“VR+网络购物”模式下大学生购买意愿影响因素研究
Research on the Influencing Factors of College Students' Purchase Intention Under the Mode of "VR + online Shopping"
Received date: 2020-08-12
Online published: 2025-04-28
[目的/意义] 近些年随着VR产业的不断发展,有关此方面的研究也开始增加。通过对VR营销方式下大学生购买意愿进行研究,在以往学者研究的基础上加入个人偏好等因素,对网络购物模式的相关研究进行补充,并为采用VR方式营销的商家提供建议。[方法/过程] 以技术接受理论为基础,从消费者个人角度及社会角度出发,对大学生网上购物时购买意愿影响因素模型进行构建,并利用SPSS及AMOS对模型进行检验,最终得出结论。[结果/结论] 通过研究发现,感知愉悦性和社会规范对感知易用性存在显著正向影响,感知易用性对大学生网络购物时的购买意愿存在显著正向关系,信用偏好和事物关注偏好对大学生网络购物时的购买意愿存在显著正向影响,感知风险对购买意愿存在显著正向影响。
高雪倩 . “VR+网络购物”模式下大学生购买意愿影响因素研究[J]. 知识管理论坛, 2021 , 6(4) : 181 -192 . DOI: 10.13266/j.issn.2095-5472.2021.018
[Purpose/significance] With the continuous development of the VR industry in recent years, research in this area has also begun to increase. In this paper, through the research of College Students' purchase intention under VR marketing mode, factors such as personal preference are added on the basis of predecessors' research, to supplement the relevant research of online shopping mode, and to provide recommendations for merchants using VR marketing. [Method/process] Based on the technology acceptance theory, this paper built a model of factors that influence College Students' willingness to purchase when they shop online, and used SPSS and AMOS to test the model from the perspective of consumers' personal and social perspectives and draw conclusions. [Result/conclusions] It is found that perceived pleasure and social norms have a significant positive impact on perceived ease of use, perceived ease of use has a significant positive relationship with college students' purchase intention in online shopping, credit preference and attention preference have a significant positive correlation with college students' purchase intention in online shopping, and perceived risk has a significant positive correlation with purchase intention.
Key words: virtual reality; purchase intention; user preferences; online shopping
表1 测量项目列表 |
| 变量 | 变量解释 | 变量名 | 测量项目 |
| 感知愉悦性 | 感知的愉悦被定义为使用技术本身被视为愉悦的程度,是技术使用导致的所有性能结果的一部分(B. A. Nedra,2019[15]) | YY1 | 传统网络购物页面主要由图片和文字组成,没有更多的视觉愉悦和娱乐价值 |
| YY2 | 在带有VR功能的电子平台上购物的过程会让我觉得很有趣 | ||
| YY3 | 借助带有VR功能的电子平台购物,既节省了体力,还可以为我提供真实般的购物愉悦感 | ||
| YY4 | 借助VR 设备进行网上购物,让我觉得很新奇、刺激 | ||
| 社会规范 | 社会规范被定义为个体的感知,即对个体来说对他/她重要的大多数人都认为所讨论的行为是否应该由他/她执行(M. Fishbein和I. Ajzen,1975[14]) | ZG1 | 朋友推荐我使用VR功能购物 |
| ZG2 | 我认为VR功能购物是一种趋势 | ||
| ZG3 | 我身边许多人购物时都会用VR功能 | ||
| ZG4 | 我会受到他人购物时使用VR功能的影响 | ||
| 感知易用性 | 表示个人感知使用某系统的容易程度(F. D. Davis,1989[8]) | GI1 | 告诉别人如何使用网络购物的VR功能对我来说很容易 |
| GI2 | 我觉得网络购物时VR功能的使用没什么难度 | ||
| GI3 | 学习使用网络购物VR新功能或新版本不需要花费我很大精力 | ||
| GI4 | 总的来说, 网络购物VR功能简单易用,操作方便快捷 | ||
| 信任偏好 | 表示消费者对商家的信任程度 | X1 | 我在网络购物时会对诚信的商家具有偏好 |
| X2 | 我在网络购物时会对形象好的商家具有偏好 | ||
| X3 | 我在网络购物时会对知名度高的商家具有偏好 | ||
| X4 | 我在网络购物时会对熟悉的商家具有偏好 | ||
| 事物关注偏好 | 表示消费者对新鲜事物的关注程度 | GZ1 | 我会对新鲜事物具有偏好 |
| GZ2 | 我会对有创新的事物具有偏好 | ||
| GZ3 | 我会对热点事物具有偏好 | ||
| GZ4 | 我会对不同主题事物具有不同程度的偏好 | ||
| 感知风险 | 消费者购买决策中对损失的主观预期(R. N. Stone,1967[21]) | GF1 | VR体验的商品或服务可能和我想象的有极大的差距 |
| GF2 | 网页上描述的项目可能与VR体验的服务不一致 | ||
| GF3 | VR体验可能会导致我的个人信息泄露 | ||
| GF4 | 使用VR功能购物可能会让陌生人知道我的情况 | ||
| 购买意愿 | 消费者愿意采取特定购买行为的机率高低(刘冰冰和谢圣恩,2015[18]) | SY1 | 将来我会乐意优先选择带有 VR 功能的电子平台购物 |
| SY2 | 我在带有VR功能的电子平台上会比以前更加频繁地进行网络购物 | ||
| SY3 | 带有VR功能的电子平台对我很有用,将来会经常选择其购物 | ||
| SY4 | 我乐意将这种新的网络购物方式推荐给我的朋友 |
表2 样本人口统计学特征 |
| 变量名 | 变量取值 | 人数/人 | 比例/% |
| 性别 | 男 | 85 | 42 |
| 女 | 119 | 58 | |
| 年龄 | 18岁以下 | 22 | 11 |
| 18-25岁 | 182 | 89 | |
| 年级 | 大一 | 40 | 20 |
| 大二 | 41 | 20 | |
| 大三 | 72 | 35 | |
| 大四 | 51 | 25 |
表3 总量表信度分析结果 |
| 信度系数 (Alpha) | 项目个数(N of Items) |
| 0.891 | 28 |
表4 各变量信度检验结果 |
| 潜变量 | 可测变量个数 | Cronbach’s Alpha |
| 社会规范 | 4 | 0.834 |
| 感知愉悦性 | 4 | 0.831 |
| 感知易用性 | 4 | 0.876 |
| 感知风险 | 4 | 0.805 |
| 信任偏好 | 4 | 0.832 |
| 事物关注偏好 | 4 | 0.813 |
| 购买意愿 | 4 | 0.830 |
表5 KMO 与 Bartlett球形检验结果 |
| KMO 与 Bartlett球形检验 | ||
| Kaiser-Meyer-Olkin 检验值 | 0.812 | |
| Bartlett的球形检验值 | 大约卡方 | 2 857.515 |
| df | 378 | |
| 显著性 | 0.000 | |
表6 聚合效度检验结果 |
| 潜变量 | 测量变量 | 因子载荷 | 组合信度(CR) | AVE |
| 感知愉悦性 | YY1 | 0.748 | 0.832 | 0.553 |
| YY2 | 0.733 | |||
| YY3 | 0.813 | |||
| YY4 | 0.675 | |||
| 社会规范 | ZG1 | 0.806 | 0.835 | 0.560 |
| ZG2 | 0.722 | |||
| ZG3 | 0.715 | |||
| ZG4 | 0.746 | |||
| 感知易用性 | GI1 | 0.811 | 0.876 | 0.640 |
| GI2 | 0.765 | |||
| GI3 | 0.840 | |||
| GI4 | 0.781 | |||
| 信任偏好 | X1 | 0.776 | 0.833 | 0.555 |
| X2 | 0.731 | |||
| X3 | 0.729 | |||
| X4 | 0.744 | |||
| 事物关注偏好 | GZ1 | 0.721 | 0.814 | 0.522 |
| GZ2 | 0.670 | |||
| GZ3 | 0.750 | |||
| GZ4 | 0.747 | |||
| 感知风险 | GF1 | 0.761 | 0.806 | 0.511 |
| GF2 | 0.743 | |||
| GF3 | 0.639 | |||
| GF4 | 0.711 | |||
| 购买意愿 | SY1 | 0.785 | 0.831 | 0.551 |
| SY2 | 0.755 | |||
| SY3 | 0.715 | |||
| SY4 | 0.712 |
表7 区分效度检验结果 |
| 变量 | YY | ZG | GI | X | GZ | GF | GY |
| 感知愉悦 | 0.744 | ||||||
| 社会规范 | 0.448 | 0.748 | |||||
| 感知易用性 | 0.361 | 0.346 | 0.800 | ||||
| 信任偏好 | 0.529 | 0.118 | 0.465 | 0.745 | |||
| 关注偏好 | 0.417 | 0.186 | 0.450 | 0.557 | 0.722 | ||
| 感知风险 | 0.260 | 0.123 | 0.055 | 0.181 | 0.255 | 0.715 | |
| 购买意愿 | 0.432 | 0.448 | 0.442 | 0.321 | 0.374 | 0.171 | 0.742 |
表8 相关性检验结果 |
| 变量 | YY | ZG | GI | X | GZ | GF | SY |
| 感知愉悦性 | 1 | ||||||
| 社会规范 | 0.374*** | 1 | |||||
| 感知易用性 | 0.302*** | 0.292*** | 1 | ||||
| 信任偏好 | 0.435*** | 0.102 | 0.397*** | 1 | |||
| 事物关注偏好 | 0.331*** | 0.163* | 0.382*** | 0.452*** | 1 | ||
| 感知风险 | 0.218** | 0.113 | 0.054 | 0.153* | 0.212** | 1 | |
| 购买意愿 | 0.357*** | 0.374*** | 0.380*** | 0.264*** | 0.309*** | 0.150* | 1 |
注:*表示p<0.05,**表示p<0.01,***表示p<0.001,下同 |
表9 假设检验结果 |
| 假设 | 假设内容 | 是否得到支持 |
| H1 | 社会规范对大学生VR设备感知易用性存在显著正向影响 | 是 |
| H2 | VR设备的感知愉悦性对感知易用性存在显著正向影响 | 是 |
| H3 | VR设备的感知易用性对大学生网络购物时的购买意愿存在显著正向影响 | 是 |
| H4 | VR设备的感知风险对大学生网络购物时的购买意愿存在显著负向影响 | 否 |
| H5 | 大学生的信任偏好对其网络购物购买意愿存在显著正向影响 | 是 |
| H6 | 大学生的事物关注偏好对其网络购物购买意愿存在显著正向影响 | 是 |
表10 感知易用性对感知愉悦性和购买意愿的中介效应验证结果 |
| Effect | BootSE | BootLLCI | BootULCI | 效应占比 | |
| 间接效应 | 0.090 | 0.037 | 0.032 | 0.177 | 25.21% |
| 直接效应 | 0.267 | 0.076 | 0.124 | 0.416 | 74.79% |
| 总效应 | 0.357 | 0.075 | 0.215 | 0.509 |
表11 感知易用性对社会规范和购买意愿的中介效应验证结果 |
| Effect | BootSE | BootLLCI | BootULCI | 效应占比 | |
| 间接效应 | 0.087 | 0.034 | 0.031 | 0.163 | 23.26% |
| 直接效应 | 0.288 | 0.077 | 0.138 | 0.439 | 77.01% |
| 总效应 | 0.374 | 0.071 | 0.231 | 0.512 |
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