Exploring Virtual Fashion Consumption through the Emotional Three-Level Theory: Reflections on Sustainable Consumer Behavior
Abstract
:1. Introduction
2. Materials and Methods
2.1. Virtual Clothes
2.2. Emotional Three-Level Theory
2.3. Virtual Fashion Clothes’ Characteristics Extracted Based on Emotional Three-Level Theory
3. Research Modeling and Hypothesis Deduction
3.1. Technology Acceptance Model
3.2. Hypothesis Deduction
3.2.1. Aesthetics
3.2.2. Reality
3.2.3. Novelty
3.2.4. Personalization
3.2.5. Presentation
3.2.6. Sustainability
3.2.7. Inclusivity
3.2.8. Perceived Enjoyment
3.2.9. Perceived Usefulness
3.2.10. Perceived Ease of Use
3.2.11. Behaviour Intention to Use
4. Research Methods
4.1. Data Collection
4.2. Variable Measurement
5. Result
5.1. Reliability and Validity
5.2. Model Fitting
5.3. Hypothesis Test
6. Discussion
6.1. Discussion of Technology Acceptance Models
6.2. Discussion on the Sustainability of Virtual Fashion Clothes
7. Conclusions
7.1. Theoretical Implications
7.2. Practical Implications
7.3. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Meet, R.K.; Kala, D.; Al-Adwan, A.S. Exploring factors affecting the adoption of MOOC in Generation Z using extended UTAUT2 model. Educ. Inf. Technol. 2022, 27, 10261–10283. [Google Scholar] [CrossRef]
- Larionova, V.; Brown, K.; Bystrova, T.; Sinitsyn, E. Russian perspectives of online learning technologies in higher education: An empirical study of a MOOC. Res. Comp. Int. Educ. 2018, 13, 70–91. [Google Scholar] [CrossRef]
- Roberts-Islam, B. How Digital Fashion Could Replace Fast Fashion, and the Startup Paving the Way. Forbes, 21 August 2020. [Google Scholar]
- Alonso-García, M.; Moreno Nieto, D.; Cabrera Revuelta, E. How Innovation Affects Users’ Emotional Responses: Implications for Product Success and Business Sustainability. Sustainability 2023, 15, 12231. [Google Scholar] [CrossRef]
- Oh, S.; Kim, W.B.; Choo, H.J. The Effect of Avatar Self-Integration on Consumers’ Behavioral Intention in the Metaverse. Int. J. Hum. Comput. Interact. 2023, 1–14. [Google Scholar] [CrossRef]
- Khelladi, I.; Lejealle, C.; Rezaee Vessal, S.; Castellano, S.; Graziano, D. Why do people buy virtual clothes? J. Consum. Behav. 2023, 23, 1389–1405. [Google Scholar] [CrossRef]
- Venturini, A.; Columbano, M. ‘Fashioning’ the metaverse: A qualitative study on consumers’ value and perceptions of digital fashion in virtual worlds. J. Glob. Fash. Mark. 2024, 15, 6–22. [Google Scholar] [CrossRef]
- Pillai, R.; Sivathanu, B.; Rana, N.P.; Preet, R.; Mishra, A. Factors Influencing Customers’ Apparel Shopping Intention in Metaverse. J. Comput. Inf. Syst. 2024, 1–16. [Google Scholar] [CrossRef]
- Jiang, Q.L.; Gu, C.; Feng, Y.; Wei, W.; Tsai, W.C. Study on the continuance intention in using virtual shoe-try-on function in mobile online shopping. Kybernetes 2023, 52, 4551–4575. [Google Scholar] [CrossRef]
- Dai, Y.; Lou, T. A study of the current state of development of virtual fashion. Prog. Text. Sci. Technol. 2021, 3, 30–32+44. [Google Scholar]
- Chan, H.H.Y.; Henninger, C.; Boardman, R.; Blazquez Cano, M. The adoption of digital fashion as an end product: A systematic literature review of research foci and future research agenda. J. Glob. Fash. Mark. 2024, 15, 155–180. [Google Scholar] [CrossRef]
- Syailendra, G.M.; Larso, D.; Pambudi, N.F. Prospecting consumers’ interest for fashion NFT in Indonesia. Int. J. Bus. Technol. Manag. 2022, 4, 89–103. [Google Scholar]
- Norman, D.A. Emotional Design: Why We Love (or Hate) Everyday Things; Basic Books: New York, NY, USA, 2004. [Google Scholar]
- Aftab, M.; Rusli, H.A. Designing Visceral, Behavioural and Reflective Products. Chin. J. Mech. Eng. 2017, 30, 1058–1068. [Google Scholar] [CrossRef]
- Zuo, W.; Wu, Z.; Lu, Z.; Liu, Q. The evaluation framework of user experience in educational virtual reality games: The case of ilab-x platform. In Proceedings of the 2021 IEEE 7th International Conference on Virtual Reality (ICVR), Foshan, China, 20–22 May 2021; IEEE: Piscataway, NJ, USA, 2021; pp. 161–165. [Google Scholar]
- Le, T.; Reeder, B.; Chung, J.; Thompson, H.; Demiris, G. Design of smart home sensor visualizations for older adults. Technol. Health Care 2014, 22, 657–666. [Google Scholar] [CrossRef] [PubMed]
- Zheng, Z.; Mo, J.; Xu, Y. Research on public fitness equipment experience based on satisfaction. Healthcare 2021, 9, 501. [Google Scholar] [CrossRef] [PubMed]
- Qiaoling, Z.; Ronglei, L.; Chen, L. Performance and Characteristics of Virtual clothes under the Background of Emerging Digital Fashion: Taking the Virtual Fashion House The Fabricant as an Example. Des. Res. 2022, 12, 20–24. [Google Scholar]
- Wut, T.M.; Lee, D.; Ip, W.M.; Lee, S.W. Digital Sustainability in the Organization: Scale Development and Validation. Sustainability 2021, 13, 3530. [Google Scholar] [CrossRef]
- Davis, F.D. Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Q. 1989, 13, 319–340. [Google Scholar] [CrossRef]
- Zhang, X.; Chen, Y.; Hu, L.; Wang, Y. The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics. Front. Psychol. 2022, 13, 1016300. [Google Scholar] [CrossRef]
- Lee, J.; Kim, J.; Choi, J.Y. The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties. Telemat. Inform. 2019, 39, 37–48. [Google Scholar] [CrossRef]
- Al-Adwan, A.S.; Berger, H. Exploring physicians’ behavioural intention toward the adoption of electronic health records: An empirical study from Jordan. Int. J. Healthc. Technol. Manag. 2015, 15, 89–111. [Google Scholar]
- Granić, A.; Marangunić, N. Technology acceptance model in educational context: A systematic literature review. Br. J. Educ. Technol. 2019, 50, 2572–2593. [Google Scholar] [CrossRef]
- Davis, F.D.; Bagozzi, R.P.; Warshaw, P.R. User acceptance of computer technology: A comparison of two theoretical models. Manag. Sci. 1989, 35, 982–1003. [Google Scholar] [CrossRef]
- Cabero-Almenara, J.; Fernández-Batanero, J.M.; Barroso-Osuna, J. Adoption of augmented reality technology by university students. Heliyon 2019, 5, e01597. [Google Scholar] [CrossRef] [PubMed]
- Baytar, F.; Ashdown, S. An exploratory study of interaction patterns around the use of virtual Apparel design and try-on technology. Fash. Pract. 2015, 7, 31–52. [Google Scholar]
- Kim, J.; Forsythe, S. Adoption of virtual try-on technology for online apparel shopping. J. Interact. Mark. 2008, 22, 45–59. [Google Scholar] [CrossRef]
- Perry, A. Consumers’ acceptance of smart virtual closets. J. Retail. Consum. Serv. 2016, 33, 171–177. [Google Scholar] [CrossRef]
- Ross, H.F.; Harrison, T. Augmented reality apparel: An appraisal of consumer knowledge, attitude and behavioral intentions. In Proceedings of the 2016 49th Hawaii International Conference on System Sciences (HICSS), Koloa, HI, USA, 5–8 January 2016; IEEE: Piscataway, NJ, USA, 2016; pp. 3919–3927. [Google Scholar]
- Bloch, P.H. Seeking the Ideal Form: Product Design and Consumer Response. J. Mark. 1995, 59, 16–29. [Google Scholar] [CrossRef]
- Park, Y.; Chen, J.V. Acceptance and adoption of the innovative use of smartphone. Ind. Manag. Data Syst. 2007, 107, 1349–1365. [Google Scholar] [CrossRef]
- Colliander, J.; Marder, B. ‘Snap happy’ brands: Increasing publicity effectiveness through a snapshot aesthetic when marketing a brand on Instagram. Comput. Hum. Behav. 2018, 78, 34–43. [Google Scholar] [CrossRef]
- Abbasi, A.Z.; Ting, D.H.; Hlavacs, H.; Costa, L.V.; Veloso, A.I. An empirical validation of consumer video game engagement: A playful-consumption experience approach. Entertain. Comput. 2019, 29, 43–55. [Google Scholar] [CrossRef]
- Nenkov, G.Y.; Scott, M.L. “So Cute I Could Eat It Up”: Priming Effects of Cute Products on Indulgent Consumption. J. Consum. Res. 2014, 41, 326–341. [Google Scholar] [CrossRef]
- Malmivaara, M. The emergence of wearable computing. In Smart Clothes and Wearable Technology; Elsevier: Amsterdam, The Netherlands, 2009; pp. 3–24. [Google Scholar]
- Rajagopal; Rajagopal, A. ‘Seeing is experiencing’: Impact of showcasing fashion merchandize on digital platforms. Qual. Mark. Res. 2023, 26, 214–231. [Google Scholar] [CrossRef]
- Shechtman, N.; Horowitz, L.M. Media inequality in conversation: How people behave differently when interacting with computers and people. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Fort Lauderdale, FL, USA, 5–10 April 2003. [Google Scholar]
- Hwangbo, H.; Kim, E.H.; Lee, S.-H.; Jang, Y.J. Effects of 3D Virtual “Try-On” on Online Sales and Customers’ Purchasing Experiences. IEEE Access 2020, 8, 189479–189489. [Google Scholar] [CrossRef]
- Baytar, F.; Chung, T.; Shin, E. Evaluating garments in augmented reality when shopping online. J. Fash. Mark. Manag. Int. J. 2020, 24, 667–683. [Google Scholar] [CrossRef]
- Khelladi, I.; Lejealle, C.; Vessal, S.; Castellano, S. Individuals’ motivations to purchase virtual clothes. In Proceedings of the IEEE International Conference on Technology Management, Operations and Decisions, Marrakech, Morocco, 24–26 November 2021; pp. 1–5. [Google Scholar]
- Campbell, C. The romantic ethic and the spirit of modern consumerism. In Emotions; Routledge: London, UK, 2013; pp. 301–306. [Google Scholar]
- Lee, S.; Ha, S.; Widdows, R. Consumer responses to high-technology products: Product attributes, cognition, and emotions. J. Bus. Res. 2011, 64, 1195–1200. [Google Scholar] [CrossRef]
- Yi, J.; Ji, S. An empirical study on consumer online shopping behavior based on flow experience. Stat. Decis. 2011, 21, 51–54. [Google Scholar]
- Lehdonvirta, V. Virtual item sales as a revenue model: Identifying attributes that drive purchase decisions. Electron. Commer. Res. 2009, 9, 97–113. [Google Scholar] [CrossRef]
- Pathak, B.; Garfinkel, R.; Gopal, R.D.; Venkatesan, R.; Fang, Y. Empirical Analysis of the Impact of Recommender Systems on Sales. J. Manag. Inf. Syst. 2010, 27, 159–188. [Google Scholar] [CrossRef]
- Hamari, J.; Keronen, L. Why do People Buy Virtual Goods? A Literature Review. In Proceedings of the Hawaii International Conference on System Sciences, Koloa, HI, USA, 5–8 January 2016. [Google Scholar]
- Kim, M.J.; Lee, C.K.; Preis, M.W. The impact of innovation and gratification on authentic experience, subjective well-being, and behavioral intention in tourism virtual reality: The moderating role of technology readiness. Telemat. Inform. 2020, 49, 101349. [Google Scholar] [CrossRef]
- Kim, H.W.; Chan, H.C.; Kankanhalli, A. What Motivates People to Purchase Digital Items on Virtual Community Websites? The Desire for Online Self-Presentation. Inf. Syst. Res. 2012, 23, 1232–1245. [Google Scholar] [CrossRef]
- Schlenker, B.R. Impression Management: The Self-Concept, Social Identity, and Interpersonal Relations; Brooks/Cole: Monterey, CA, USA, 1980. [Google Scholar]
- Schlenker, B.R. Self-presentation. In Handbook of Self Identity; The Guilford Press: New York, NY, USA, 2003; Volume 2, pp. 542–570. [Google Scholar]
- Schau, H.J.; Gilly, M.C. We Are What We Post? Self-Presentation in Personal Web Space. J. Consum. Res. 2003, 30, 385–404. [Google Scholar] [CrossRef]
- Freise, M.; Seuring, S. Social and environmental risk management in supply chains: A survey in the clothing industry. Logist. Res. 2015, 8, 2. [Google Scholar] [CrossRef]
- Monyaki, N.C.; Cilliers, R. Defining Drivers and Barriers of Sustainable Fashion Manufacturing: Perceptions in the Global South. Sustainability 2023, 15, 10715. [Google Scholar] [CrossRef]
- Gazzola, P.; Pavione, E.; Pezzetti, R.; Grechi, D. Trends in the Fashion Industry. The Perception of Sustainability and Circular Economy: A Gender/Generation Quantitative Approach. Sustainability 2020, 12, 2809. [Google Scholar] [CrossRef]
- BS 7000-6:2005; Design Management Systems. Managing Inclusive Design. British Standards Institution: London, UK, 2005.
- Patrick, V.M.; Hollenbeck, C.R. Designing for all: Consumer response to inclusive design. J. Consum. Psychol. 2021, 31, 360–381. [Google Scholar] [CrossRef]
- Pan, J.; Li, J. Research on the Development and Application of Inclusive Fashion. Fash. China 2024, 1, 89–94. [Google Scholar]
- Rauschnabel, P.A.; Rossmann, A.; Dieck, M.C.T. An Adoption Framework for Mobile Augmented Reality Games: The Case of Pokémon Go. Comput. Hum. Behav. 2017, 76, 276–286. [Google Scholar] [CrossRef]
- Sung, Y.; Lee, J.A.; Kim, E.; Choi, S.M. Why we post selfies: Understanding motivations for posting pictures of oneself. Pers. Individ. Differ. 2016, 97, 260–265. [Google Scholar] [CrossRef]
- Humida, T.; Al Mamun, M.H.; Keikhosrokiani, P. Predicting behavioral intention to use e-learning system: A case study in Begum Rokeya University, Rangpur, Bangladesh. Educ. Inf. Technol. 2022, 27, 2241–2265. [Google Scholar] [CrossRef]
- Mäntymäki, M.; Salo, J. Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption. Int. J. Inf. Manag. 2015, 35, 124–134. [Google Scholar] [CrossRef]
- Guo, Y.; Barnes, S. Virtual item purchase behavior in virtual worlds: An exploratory investigation. Electron. Commer. Res. 2009, 9, 77–96. [Google Scholar] [CrossRef]
- Venkatesh, V.; Davis, F.D. A theoretical extension of the technology acceptance model: Four longitudinal field studies. Manag. Sci. 2000, 46, 186–204. [Google Scholar] [CrossRef]
- Chae, J.-M. Consumer acceptance model of smart clothing according to innovation. Int. J. Hum. Ecol. 2009, 10, 23–33. [Google Scholar]
- Lunney, A.; Cunningham, N.R.; Eastin, M.S. Wearable fitness technology: A structural investigation into acceptance and perceived fitness outcomes. Comput. Hum. Behav. 2016, 65, 114–120. [Google Scholar] [CrossRef]
- Ajzen, I. The Theory of Planned Behavior. Organ. Behav. Hum. Decis. Process. 1991, 50, 179–211. [Google Scholar] [CrossRef]
- Wang, W.Z.; Wang, S.Y. Toward parent-child smart clothing: Purchase intention and design elements. J. Eng. Fibers Fabr. 2021, 16, 259–273. [Google Scholar] [CrossRef]
- Cyr, D.; Head, M.; Ivanov, A. Design aesthetics leading to m-loyalty in mobile commerce. Inf. Manag. 2006, 43, 950–963. [Google Scholar] [CrossRef]
- Mahmood, N.; Lee, Y.A. Factors Influencing Older Adults’ Acceptance of Health Monitoring Smart Clothing. Fam. Consum. Sci. Res. J. 2021, 49, 376–392. [Google Scholar] [CrossRef]
- Wells, J.D.; Valacich, J.S.; Hess, T. What signal are you sending? How website quality influences perceptions of product quality and purchase intentions. MIS Q. 2011, 35, 373–396. [Google Scholar] [CrossRef]
- Park, S.; Lee, Y. Scale Development of Sustainable Consumption of Clothing Products. Sustainability 2020, 13, 115. [Google Scholar] [CrossRef]
- Kowalczuk, P.; Siepmann, C.; Adler, J. Cognitive, affective, and behavioral consumer responses to augmented reality in e-commerce: A comparative study. J. Bus. Res. 2021, 124, 357–373. [Google Scholar] [CrossRef]
- Qin, H.; Peak, D.A.; Prybutok, V. A virtual market in your pocket: How does mobile augmented reality (MAR) influence consumer decision making? J. Retail. Consum. Serv. 2021, 58, 102337. [Google Scholar] [CrossRef]
- Kang, J.-Y.M. Augmented reality and motion capture apparel e-shopping values and usage intention. Int. J. Cloth. Sci. Technol. 2024, 26, 486–499. [Google Scholar] [CrossRef]
- Faqih, K.M. Factors influencing the behavioral intention to adopt a technological innovation from a developing country context: The case of mobile augmented reality games. Technol. Soc. 2022, 69, 101958. [Google Scholar] [CrossRef]
- Basuki, R.; Tarigan, Z.J.H.; Siagian, H.; Limanta, L.S.; Setiawan, D.; Mochtar, J. The effects of perceived ease of use, usefulness, enjoyment and intention to use online platforms on behavioral intention in online movie watching during the pandemic era. Int. J. Data Netw. Sci. 2022, 6, 253–262. [Google Scholar] [CrossRef]
- Ramayah, T.; Ignatius, J. Impact of perceived usefulness, perceived ease of use and perceived enjoyment on intention to shop online. ICFAI J. Syst. Manag. 2005, 3, 36–51. [Google Scholar]
- Yusoff, Y.M.; Muhammad, Z.; Zahari, M.S.M.; Pasah, E.S.; Robert, E. Individual differences, perceived ease of use, and perceived usefulness in the e-library usage. Comput. Inf. Sci. 2009, 2, 76–83. [Google Scholar]
- Baki, R.; Birgoren, B.; Aktepe, A. A meta analysis of factors affecting perceived usefulness and perceived ease of use in the adoption of e-learning systems. Turk. Online J. Distance Educ. 2018, 19, 4–42. [Google Scholar] [CrossRef]
Sample | Category | Number | Percentage |
---|---|---|---|
Gender | Male | 262 | 52.1% |
Female | 241 | 47.9% | |
Age | 18–22 | 236 | 46.9% |
23–29 | 125 | 24.9% | |
30–43 | 103 | 20.5% | |
Below 18 and above 43 | 39 | 7.8% | |
Prior knowledge of virtual fashion clothes products | Yes | 168 | 33.4% |
No | 335 | 66.5% |
Items | Measure | Supporting References |
---|---|---|
Aesthetic | The virtual fashion clothes, e.g., the color, pattern, and texture presented in virtual fashion clothes, impressed me. | Wang [68] Cyr [69] Mahmood [70] |
The design theme of virtual fashion clothes impressed me. | ||
I was impressed by the technological elements, such as filters, materials, and effects, presented in virtual fashion clothes. | ||
Virtual fashion clothes provided me with a rich sensory experience. | ||
Reality | Simulating textures and materials similar to real-world scenes is crucial for virtual fashion clothes. | Fatma Baytar [40] Hyunwoo [39] |
High integration with the model’s body shape and movements is essential for virtual fashion clothes. | ||
Showcasing dynamic wearing effects, like draping and wrinkles, akin to real-world scenes is important for virtual fashion clothes. | ||
Realistic lighting and shadow effects in both dynamic and static states are important for virtual fashion clothes. | ||
Personalization | Virtual fashion clothes’ designers need to tailor designs according to my preferences. | Juho Hamari [47] |
Adjusting virtual fashion clothes based on my “wearing” effect is crucial. | ||
It is important to provide virtual fashion clothes designers with various forms of clothes (images, videos, etc.) based on my needs. | ||
Virtual fashion practitioners must recommend clothes based on my needs. | ||
Novelty | I would want to experience virtual fashion clothes because it’s a new way of expressing fashion. | Cambell [71] |
I want to experience the emerging technologies involved in virtual fashion clothes. | ||
I want to learn about virtual fashion clothes because I’m curious about how they differ from other clothes (e.g., physical clothing, accessories, etc.). | ||
Presentation | I want to show photos of me in my virtual fashion clothes on social media platforms. | Kim, Hee Woong [49] |
Virtual fashion companies must ensure cross-platform compatibility of their clothes for showcasing on social media. | ||
Showing other people on social media platforms an image of me in virtual fashion clothes helps me attract the attention of other community members. | ||
I want to differentiate myself from others on social media by wearing virtual fashion clothes. | ||
Sustainability | The production and finishing of virtual fashion clothes reduce environmental pollution compared to physical fashion clothes. | Tai Ming Wut [19] Park [72] |
Virtual fashion clothes reduce the consumption of resources (electricity, fuel, and other resources) compared to physical fashion clothes. | ||
Virtual fashion clothes are more eco-friendly than physical fashion clothes. | ||
The brand concept of virtual fashion clothes, which reduces environmental pollution by not using actual production materials, is correct. | ||
Inclusivity | Virtual fashion clothes are gender-neutral, and the idea that both men and women can wear the same product is right. | British Standards Institution |
Virtual fashion clothes can satisfy people with different fashion pursuits. | ||
Virtual fashion clothes are right not to differentiate and limit consumer size. | ||
Virtual fashion clothes are appropriate for not differentiating between clothes for different age groups. | ||
Perceived Enjoyment | Virtual fashion clothes bring a lot of good experiences for me | Kowalczuk [73] |
Virtual fashion clothes are fun. | ||
I think “wearing” virtual fashion clothes fulfills my imagination of living in a virtual world. | ||
I find it stress-relieving and relaxing to learn information about virtual fashion clothes. | ||
Experiencing virtual fashion clothes brings joy. | ||
Perceived Usefulness | Understanding the virtual fashion clothes process has generated a lot of thoughts for me. | Davis [20] Qin hong [74] |
I learned about many people and things while browsing for information about virtual fashion clothes. | ||
“Wearing” virtual fashion clothes makes me feel fashionable. | ||
Virtual fashion clothes can express my fashion preferences better than physical fashion clothes. | ||
Perceived Ease of Use | I’ll soon learn how to buy and “wear” virtual fashion clothes. | Hwang [39] Davis [20] JU Young [75] |
Buying and “wearing” virtual fashion clothes doesn’t require complex brain activity. | ||
I have easily understood how virtual fashion clothes are purchased and used. | ||
The actions required to purchase virtual fashion clothes were easy to understand. | ||
It’s easier to express my fashion preferences virtually than with physical fashion clothes. | ||
Intentions to use | I’d consider “wearing” virtual fashion clothes. | Ajzen [67] Davis [20] Kim [49] |
I would consider expressing my fashion attitude by showing photos of myself “wearing” virtual fashion clothes. | ||
If and when I’m asked my opinion on a virtual fashion product, I’ll make a few points in favor of it. | ||
I recommend virtual fashion clothes to others. |
Factors | Code | Loading | AVE | CR | Cronbach’s α |
---|---|---|---|---|---|
Aesthetic | A1 | 0.742 | 0.560 | 0.836 | 0.826 |
A2 | 0.728 | ||||
A3 | 0.745 | ||||
A4 | 0.778 | ||||
Reality | R1 | 0.769 | 0.576 | 0.844 | 0.821 |
R2 | 0.754 | ||||
R3 | 0.758 | ||||
R4 | 0.755 | ||||
Personalization | PERS1 | 0.705 | 0.594 | 0.853 | 0.834 |
PERS2 | 0.781 | ||||
PERS3 | 0.785 | ||||
PERS4 | 0.808 | ||||
Novelty | N1 | 0.801 | 0.618 | 0.830 | 0.829 |
N2 | 0.754 | ||||
N3 | 0.804 | ||||
Presentation | PRES1 | 0.791 | 0.589 | 0.870 | 0.851 |
PRES2 | 0.742 | ||||
PRES3 | 0.770 | ||||
PRES4 | 0.765 | ||||
Sustainability | SUS1 | 0.755 | 0.584 | 0.849 | 0.813 |
SUS 2 | 0.775 | ||||
SUS 3 | 0.768 | ||||
SUS 4 | 0.759 | ||||
Inclusivity | I1 | 0.792 | 0.608 | 0.861 | 0.862 |
I2 | 0.778 | ||||
I3 | 0.787 | ||||
I4 | 0.763 | ||||
Perceived Enjoyment | PE1 | 0.776 | 0.558 | 0.863 | 0.824 |
PE2 | 0.746 | ||||
PE3 | 0.744 | ||||
PE4 | 0.734 | ||||
PE5 | 0.737 | ||||
Perceived Usefulness | PU1 | 0.751 | 0.565 | 0.839 | 0.841 |
PU2 | 0.753 | ||||
PU3 | 0.743 | ||||
PU4 | 0.761 | ||||
Perceived Ease of Use | PEOU1 | 0.798 | 0.622 | 0.891 | 0.892 |
PEOU2 | 0.774 | ||||
PEOU3 | 0.782 | ||||
PEOU4 | 0.787 | ||||
PEOU5 | 0.804 | ||||
Intentions to use | IU1 | 0.761 | 0.574 | 0.843 | 0.845 |
IU2 | 0.759 | ||||
IU3 | 0.763 | ||||
IU4 | 0.749 |
Factors | Inclusivity | SUS | PRES | Novelty | PERS | Reality | Aesthetic | PU | PEOU | IU | PE |
---|---|---|---|---|---|---|---|---|---|---|---|
Inclusivity | 0.780 | ||||||||||
SUS | 0.504 | 0.764 | |||||||||
PRES | 0.503 | 0.478 | 0.767 | ||||||||
Novelty | 0.429 | 0.409 | 0.477 | 0.786 | |||||||
PERS | 0.386 | 0.390 | 0.536 | 0.449 | 0.771 | ||||||
Reality | 0.492 | 0.469 | 0.451 | 0.427 | 0.442 | 0.759 | |||||
Aesthetic | 0.480 | 0.435 | 0.491 | 0.403 | 0.394 | 0.492 | 0.748 | ||||
PU | 0.484 | 0.473 | 0.503 | 0.398 | 0.450 | 0.533 | 0.445 | 0.752 | |||
PEOU | 0.435 | 0.491 | 0.470 | 0.390 | 0.438 | 0.473 | 0.407 | 0.400 | 0.789 | ||
IU | 0.267 | 0.280 | 0.283 | 0.229 | 0.258 | 0.292 | 0.247 | 0.411 | 0.401 | 0.758 | |
PE | 0.464 | 0.455 | 0.486 | 0.433 | 0.379 | 0.455 | 0.445 | 0.394 | 0.371 | 0.222 | 0.747 |
Model Fit Indices | Evaluation Index (Acceptable Level) | Values of the Model |
---|---|---|
CMIN/DF | 1.0 < CMIN/DF < 3.0 | 1.136 |
CFI | >0.90 | 0.988 |
IFI | >0.90 | 0.988 |
TLI | >0.90 | 0.986 |
NFI | >0.90 | 0.914 |
SRMR | <0.05 | 0.034 |
RMSEA | <0.08 | 0.017 |
Hypotheses & Path | Estimate | Std. Estimate | CR | p | Conclusion | |||
---|---|---|---|---|---|---|---|---|
H1 | PE | ← | Aesthetic | 0.118 | 0.119 | 2.016 | 0.044 | Supported |
H2 | PU | ← | Aesthetic | 0.071 | 0.073 | 1.243 | 0.214 | Rejected |
H3 | PEOU | ← | Aesthetic | 0.06 | 0.056 | 0.963 | 0.335 | Rejected |
H4 | PE | ← | Reality | 0.132 | 0.128 | 2.126 | 0.034 | Supported |
H5 | PU | ← | Reality | 0.236 | 0.234 | 3.811 | *** | Supported |
H6 | PEOU | ← | Reality | 0.184 | 0.166 | 2.799 | 0.005 | Supported |
H7 | PE | ← | Personalization | 0.026 | 0.027 | 0.467 | 0.641 | Rejected |
H8 | PU | ← | Personalization | 0.115 | 0.120 | 2.074 | 0.038 | Supported |
H9 | PEOU | ← | Personalization | 0.145 | 0.138 | 2.421 | 0.015 | Supported |
H10 | PE | ← | Novelty | 0.128 | 0.133 | 2.333 | 0.020 | Supported |
H11 | PU | ← | Novelty | 0.026 | 0.028 | 0.487 | 0.626 | Rejected |
H12 | PEOU | ← | Novelty | 0.053 | 0.051 | 0.918 | 0.359 | Rejected |
H13 | PE | ← | Presentation | 0.168 | 0.164 | 2.545 | 0.011 | Supported |
H14 | PU | ← | Presentation | 0.152 | 0.152 | 2.356 | 0.018 | Supported |
H15 | PEOU | ← | Presentation | 0.14 | 0.127 | 2.013 | 0.044 | Supported |
H16 | PE | ← | Sustainability | 0.142 | 0.140 | 2.399 | 0.016 | Supported |
H17 | PU | ← | Sustainability | 0.132 | 0.212 | 3.664 | *** | Supported |
H18 | PEOU | ← | Sustainability | 0.231 | 0.133 | 2.275 | 0.023 | Supported |
H19 | PE | ← | Inclusivity | 0.13 | 0.129 | 2.139 | 0.032 | Supported |
H20 | PU | ← | Inclusivity | 0.125 | 0.079 | 1.334 | 0.182 | Rejected |
H21 | PEOU | ← | Inclusivity | 0.085 | 0.127 | 2.100 | 0.036 | Supported |
H22 | IU | ← | PE | 0.204 | 0.210 | 3.751 | *** | Supported |
H23 | IU | ← | PU | 0.224 | 0.227 | 3.807 | *** | Supported |
H24 | PU | ← | PEOU | 0.128 | 0.141 | 2.512 | 0.012 | Supported |
H25 | IU | ← | PEOU | 0.204 | 0.227 | 4.003 | *** | Supported |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Deng, Y.; Shen, H.; Ji, X. Exploring Virtual Fashion Consumption through the Emotional Three-Level Theory: Reflections on Sustainable Consumer Behavior. Sustainability 2024, 16, 5818. https://doi.org/10.3390/su16135818
Deng Y, Shen H, Ji X. Exploring Virtual Fashion Consumption through the Emotional Three-Level Theory: Reflections on Sustainable Consumer Behavior. Sustainability. 2024; 16(13):5818. https://doi.org/10.3390/su16135818
Chicago/Turabian StyleDeng, Yajuan, Haina Shen, and Xiaofen Ji. 2024. "Exploring Virtual Fashion Consumption through the Emotional Three-Level Theory: Reflections on Sustainable Consumer Behavior" Sustainability 16, no. 13: 5818. https://doi.org/10.3390/su16135818
APA StyleDeng, Y., Shen, H., & Ji, X. (2024). Exploring Virtual Fashion Consumption through the Emotional Three-Level Theory: Reflections on Sustainable Consumer Behavior. Sustainability, 16(13), 5818. https://doi.org/10.3390/su16135818