transition risk.

Furthermore, data was also collected from the respondents in regards to their shopping behavior

towards standard grocery items (e.g. dairy products, packaged foods products and everyday

use items that are similar elsewhere) from their trusted brands and for customized products like

clothes, jewelry, shoes etc. This data indicated the respondents were against the purchase of

customized items through VR, providing information regarding the products for which there

can be a higher transition risk and the lack of intention to purchase.

3.7 Data Analysis

A SEM (Structural Equational Model) analysis was deemed most suitable and thus employed

in this research to understand the relationship between various components of the technology

usage and acceptance with transition risk. The method of using SEM as the research’s

analytical tool is beneficial in two folds. First it is beneficial to test the research’s conceptual

model, secondly, it allows the researchers to isolate the research from possible observational

errors (Chin, 1998).

The analysis of quantitative data collected by means of survey is analyzed with the help of

SmartPLS 3.0. The use of SmartPLS software to analyze the quantitative data was helpful in

order to check whether the hypotheses developed for this research were supported or not, and

whether the connections are either positive or negative. At first, we categorized the questions

into groups, these groups were formed based on the hypotheses and questions (instrument

items), in relevance with the constructs of the SEM. These questions were then coded into a

.csv file. The data was transported into SmartPLS software for analysis. Clusters of questions

were organized in SmartPLS on the same pattern relevant to the hypotheses for analysis.

Subsequently, a model was built, and a simulation was run by calculating the PLS algorithm

which gives us various measures to test the validity, reliability, and the structural equational

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model. Using the outcome of that we further calculated with the bootstrap option on Smart PLS

software. The calculation with bootstrap method provided us with the sign and numerical

values of t-statistics, which have different benchmark levels for each of the measure under

review. Bootstrap for each latent variable was perform individually. By using these, we could

conclude to either validate or not the hypotheses.

3.8 Literature Review in Research Process

In this section we will discuss the process and division of literature review for the purpose of

this research. The literature review had been segmented into three parts. The first part relates

to deepening the knowledge and developing an understanding regarding Virtual Reality (VR).

The review of this literature was necessary to identify the platforms which supported the idea

of massively expanding digital marketing business and VR. This systematic understanding led

to creating awareness of digital marketing functions. This allowed the researchers to dig deeper

into the business applications of VR and its evolution in context of retailing.

The second part of the literature review was performed to recognize possible applications of

VR in retail and how this technology can be utilized to help consumers and retailers. The

literature review highlighted the influence of VR in retailing. During this phase, the researchers

were exposed to the concepts of consumer experience, consumer journey, stages of consumer

journey, consumer behavior. During this phase, transition risk was identified and thus

developed the research question.

The third part of review of literature was performed to formulate hypotheses to answer the

research question. Therefore, literature regarding Consumer behavior, cognitive load, hedonic

motivations, and habit schema were reviewed. These concepts led to the formulation of

research hypotheses. To operationalize these concepts a theoretical framework was required to

translate feasible constructs to identify concepts influencing towards transition risk. The

theoretical framework most feasible to the research was identified to be Unified Theory of

Acceptance and Use of Technology 2 (UTAUT2) Venkatesh et al. (2012). The given model is

modified to suit the purpose of the research.

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3.9 Reliability & Validity

To ensure the authenticity of the research and the readers confidence in the process of

conducting this research, several measures were adopted and applied. These measures ensured

the validity and reliability of this research and to build the trustworthiness regarding the quality

of the study (Merriam & Tisdell, 2015). The validity of a quantitative research lies with the

consistency in the measurements applied through the research, whereas validity is concerned

with the accuracy of these measurements during the research (O'Dwyer & Bernauer, 2013).

The measures taken to conform to the research reliability and validity are provided in this

section.

3.9.1 Reliability

Reliability is a measure which guides the consistency of the study in way that if the study is

repeated within similar circumstances it would again provide the same results as obtained from

the current study (Bryman & Cramer, 2011). However, the reliability was ensured by

presenting the findings of the study in accordance with the data obtained (Lincoln & Guba,

1985).

The reliability can be further segregated into external and internal reliability. One way to check

for the external reliability is through the test-retest process. It is a process where the study is

reiterated with the same sample. As due to the prevailing pandemic crisis, it was firstly quite

difficult to convince respondents for the experiment and then to call them again for retesting

was practically not possible with the same sample. It was also not possible to retest with the

exact same sample as due to the non-availability of some respondents who had gone to their

hometown after the provision of distant based learning.

3.9.2 Internal Consistency

Another measure to confirm the reliability is to measure the internal consistency of the data.

The internal consistency in this research is ensured by analysing the results related to the

measurement of internal consistency. There are several measures that have been adopted the

measure the internal reliability of the constructs and the structural model. These measures are

thoroughly discussed in chapter 4 (Results and Analysis), however, an overview is provided

herewith for a glance.

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To measure the internal reliability of a quantitative research there are various scales to which

can be adopted. Initial measures were taken to test the internal validity and reliability if the

constructs and the internal consistency of the research instrument. For this purpose, the authors

adopted a widely and comprehensively used reliability coefficient of Cronbach’s Alpha,

(Cronbach, 1951). The analysis of the measure provided the results that all values were under

the acceptable range.

Details for the test for composite reliability are provided in chapter 4, to confirm the linear

relationship between the constructs and to comply with the adopted reliability measure the

values were under the acceptable range of above 0.7 (Werts et al., 1974). This provided

additional strength to the reliability measures and the internal consistency.

Moreover, another measure to determine the internal reliability and consistency, is adopted in

the form of Average Variance Extracted (AVE) (see 4.2.4). AVE is a measure for convergent

validity to the extent to which the variables are related and internally consistent. This measure

controls the inter-connectedness of variables. The test of these values provided that according

to Fornell & Larcker (1981) all values were acceptable.

During the analysis of the results it was found that there were some standardized factor loadings

that were below the benchmark value of 0.5 (Hair et al., 2010). These values to some extent

can adversely impact the validity of the model, therefore, these were removed in order to

enhance the validity of the constructs.

Moreover, the validity is also ensured by the testing of the Structural Equational Model (SEM).

The parameters for such testing are provided by analyzing the R2 values, which provided the

extent of change in dependent variable from an occurring change in the independent variable.

The value (0.606) obtained after the test was closest to substantial as recommended by Chin

(1998). Therefore, in this research the authors have tried their best to maintain reliability and

validity of the research.

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4.0 Results & Analysis

The analysis of data in this research was performed through confirmatory factor analysis

(CFA) to evaluate the measurement model fit. Structural equational modeling (SEM) was

employed to evaluate the hypothesized relationships. This chapter will discuss the results from

the structural equational model (SEM) developed from the UTAUT framework. This chapter is

presented in four different part. The first part discusses the demographic distribution, the

second part contains results for reliability and validity. The third part provides results for

testing the structural model and the fourth part test the proposed hypotheses.

4.1 Demographic Distribution

The details of the respondent’s characteristics for this research is presented in table 2. An

analysis of the respondent’s profile depicts that there is a high majority of male respondents

(73%) as compared to the female respondents (27%). Majority of these respondents belonged

to the age group of 24 to 35 (86.66%) and most of them were single or never married (87%).

In context of the respondent’s educational qualification, 53% of them held master’s

qualification.

Demographics Statistics

Gender

Female 26%

Male 73%

Age

19 - 24 6.7%

24 – 35 86.7%

35 – 45 6.7%

Marital Status

Single or Never Married 87%

Married 13%

Educational Qualification

Bachelors 47%

Masters 53%

Table 4. Demographic Statistics

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4.2 Construct Reliability and Validity

The reliability and validity of the tests and questionnaires used by researchers is a highly

important concern for researchers in marking the accuracy of assessments and evaluations

(Mohsen et al., 2012). Moreover, validity and reliability are the most essential elements for the

purpose of evaluation of the instrument employed by the researchers. In this research multiple

forms of reliability and validity measures have been used to confirm the validity of the

measurement instrument in use. These forms of reliability are Cronbach’s Alpha, Composite

Reliability and Average Variance Extracted (AVE).

4.2.1 Cronbach’s Alpha

The first method to assess the reliability of the research is based on Cronbach alpha. The

Cronbach’s Alpha reliability scale is one of the most famous and widely used reliability

coefficient, (Mohsen et al., 2012). Cronbach Alpha was developed by Lee Cronbach (1951) to

provide a measure of internal consistency of a test or scale and is expressed in the number range

between 0 to 1. Internal consistency for the current quantitative research is a highly imperative

subject for the authors of this research.

The benchmark value for Cronbach’s Alpha is suggested to be 0.70 Churchill (1979) and is

considered reliable till the value is 1. Therefore, the data collected from the research was

subject to calculation of Cronbach’s Alpha. The initial calculation was done on a holistic scale

for all the data which was used in the Structural Equational Modeling (SEM). The Cronbach’s

Alpha for the overall research instrument was calculated to be “0.949”. This calculation was

performed by transporting the data into excel format. The data was analyzed with the Excel

data analysis option of Anova: Two factor Analysis. Thus, the overall reliability was

authenticated as the value was above 0.7.

Moreover, reliability and internal consistent of the research instrument is also tested with

SmartPLS 3.0, the data analysis software used for this research. The results showed that four

out of 6 constructs had a Cronbach’s Alpha ranging from 0.774 to 0.949. However, the results

for two variables resulted in a low value. This low value is due to small sample size, low

number of questions or poor interrelations between the items of the research instrument

(Mohsen et al., 2012). Therefore, after the removal of one item i.e. PE2 from the latent variable

Performance expectancy and two items i.e. EE2 & EE4 from latent variable effort expectancy

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the minimum threshold value of 0.7 was achieved. Hence, for all latent variables, the individual

Cronbach’s Alpha ranged from 0.774 to 0.962. The individual values are presented below in

table 3 for all latent variables.

Latent Variable Value for Cronbach’s Alpha

Effort Expectancy 0.900

Performance Expectancy 0.871

Facilitating Conditions 0.949

Social Influence 0.774

Hedonic Motivations 0.877

Habit Schema 0.962

Table 5: Cronbach’s Alpha for all Individual Latent Variables

4.2.2 Composite Reliability

The second method to determine the accuracy of assessment of evaluations was conducted

through composite reliability test. Composite reliability test is used to confirm the linear

relationships between the constructs. Similar to Cronbach’s Alpha, the value for Composite

reliability is also recommended and the acceptable threshold value is 0.7 and above (Werts et

al., 1974). The results from composite reliability testing from SmartPLS showed that the value

for all latent variable fell within acceptable range i.e. from 0.865 to 0.981. Therefore, the

reliability and validity of the measurement instrument and assessment evaluations was further

authenticated by the values resulting from composite reliability testing with SmartPLS 3.0. The

detail of individual construct composite reliability can be found in table 4.

Latent Variable Value for Composite reliability

Effort Expectancy 0.952

Performance Expectancy 0.939

Facilitating Conditions 0.962

Social Influence 0.865

Hedonic Motivations 0.923

Habit Schema 0.981

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Table 6: Composite Reliability Values for Individual Latent Variables

4.2.3 Dillon-Goldstein’s rho

Another method employed to ascertain the reliability of structural equational modeling is

through Dillon-Goldstein’s rho. Chin (1998) has recommended Dillon-Goldstein’s rho to be

an even better reliability measure than Cronbach’s Alpha in structural equational modelling.

This is because Dillon-Goldstein’s rho is calculated based on the loadings rather than the

correlations between the variables to be observed. The recommended value for Dillon-

Goldstein’s rho by Chin (1998) is 0.7, which is comparable to other measures used for this

purpose. It is to be noted that items like PE2 from the latent variable Performance expectancy,

two items i.e. EE2 & EE4 from latent variable effort expectancy and one item from latent

variable Habit Schema HB2 were removed from the Structural Equational Model as the factor

loadings were below than satisfaction level.

The testing results show that rho_A values fall between 0.795 to 0.973 for the latent variables

used for structural equational modelling in this research. The detail is provided in table 5.

Latent Variable Rho_A Value

Effort Expectancy 0.904

Performance Expectancy 0.881

Facilitating Conditions 0.973

Social Influence 0.795

Hedonic Motivations 0.923

Habit Schema 0.968

Table 7: Rho_A Values for Individual Latent Variables

4.2.4 Average Variance Extracted (AVE)

The constructs validity was judged based on convergent and discriminant validity evaluation.

The Average Variance Extracted (AVE) values were determinants to assess the convergent

validity. The values calculated by SmartPLS 3.0 showed that these were within the range of

0.551 to 0.963. These values are higher than the suggested threshold of greater than 0.5 (Fornell

& Larcker, 1981). The table 6 provides a glance of the individual rho_A values, whereas Table

7 provides an assessment of discriminant validity based on Fornell-Larcker Criterion.

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Latent Variable Average Variance Extracted (AVE)

Effort Expectancy 0.909

Performance Expectancy 0.885

Facilitating Conditions 0.835

Social Influence 0.681

Hedonic Motivations 0.801

Habit Schema 0.963

Table 8: AVE Values for Individual Latent Variables

Results of above-mentioned different evaluations techniques confirmed the validity and

reliability of our measuring instrument as well as the research’s outer model.

4.3 Structural Model

The results and analysis of the values relevant to the structural model are discussed in this

section. The structural model is one of the key elements in the development of this research.

The characteristics and results of the model are presented to develop the analysis afterwards.

4.3.1. Structural Model Testing

The inner model was estimated by analyzing the R2 and f2 values. Chin (1998) has suggested

that the R2 of the model can be considered substantial, moderate, and low at 0.7, 0.33 and 0.19,

respectively. R2 explains the percentage of variance of the dependent variable by any change

in the independent variable in the structural equational model. Thus, to obtain the value for R2

for the model PLS algorithm run was executed in SmartPLS 3.0. The results from the execution

of PLS algorithm function provided an R2 value of 0.606. This value is significantly higher

from the moderate value of 0.33 and very close to the substantial position of 0.7. This represents

that there is a significant combined effect of the independent variables on the dependent

variable in the structural equational model.

Apart from R2 value another parameter to analyze the inner model estimations is f2 value. Cohen

(1988) suggested that the f2 has a minimal effect on R2 if the value is at 0.02. This effect is

considered moderate if the value is at 0.15 and taken as high if the value stands at 0.35. In the

current model the f2 value ranges from 0.009 of effort expectancy to 0.044 of construct social

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influence. Therefore, results from the f2 value reveal that the size effect of f2 at the resultant

values indicate a small effect on R2.

4.3.2 Standardized Factor Loadings

The structural equational model has been developed and tested with the help of SmartPLS 3.0.

The standardized loadings are obtained after allocating the indicators to their respective

constructs within the SmartPLS 3.0 model. The indicators in this context are the questions

formulated in the measurement instrument and their obtained values from the Likert scale

employed to scale the responses. These indicators were developed in consideration with the

constructs of UTAUT2 model, Venkatesh et al. (2012) used in the current research while

developing the model. Each of the indicators represent a question from the measuring

instrument. The benchmark value for factor loadings is suggested to be 0.5 (Hair et al., 2010).

During the analysis of the measurement model it was observed that the factor loadings for

performance expectancy (PE2 = 0.304) and 02 indicators for effort expectancy (EE2 = 0.175

and EE4 = 0.269) were considerably very low. Moreover, the factor loading for one of the

items from the construct habit schema was also removed as it had a factor loading of 0.469,

which is lesser than the suggested value. In the SEM process it was observed that the

considerably low factor loadings of these indicators have an adverse effect on the path

coefficients and constructs validity. Hence, it was productive to remove these indicators from

the original structural equational model to gain a higher precision. The removal of these items

increased the validity of the constructs, performance expectancy, effort expectancy and habit

schema. The remaining standardized factor loadings for the present 17 items from the

constructs was higher than the benchmark value of 0.5. The factor loadings for these items

were distributed between 0.759 and 0.983. The details of distribution are provided in table 8.

Variable Label Loading

Performance Expectancy PE1 0.933

PE2 X

PE3 0.949

Effort Expectancy EE1 0.950

EE2 X

EE3 X

EE4 0.957

Social Influence SI1 0.821

SI2 0.805

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SI3 0.848

Facilitating Conditions FC1 0.954

FC2 0.953

FC3 0.759

FC4 0.922

FC5 0.965

Hedonic Motivations HM1 0.910

HM2 0.958

HM3 0.811

Habit Schema HB1 0.983

HB2 X

HB3 0.980

Table 9: Specifications of Constructs and Relevant Loadings

“X” in the table represents the items which have been deleted due to low standardized factor

loading. Results reveal that standardized factor loading other than the deleted factor loading

are distributed in a very fine consistent range from 0.759 to 0.965 for the items relevant to the

constructs of the model.

4.3.3 Path Coefficient

Consistency in the estimation for correlations between latent variables as well as the derived

coefficients can only be obtained if viable reliability measures are confirmed through tested

reliability coefficients (Dijkstra & Henseler, 2015). Hence, to present the results regarding the

path coefficients, this research has presented results of validity coefficients as its first

preference. After providing sufficient evidence of the reliability tests of this research, here

follows the results for SEM path coefficients. The results from the execution of PLS Algorithm

function in SmartPLS 3.0 demonstrate that path coefficients do not show a large difference

before and after the deletion of items with low factor loadings. However, there is one exception

where of Effort Expectancy where the path coefficient has increased to a tune double of the

value before deletion. As suggested by Ain et al. (2015) that items with low factor loading can

affect the validity of the construct. Considering the benchmark value of 0.5, Hair et al. (2010)

two of the items from the construct of Effort Expectancy had to be removed. The total number

of items from this construct were 4, thus upon removal of 2 items there was a large change in

the path coefficient value for Effort Expectancy. In addition to this there is a relatively higher

change observed in the construct Facilitating Conditions. This is because this construct had 5

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items, due to which there was already a greater coverage of the construct’s theoretical domain.

All the existing factor loadings of this construct fell under acceptable range. Whereas in other

constructs some of the items were deleted afterwards. Therefore, the path coefficient for

construct Facilitating Conditions was further strengthened in this process.

Moreover, all path coefficients have a value greater than the benchmark value of 0.200 as

suggested by (Lohmoller, 1989). Results and values for relative Path Coefficients is presented

in Table 9.

Variables Path Coefficients before

deletion of items

Path Coefficients after

deletion of items

Performance Expectancy 0.257 0.228

Effort Expectancy 0.219 0.499

Facilitating Conditions 1.534 2.036

Social Influence 0.433 0.392

Hedonic Motivations 1.131 1.349

Habit Schema 0.375 0.373

Table 10: Path coefficients before and after deletion of low performing items

4.4 Hypothesis Testing

The hypotheses have been designed based on the Unified Theory of Acceptance and Use of

Technology 2 (UTAUT2). These hypotheses will be tested based on the following parameters:

path coefficients, p-value, and t-value. It is important to mention here that the suggested values

for these parameters is: path coefficients > 0.200, t-value > 1.96. It is to be mentioned here that

there is a limit in the number of decimals presented by the SmartPLS, therefore, these values

are presented as p<0.001 for the convenience of the readers.

4.4.1 T Statistics

T statistics is a measure used in several research to validate the assessments from the model

(Ain et al., 2015; Lima & Baudier, 2017; Joo et al., 2018). The higher the level of T-value the

greater is the evidence that Null hypothesis will be rejected. The recommended value for t-

value is recommended at > 1.96 (Lima & Baudier, 2017). However, Dahiru (2008) has

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presented the critical value of t statistics at > 2.11. The t-values for this research are presented

in table 10.

Table 11: t-values for latent variable

Latent Variable t-values

Performance Expectancy 5.037

Effort Expectancy 7.914

Facilitating Conditions 7.410

Social Influence 11.539

Hedonic Motivations 6.926

Habit Schema 9.358

4.4.2 Performance Expectancy

Performance Expectancy is the first construct of the Structural equational Model. Results reveal

that the p-value is <0.001 and significant. There is a limit to the number of decimals the Smart

PLS software to present, so it was not possible to show the extended number. Therefore, the

researchers will have to rely on the path coefficients and t-value to evaluate the hypothesis. As

it is already mentioned that the path coefficient for performance expectancy is 0.228. The value

is greater than the suggested value to 0.200. Moreover, the analysis of t-stats show that the t-

value is 5.037, which is also greater than the suggested t-value level (i.e. >1.96). Therefore, it

can be inferred that H1: “Performance expectancy positively influences the behavioral

intention of the shopper to purchase through VR, reducing transition risk” supported.

4.4.3 Effort Expectancy

Results show that the p-value for effort expectancy is very low and significant, thus it is

presented as p<0.001 in SmartPLS 3.0. However, the t-value is 7.914 which is significantly

higher than the suggested value of 1.96. Therefore, in addition to p-value the measure of path

coefficient and t-value will be considered. The path coefficient 0.499 and t-value suggest that

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there is a significant relationship between Effort Expectancy and transition risk. Therefore,

based on given results it can be inferred that H2: “Effort expectancy positively influences the

behavioral intention of the shopper to purchase through VR, reducing transition risk” is

supported.

4.4.4 Facilitating Conditions

Facilitating conditions is the third latent variable under consideration. Results show that the t-

value for facilitating conditions is 7.410, higher than recommended figure whereas p<0.001.

The path coefficient for the construct facilitating conditions is 2.036. Hence, the result shows

that both, t-value, and path coefficients are higher than the suggested values. Therefore, based

on the results H3: “Facilitating Conditions positively influences the behavioral intention of

the shopper to purchase through VR, reducing transition risk” is supported.

4.4.5 Social Influence

Social Influence is another construct from UTAUT2. The results for social influence show that

for the said latent variable in the model, t-value stands at 11.539. In PLS-SME P-value for the

variable is p<0.001. The path coefficient for the variable stand at 0.392. Therefore, the H4:

“Social Influence positively influences the behavioral intention of the shopper to purchase

through VR, reducing transition risk” is supported. Based on the previously mentioned result

and thus it can be said that social influence has a positive and direct influence on the consumer’s

intention to make a purchase using VR.

4.4.6 Hedonic Motivations

Hedonic motivation has a significant impact on transition risk with t-value at 6.926 which is

significantly higher than the suggested value of 1.96. The path coefficient shows a significant

relation at 1.349, which is considerably higher than benchmark value of 0.200 with p-value

<0.001. Hence, H5: “Hedonic Motivation positively influences the behavioral intention of

the shopper to purchase through VR, reducing transition risk” is supported. Therefore, it can

be inferred that Hedonic Motivation has a significant impact on transition risk and influences

the behavior of the consumer to make a purchase using VR.

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4.4.7 Habit Schema

The last latent variable of the structural equational model is Habit Schema, and it should be

noted that this was the only hypothesis that has a negative relationship (is a push factor for the

occurrence of Transition Risk). Results from bootstrapping in SmartPLS 3.0 reveal that the t-

value is 9.358 which is significantly higher than the benchmark value. Moreover, as mentioned

earlier the path coefficients for Habit schema is 0.373, which is also higher than the suggested

value of 0.200 with level of significance p-value p<0.001. Therefore, H6: “Habit Schema

negatively influences the behavioral intention of the shopper to purchase through VR,

increasing transition risk” is supported. Based on the obtained results, it is confirmed that

Habit Schema has as negative influence on consumer’s intention to purchase through VR,

which increases the occurrence of transition risk.

The detail of hypotheses and the position of confirmation and is provided in table 11. The

letter X represents the confirmation/ support of the hypothesis and O represents the

invalidation.

Variable

Relation

Hypotheses Path

Coefficient

t-value Results

PE TR Performance expectancy positively influences the

behavioral intention of the shopper to purchase through

VR, reducing transition risk.

0.228 5.037 X

EE TR Effort expectancy positively influences the behavioral

intention of the shopper to purchase through VR,

reducing transition risk.

0.499 7.914 X

FC TR Facilitating Conditions positively influences the

behavioral intention of the shopper to purchase through

VR, reducing transition risk.

2.036 7.410 X

SI TR Social Influence positively influences the behavioral

intention of the shopper to purchase through VR,

reducing transition risk.

0.392 11.539 X

HM TR Hedonic Motivations positively influences the

behavioral intention of the shopper to purchase through

VR, reducing transition risk.

1.349 6.926 X

HS TR Habit Schema negatively influences the behavioral

intention of the shopper to purchase through VR,

increasing transition risk.

0.373 9.358 X

Table 12: Statistical Results for Proposed Hypotheses

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5.0 Discussion & Findings

This chapter will discuss the results and analyze the findings in relation to the literature, so

the reader can understand the causes of transition risk and thus to answer the research

questions. In addition, this chapter will discuss the empirical findings from the conducted

experiments during the research to support the arguments. Furthermore, these findings will

allow to present a more clear and targeted answer regarding the factors that lead to transition

risk.

5.1 Performance Expectancy

Venkatesh et al. (2012, p.159), have defined performance expectancy as “the degree to which

using technology will provide benefit to the consumers in performing certain activities”. The

same was tested during the experiments and from the subsequent responses obtained from the

measurement instrument. The results show that the performance expectancy has a direct and

significant impact on the intention of the shopper to use VR to make a purchase. Therefore,

considering these finding it can be inferred that the lower the degree of perceived benefits to

the consumers the lower are the chances to which consumers will use VR to make a purchase.

In this research this is the first reason that initiates transition risk is performance expectancy.

Consumer do not perceive any greater benefit to make a purchase while using VR and thus

visit offline stores, (Farah et al., 2019).

The benefit structure for respondents was integrated in the measurement instrument and used

in this research to focus on the perceived usefulness element of consumer use behavior. This

is termed as performance expectancy by Venkatesh et al. (2012) and the respondents were

asked regarding their convenience while using the VR head mounted set on their probability to

be able to use VR to shop online and their idea to perform all tasks quickly. Bowman et al.

(1999) proposed that VR can provide consumers with a variety of information that can be

perceived useful by the consumers. Contrary to this if the consumers do not find the

information useful enough and the virtual environment is not successful to convince them to

think that the information provided in the VR interface is helpful. The consumers may find this

factor to distract them from moving forward from the engagement stage to the purchase stage

and thus leading to transition risk.

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With the rise of e-commerce and options available online, consumers can choose between

making a purchase online on a variety of platforms and payment systems or they can choose to

purchase at a physical store (Hult et al., 2019). The psychology of choice designs multiple

factors that drive consumer’s intent to purchase from either of the two options. Looking into

the two channels, both have their pros and cons in comparison. While in an online purchase,

there is more convenience towards finding a product, browsing with shorter time and in

multiple places, price comparison and payment without having to be in a queue (Burke, 2002).

Moreover, Hsiao (2008) suggested that among other factors for consumers to make a choice

between online vs offline shopping is the time of delivery of items. Consumers might find VR

of low use due to same reason of the delivery of items at a delayed time. On the other hand,

during the experience of shopping at a physical store, consumers usually get the delivery of the

products at the time of purchase. Hence, there is no delay of delivery and the shoppers can

experience the product readily. The difference in the situations of the two shopping experiences

and the delivery of product at the same time as purchase at a physical store creates an enhanced

level of comfort. This comfort enhances the usefulness of shopping at a physical location rather

than through VR. This can become a reason to reduce consumer’s perception of usefulness of

VR usage, and to make a purchase using the technology. Thus, it leads the consumers to engage

fully into the VR experience but to make a purchase, the shoppers prefer to visit the physical

location of the store and get the product readily, increasing transition risk.

In addition to this, although consumers observe a higher level of usefulness in the convenience

of online shopping, but at the discomfort of uncertainty which can be in product or material

(Dai et al., 2014). This uncertainty will linger on until the time the product is delivered, and

the purchaser physically observes or experiences the product by using it. This can also be a

reason for the abandoning of use of VR in order to make a purchase while using VR, and thus,

the occurrence of transition risk.

Therefore, from the results of hypothesis and the discussion it is inferred that there are various

factors that diminish the usefulness of VR during the consumer journey. This shrinks the

performance expectancy of VR in the perception of the consumers and therefore, consumers

reach to the engagement stage while using VR, Farah et al. (2019) but end up not using the

technology in order to make a purchase.

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5.2 Effort Expectancy

The second construct under discussion is effort expectancy. Effort expectancy from the

theoretical framework of UTAUT2 can also be seen in terms of Davis et al. (1989), perceived

ease of use. Research has shown that effort expectancy increases the chances of potential users

to use technology (Venkatesh et al., 2012). The results from the current research reveal that

effort expectancy has a direct impact on the consumers intention to make a purchase using VR

and thus reducing transition risk.

Pantano & Servidio, (2012) suggest that consumer satisfaction derived from VR shopping is

highly affected and driven by the ease of use of the VR technology. The same was also observed

during the experiment process, where respondents with a hand on experience and a

considerable amount of previous exposure to virtual environment considered it less stressful to

navigate through the virtual environment as compared to those who did not have similar

amount of experience. Therefore, the higher the amount of stress the higher will be the amount

of effort that the consumer must give, to perform the task. This leads to a low level of

consumer’s perception for effort expectancy.

The stress factor is also discussed by Fan et al. (2020), refereeing to it as cognitive load.

Cognitive load is a user’s extent of effort expensed to process different amounts of information

in order to develop knowledge and understanding of a multimedia channel. It is one factor that

can contribute to a person’s intention towards making purchase. There are 2 sources of

cognitive load: Internal and External. As described by Fan et al. (2020), the internal cognitive

occurs due to the intrinsic difficulty to understand what the person is processing or a material

they look at. It could be the number of components and or interaction a person has with what

they are facing like a website, instruction, visualization or manual etc. On the other hand,

external cognitive load comes from the external environment which involves information like

a way of design, application, direction of use and presentation. According to Simon et al. (2009)

to reduce cognitive load, materials must be well-designed in a way that they can match a

person’s cognitive ability to process, this can be done by reducing any unnecessary or

ineffective procedures or information to be executed by the user. In other words if we are using

it in a context of a website, the more complicated the site and the more cognitive load it has on

a user, the less motivated the person is to continue forward, in this case their willingness to

purchase (Jung et al., 2015).

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Taking into consideration the characteristics of VR being Immersive, detailed, with an overlay

of information and its 3D nature Poushneh & Vasquez (2017), cognitive load can be reduced

by the utilization of these qualities. According to the cognitive theory of multimedia learning,

the qualities of VR & AR and their presentation of information, reduce irrelevant or

unnecessary cognitive processing as the visual environment is life like, thereby making

consumers more comfortable when they shop (Zhao et al., 2017).

It is imperative to discuss the stress factor from cognitive load because, the higher the level of

cognitive load the more will be the stress on consumers to process the information. It leads to

consumers making more effort to understand the retail system within the virtual environment.

This stress reduces the chances of consumer to proceed their journey using VR and thus

becomes a factor that contributes towards transition risk. Ballatine (2005) proposed that the

level of interactivity with the virtual environment and the level of usefulness of the information

provided by the virtual interface directly contribute towards user satisfaction.

Therefore, transition risk at the purchase stage can be a consequence of cognitive load that

results in low effort expectancy for the consumers. The results show that the effort expectancy

has a positive, direct, and significant impact on consumer’s intention to make a purchase using

VR. Therefore, a low level of effort expectancy can cause consumers to have more stress while

using VR retail applications and forces them to make more effort in order to operate them and

thus, cause transition risk.

In the given scenario of consumers confusion to adopt VR for making purchases, Howland

(2016) suggested that consumers are currently reluctant to use VR headsets to make purchases.

However, as the VR headset facility becomes more common and consumers develop more

interaction with the VR devices, consumers will get familiar with the VR retailing interfaces

and then it will be easier to get involved with the technology. This will help to reduce the

transition risk. More so, Howland (2016) proposed that it is evident that effort expectancy has

a direct impact on consumers intention to make a purchase through VR and thus supports the

validation of hypothesis 2. Therefore, stress and poor effort expectancy are contributing factors

for transition risk.

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5.3 Facilitating Conditions

As proposed by Venkatesh et al. (2012, p.159) “facilitating conditions refer to consumers’

perceptions of the resources and support available to perform a behavior”. The hypothesis

that facilitating conditions positively influence the behavioral intention of the shopper to

purchase through VR, reducing transition risk was supported by the results. In the measurement

instrument of this research the section of facilitating conditions was divided into two segments.

The two segments simultaneously contributed to generate knowledge towards two dimensions

of facilitating conditions, where it allowed the researchers to observe the facilitating conditions

in two folds.

One of the dimensions was to analyze the facilitating conditions from the perspective of

availability of resources also mentioned by (Venkatesh et al., 2012). This involved the

availability of resources to initiate and complete the shopping experience for VR retailing.

Therefore, this segment was focused on the process of shopping through VR and the physical

resources that make the shopping experience happen.

The second segment was based on the facilitating conditions that assist the consumers during

the retail shopping process. These facilitating conditions were consumer support and seeking

help from friends and family. The consumer support services are considered to be a crucial

factor in deciding the choice of the consumers. Lee & Chang (2008) have identified consumer

services as a salient dimension that determines the choice of shopping venue for the consumer.

The consumer services and support are a key factor which motivates the consumers to choose

between multiple options. This is basically due to the changing societal trend of moving

towards an experience economy (Pine & Gilmore, 1998).

Venkatesh et al., (2012), performed the study on the usage of mobile internet technology and

proposed that consumers who are exposed to low levels of facilitating conditions will show a

lower intention to use the technology. Similarly, this can also be applied in the case of transition

risk, where lower levels of facilitating conditions can drive the satisfaction level of the

consumers and hence can lead to non-usage of technology. Empirical evidence from the

experiment and the measurement instrument reveal that a large proportion of potential

consumer do not have a VR device. Thus, the lack of facilitating conditions influence the

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consumers perception to use VR negatively and hence the deviation from a smooth journey to

transition risk occurs.

Moreover, as Howland (2016) proposed regarding consumer’s reluctance to use VR for

retailing there is a greater degree that a lot of potential consumer are not familiar with the use

of VR for retailing. This was also evident from the experiment performed during the research.

In this context Notani (1998) proposed that users who are not familiar with the technology tend

to rely more on the facilitating conditions in order to develop their use behavior towards using

a certain technology. Therefore, if the facilitating conditions are low the same will be the

tendency to adopt the technology.

Laroche et al. (2005) suggested that one of the reasons for consumers preference for offline

shopping is the availability of human interaction, however VR retailing lacks human interaction

and consumer services and support, which is available in an offline store. Results from the

research reveal that consumers do not find any human interaction, support and service facility

while using VR. The absence of such help further diminishes the facilitating conditions and

thus result in increase of transition risk.

Therefore, in the case of hypothesis 3 the study of literature support that due to non-availability

of appropriate facilitating conditions for retailing through VR and consumers not being familiar

with the process. The consumers deviate their reliance on VR and prefer to visit physical stores

and adopt the offline retailing channel. Thus, due to the absence of facilitating conditions,

transitions risk occurs. Therefore, low facilitating conditions are a contributing factor for

transition risk.

5.4 Social Influence

Social Influence is also found to be an important factor that contributes to transition risk. The

4th hypothesis: Social Influence positively influences the behavioral intention of the shopper to

purchase through VR, reducing transition risk is supported by the research. Social influence is

defined by Venkatesh et al. (2012, p.159) as “the extent to which consumers perceive that

important others (e.g., family and friends) believe they should use a particular technology”.

Social influence turned out to be a highly important construct to be included in the research.

This is mainly because none of the respondents during the research period confirmed that they

were influenced by anyone from their friends and family to use VR, for the purpose of retailing.

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Not only that there was no influencer from the family but also, they did not come across any

social influencer through electronic print or social media to influence people to use VR for

retailing. Therefore, there is a large gap in the influencer marketing strategy for retailers who

wish to transform their retailing towards VR. This gap allows consumers not to be influence in

order to make purchase using VR. Therefore, this absence can also be a contributor to transition

risk.

Moreover, absence of social influence as a contributor towards transition risk can also be

validated by the principle of social proof for influence and persuasion presented by Robert B,

Cialdini, in his book Influence – The Psychology of Persuasion. There is no social proof for

VR in retail, due to which there is no influence on consumers for considering making a

purchase using VR. Cialdini (2006) believes that a high majority of consumers are imitators

and hence are persuaded largely by the actions of others. The use of VR in retailing is not as

common as other channels of retailing due to which it fails to provide social proof to people

being largely engaged in retailing through VR. In the case of VR in retailing, results show that

there is no social proof that might influence the purchaser’s intention to use VR for retailing

by watching others doing the same. Therefore, with the results from the research and the

support of literature, it is highly plausible that the absence of social influence allows the

presence of transition risk.

5.5 Hedonic Motivations

Farah et al. (2019), proposed that VR is a fun and interactive approach to engage potential

consumers. Holbrook & Hirschman (1982) consider hedonic motivation as one of the key

indicators in consumer behavior research. Thus, an effort was made to understand if the lack

of hedonic motivation can deviate consumers from using the technology and in this case can

contribute to transition risk. The authors looked unto the research of Brown & Venkatesh

(2005) where they propose that hedonic motivations play an important role to determine the

use and acceptance of technology. If hedonic motivation is unable to create enjoyment and fun

for the consumers while using VR, then there is a high possibility that the consumers will not

welcome to further the use of VR and complete their purchase process.

According to Grohmann et al. (2007) the interaction with VR’s simulated environment creates

a sense of emotional pleasure due to VR’s ability of presenting 3D representations. This fun

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interaction and pleasure helps to reduce the cognitive load on the users as the information

provided through VR becomes easily understandable to the users (Poushneh & Vasquez,

2017). This load is also decreased in the cases where the 3D representation provides near real

life simulations which is easier for the user to get familiar. However, the VR retail application

used for the experiment was not considered very close to real life by the respondents. Therefore,

the respondents were reluctant to purchase new items that they had not purchased earlier.

Based on the results it is plausible to say that because of the not so real life like design of the

app and environment, which can be designed better, the consumer behavior deviated towards

have a negative intent in regards to their intent of purchase. This is mainly because the VR

retailing application (Supermarket) did not presented a highly realistic virtual environment.

Thus, minimizing the fun and emotional pleasure part for the consumers. This can be a reason

of why consumers did not complete the journey by making a purchase using VR.

5.6 Habit Schema

Habit schema is linked in this research as a contributing factor for transition risk. Research

indicates that habits are not driven by attitudes or intentions (Ji & Wood, 2007; Liu & Tam,

2010). Results from this research show that habit schema has a negative and direct influence

on the shopper’s intention to purchase through VR and thus can increase transition risk.

Therefore, it is important to know if there are certain habits that are associated with shoppers

that can deviate the regular course of a consumer’s journey. In the case of VR retailing these

habits can push consumers to visit physical stores instead of making a purchase using VR.

It is equivalently imperative to have literature to back up the arguments in support of the

hypothesis already validated by the research. Therefore, as mentioned earlier that there are

some consumers that find a higher degree of convenience while shopping online channels but

they are constantly faced with the discomfort of the uncertainty regarding the product or the

material of product in addition to the time of delivery (Dai et al., 2014). Hence, some people

are identified as web-roomers, where they look at a product online for information but go to

physical stores to purchase. Therefore, for web-roomers the perceived usefulness can be

affected by this habit.

Neal et al. (2009) and Wood & Neal (2009) have researched that as a habit is developed into a

consumer’s behavior, satisfaction will not be able to materially alter the behavior of the

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consumers. Similarly, in the case of VR retailing, if a VR user/potential consumer has a habit

of web-rooming then there is a high degree that they will look for a product through VR, but

then visit a physical store to buy the product. Additionally, in the context of habit, Rick et al.

(2014) states that for some consumers, retail is like a therapy. They often go to physical shops

to enjoy, relax, and socialize thanks to the physical environment. The environment of most

shops has some design aspects that capture people’s attention, multiple choices feeding the

need to browse for items, some have background music that soothes and also people like the

interaction with others or customer service. The same experience is not available in the same

way with the case of VR retailing. The VR retailing application that was used in the experiment

did not have the provision to include any other shopper within the shopping experience. Thus,

only the shopper can be present within the virtual environment to have the shopping experience.

This research also inquired with the respondents regarding their behavior for web-rooming and

retail therapy. In the case of web-roomers, there is a high probability that the shoppers use VR

at the consumer journey stages of awareness, consideration or engagement but they will then

visit the physical store to buy a product, thus contributing to transition risk as highlighted by

Farah et al. (2019). Considering the case of retail therapy, potential consumers with this habit

use VR to experience VR retailing, or for the purpose of fun but there is a high probability that

they will visit the physical store to serve their habit of retail therapy.

If consumers have a habit that influences them to visit physical stores, then there is a very low

probability that they will be able to make a purchase using VR. This phenomenon can be

assumed by the research of Neal et al. (2009) and Wood & Neal (2009), where a consumer had

a habit of eating pop corns while watching a movie at cinema. As an experiment the same

individual was provided with stale popcorns and the amount of popcorns consumed by the

individual remained the same. Similarly, if consumers who have the habit of web-rooming

and/or enjoy retail therapy, there is high chance that they will contribute to the inflation or

occurrence transition risk.

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6.0 Conclusion

This chapter will summarize the thesis with an emphasis to the answer the research question

considering the research findings and discussion. Moreover, the theoretical and practical

implications from this thesis are presented to enlighten the reader. This will be followed by our

suggestions for future research.

6.1 Answering the Question

The core objective of this thesis was to identify the core concepts that influence the occurrence

of transition risk. So, first we had to develop an understanding of consumer behavior in context

with the use of technology and in this case was retailing through VR. It was not to our surprise

that retailing through VR did not appear to be used as common as the other modes of online

shopping i.e. using a web browser on a computer or mobile device and making a purchase.

Moreover, the shopper’s level of comprehension for 2D online shopping, done through

computer and mobile devices is significantly greater than that of 3D shopping in a virtual

environment.

To understand the causes of occurrence of Transition risk, first there was a need to understand

the reasons why consumers accept, opt, and use new technologies. In this pursuit, the

theoretical framework of UTAUT2 was utilized. UTAUT2 framework was adopted as the

digging instrument in this research because it is a widely used and recognized tool to investigate

the acceptance and use of technology. As it was already established that the constructs used in

UTAUT2 have a significant impact on the acceptance and use of technology. Then it was

convenient for us to look for factors that disturb and disrupt the effectiveness and existence of

these concepts while consumers use VR for retailing. Thus, the six factors that were taken into

consideration from UTAUT2 were influencers that led to the occurrence of transition risk and

were helpful to answer the research question.

While analyzing the findings of the research we came across the highly important concept of

cognitive load. Previous researches by Dholakia et al. (2010) and Kollmann et al. (2012) have

analyzed that consumers would prefer to use shopping channels they are familiar with. One of

the reasons for this, is consumers draw a higher effort expectancy from the shopping channels

they are familiar with. However, another important reason for this is to avoid cognitive load.

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Howland (2016) supports this argument of this research by affirming that, consumers are

reluctant to use VR for retailing. One reason for such preference is that consumers do not find

ease in processing a large volume of new information and thus rely on methods of shopping

already known to them.

Moreover, there are other utilitarian purposes for which customers prefer visiting physical

stores (Hult et al., 2019). One of the utilitarian needs is the readily availability of customer

support at a physical store, which was not present in the VR retail store environment, used for

the experiment. Therefore, potential customers may look for products in the VR retail store but

would prefer to visit the physical store’s location to satisfy their need for customer service and

support. This guided the research towards developing an understanding for the causes that

directly influences the occurrence of transition risk.

An interesting fact presented by the findings was that there is an absolute absence of social

influence and social proof for consumers to decide in favor of making a purchase using VR.

This is an extremely wide gap. Digital marketers and even conventional marketers pay a lot of

attention to influencer marketing. However, in the case of VR the findings of this research

claim that none of the respondents were influenced to make a purchase using VR. Consumers

find no social proof of retailing through VR and hence, bounce back from either of the three

stages prior to the purchase stage in consumer journey through VR. The absence of the concept

of social influence contributes a high degree towards the occurrence of transition risk.

Furthermore, the research identified a few consumer habits that have a direct impact on

behavior and contribute to the occurrence of transition risk. These habits were identified as

web-rooming and retail therapy. Web-rooming is a habit that has a direct relation as a

contributor and has an impact on transition risk. Webroomers look for the products online and

then buy products at an offline store, therefore, individuals with a habit of web-rooming will

continue to contribute to the occurrence of transition risk. Moreover, consumers who enjoy

retail therapy experience VR retailing, but because of the satisfaction that they draw from

visiting a physical store with their family or friends, they would be less likely to adapt VR

shopping as it doesn’t no have the feature of shopping with others for the moment.

Hence, through sensemaking and doing some amount of reverse engineering the research

question is answered. We mention reverse engineering because the UTAUT2 framework is

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used for determining the factors that contribute to the acceptance and use of technology.

However, this research reversed the purpose of the framework and studied the factors which

led customers not to use the technology.

6.2 Theoretical Contribution

Farah et al. (2019), in their research introduced the term transition risk but did not provide any

evidence for measuring or noticing certain habits of the respondents. Therefore, this research

is a continuation to the work of (Farah et al., 2019). Moreover, this is a contribution to

understand the concepts that can explain one aspect of why consumers bounce back after

landing on a web page. The research and outcome of this paper is not only for VR retailing but

can also be helpful for other modes of online shopping as the concepts used were fundamental

in consumer behavior.

Another theoretical contribution is the reverse usage of the UTAUT2 framework. Researchers

have used this framework to analyze the relation of UTAUT2 constructs for the use and of

technology. To the contrary, this research has used UTAUT2 framework to determine reasons

and concepts that impede technology usage.

6.3 Practical Implications of Findings

On a practical level, this research can be highly useful for businesses who either want to change

towards or are in a transition towards 3D/ VR retailing. Moreover, for those businesses who

are already operating their VR retail stores, they can benefit from this research by incorporating

changes in their layout and environment to attract and retain more customers. In case if VR

retailers are able integrate the option of group shopping within the VR retailing application, we

believe that there is a higher chance for retailers to attract and retain customers who have a

habit of retail therapy.

It is also be feasible for retailers to introduce real time customer service and support within the

VR retail application. This can enable them to retain consumers who visit physical stores only

for such utilitarian reasons. However, there is a greater need for VR retailers to understand the

underlying benefits of influencer marketing in VR, in order to influence consumers to make

purchase using VR. This can contribute a lot in reducing the expectation and transition risk

gap.

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6.4 Limitations

Over the course of this research the first limitation is imposed by the prevailing global

pandemic. Firstly, due to this situation, limitations of mobility and contact were critical in

nature as a lot of respondents prefer to avoid any contact, with person and objects that were in

contact with other people which resulted in the existing sample size (see 3.5 Sample Selection

for varied literary opinions regarding sample sizes). Secondly, the sample size of this research

is skewed as it is concentrated of mostly students at Linköping University, Campus Valla. The

mean age of the sample size is of young people and thus, does not account the responses of

people above the ages of 34. Thirdly, financial constraints have set another limitation. Due to

limited amount of time and finance to perform the thesis this study is cross-sectional and

provides insight of respondents within a specific timeframe and without actual purchase in the

experiment but rather the intent of it. This study does not address the change in respondent’s

behavior over time regarding the use of VR shopping which could have been done in

longitudinal studies. The fourth limitations concern with the generalizability of this research’s

findings. This research is done in the city of Linköping and mostly with students at Linköping

University. Many of the students are well familiar with emerging technological advancement

and therefore, the same findings cannot be applied to people having different level of education

and or technological exposure.

Delimitation of this research is its focus on immersive VR and disregarding non-immersive

VR for the purposes of the experiment. Moreover, in the sampling process the research has

considered only the students at Linköping University.

6.5 Future research

The current study is limited only to the students at Linköping University. A lot of the students

are full time students with limited funds, and so there is a lot of potential in conducting future

research with a sample group who have jobs and or additional income for expenditures and

have the leverage to spend more than students. Moreover, due to the currently prevailing

pandemic a small sample size was managed in this research. Similar future studies can be

carried on a larger sample size to find the research generalizability in any specific region or

social class. The current research was cross-sectional in nature. Future studies can be done

longitudinally by iterating the experiment and analyzing the change in the behavior of the

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respondents regarding the concepts mentioned as contributing factors to transition risk in this

study.

This research has not accounted for any of the moderators mentioned in the UTAUT2 model.

So, future research can incorporate moderators like experience with technology to notice the

change in the occurrence of transition risk.

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Appendix I: Original UTAUT2 Model

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Appendix II: Construct Specification and Items Description

Variable Label Indicator

Performance

Expectancy

PE 1 I find Virtual Reality (VR) useful as a tool to think about convenient

shopping.

PE2 Shopping through VR increases my chances of purchasing things online.

PE3 Using VR helps me to complete my shopping more quickly.

Effort

Expectancy

EE1 Interaction with VR shopping is very clear and highly understandable to

me.

EE2 I did not find any stress while shopping through VR.

EE3 It is very easy for me to become quickly skillful to shop using VR.

EE4 It is easy to find the exact product while shopping through VR.

Facilitating

Conditions

FC1 It is easy to find a VR device to shop using VR.

FC2 Checking out after shopping through VR was a convenient process.

FC3 Products on the virtual shelf looked real and therefore it was easy to choose

a product.

FC4 I can easily seek help from friends while shopping through VR.

FC5 Consumer support was easy to avail of while shopping through VR.

Social

Influence

SI1 People who are important to me think that I should do my shopping using

VR.

SI2 People who influence my behavior think that I should shop through VR.

SI3 People whose opinions that I value prefer that I shop through VR.

Hedonic

Motivations

HM1 Navigating through the shopping mall was fun and pleasing for me.

HM2 I am pleased to find a sufficient description of the products while shopping

through VR.

HM3 Shopping experience through VR got me lightened and relaxed.

Habit HB1 I never look for a product online to buy that from a physical store.

HB2 I go to shopping malls as a regular practice.

HB3 I never visit retail stores for fun and to socialize.

Transition

Risk

TR1 I do not intend to purchase through VR if these are standard grocery items.

TR2 I will purchase expensive and customized items while shopping through

VR.

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Appendix III: Theoretical Model

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Appendix IV: Path Coefficient

Appendix V: Construct Reliability & Validity

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