virtual test-driving: the impact of simulated products on purchase intention
TRANSCRIPT
Virtual test-driving: The impact of simulated products on purchase
intention.
Abstract
This paper studies a number of key determinants of users’ experience and engagement
when driving a simulated car model, the outcome of this engagement in relation to enjoyment
and satisfaction and the role of user satisfaction in purchasing the actual product. We test a
holistic model using an experimental quantitative approach. Our analysis suggests that
hedonic experience may create higher levels of engagement among users of the simulated car.
Enjoyment and engagement were found to positively influence user satisfaction while driving
the simulated car. In turn, user satisfaction with the simulated car was found to positively
influence purchasing intention for the actual car. Our work has shown how a simulation
based on widely available technologies can provide a foundation for the development of a
relationship between a user and the simulated product. Consequently, our research findings
have significant theoretical and practical implications beyond the auto-manufacturing
industry, as experiencing simulated products can play an important role in the context of
electronic commerce. This is especially true given the increasingly important role 'experience'
plays in electronic marketing.
Keywords: user experience, product simulation, product authenticity, enjoyment,
engagement, purchase intention, electronic commerce
Virtual test-driving: The impact of simulated products on purchase
intention
1 Introduction
The online retail experience is typically confined within the narrow two-dimensional
boundaries of the web browser. Users get to browse products and read about their
characteristics on web pages that often feature still images and occasionally videos.
Arguably, although the way users experience and interact with products online has not
changed fundamentally since the early days of the World Wide Web, recent advances in
technologies can not simply play a key role in influencing in-store consumer behaviour when
it comes to searching, choosing and comparing products, but also when it comes to
interacting with them (Pantano and Naccarato, 2010). Alternative options such as that of
metaverse retailing (Bourlakis et al., 2009; Domina et al., 2012) may have offered a glimpse
of what is potentially possible, but experiencing real products online is still a phenomenon in
its infancy. Still, with the advent of new technologies that promise higher authenticity and
immersion, such as 3D viewing, product simulations promise to become more realistic and
their application in marketing and promotion are likely to become more valuable. For users
who want to experience products online and not just collect information about them,
simulations could facilitate and inform their decision making, while for retailers online
simulations could provide an additional means for engaging and influencing consumer
behaviour.
The research objective of this study is to identify the key determinants of users’
experience and engagement when driving a simulated car model. User experience as a
consequence of a user’s internal state, the characteristics of the designed system and the
context or the environment within which the interaction occurs are about technology that
fulfils more than just instrumental needs in a way that acknowledges its use as a subjective,
situated, complex and dynamic encounter (Hassenzahl and Tractinsky, 2006). This is why in
this paper we are interested not only in the human-computer interaction aspects of the
simulation, but also in how these may lead to affecting purchase intention. Consequently, we
also study the outcome of this engagement in relation to enjoyment and satisfaction and the
role of user satisfaction in purchasing the actual product. This is not to say that an online
simulation may necessarily replace the real experience (i.e. the test drive of the real car) and
suffice to lead to a purchase, even though it may be technologically possible to simulate a car
realistically. In fact, one could think of flight simulators that are good enough for pilots to
learn how to fly commercial jets. However, these are very complex and expensive approaches
to addressing this challenge. Our exploratory work considers a practical and financially
viable alternative based on widely available game consoles. If driving a virtual car, even on a
game console, is sufficient to positively influence customer purchase intentions, then this can
potentially pave the way for robust, authentic and purpose-built simulations to be created. By
using relatively inexpensive components to build a “simulator” the study demonstrates in
practice the potential that such an approach could have.
In the following section, the paper outlines the relevant theory underpinning our
theoretical framework. The methodology that was adopted will then be discussed and the
results presented and commented on. Our overall findings will be discussed in the context of
the literature, before concluding by outlining future research avenues.
2 Literature Review & Conceptual Framework
A simulation can help users engage better with products; it improves their learning
processes and enriches their overall experience (Algharabat and Dennis, 2010a, b). This
emanates from a “3D virtual experience that should be an authentic presentation of the direct
(offline) experience” and where “virtual objects presented in 3D in a computer-mediated
environment are perceived as actual objects in a sensory way” (Algharabat and Dennis,
2010a, p.17). The locus of customer value is shifting from product to service to experience
and interaction (Prahalad and Ramaswamy, 2003). The marketing implications from the
above are numerous. Hedonic and affective factors such as user engagement and enjoyment
significantly influence consumer behaviours (Zaman et al., 2010). For example, the work of
Algharabat and Dennis (2010a) provides evidence for the importance of 3D applications for
customer attraction within the online retail context. A simulation could also improve the
overall user experience, acting as a critical enabler of the online relationship between the user
and the product. In turn, this relationship could provide the platform for a possible purchase
of the real / physical product, assuming that the user has had an engaging and enjoyable
experience with the simulated product and was fully satisfied. Simulation experience, user
engagement, enjoyment and satisfaction and finally purchase intention represent the key
elements of our framework (Figure 1) that we will be testing in this paper. Firstly, we study
the determinants of the user experience while undertaking the simulation and how these
affect engagement. Then, based on optimal flow theory we examine how attentional
involvement and engagement affect enjoyment and satisfaction. Finally, we examine how
satisfaction affects purchase intention.
PLEASE INSERT FIGURE 1
2.1 Determinants of users’ experience
There is a large amount of research that analyses the enjoyment of individuals when they
use computers and especially the interactive challenges they may experience from any
computer games and similar online activities. Liu and Shrum (2002) formulate a three
classifications of this interactive experience: user-machine interaction, user-user interaction
and user-message interaction. In this paper, we focus on the first classification, showing
computer systems being responsive to users’ actions (for further analysis of interactivity, see
McMillan and Hwang, 2002). More specifically, the concept of tele-presence is relevant to
our study as it refers to the experience produced by a computer-mediated environment (Fiore
et al., 2005b), which depends on how closely this experience simulates the consumer’s real-
world interaction with a product (Shih, 1998). Interactivity is a critical characteristic for
enabling tele-presence (Steuer, 1992), with Vrechopoulos et al. (2009) supporting the latter
statement for virtual reality / virtual environment applications, such as the three dimensional
(3D) simulated car model we will be testing in this paper. In this context, 3D does not refer to
the three dimensional viewing that viewers may experience in cinemas, but to interacting
with an object in a three dimensional world. For tele-presence, Fiore et al. (2005b) suggest
the following three key determinants: firstly “the ability to control the relationship of one’s
sensors to the stimulus”, secondly “the ability to modify the stimulus” in order to provide a
more vivid and stimulating experience and lastly “the extent to which online sensory
information approximates the real world stimulus”. Sheridan (1992) suggests that virtual
model technology will foster all three determinants. Fiore et al. (2005b) found that the
provision of real world experiences for a product within an online application had a positive
impact on consumers as they feel they make a better decision and get a more rewarding
experience. They noted that for products that are rich in sensory information, require various
kinds of inspection and can be modified during usage, a higher degree of the three
determinants of tele-presence could be a key advantage. In terms of these determinants the
ability to control is a powerful sense and this is the key reason why individuals are captivated
by computer-based activities (Ghani and Deshpande, 1994; Song and Zinkhan, 2008). Klein
(2003) found that user control led to a stronger attitude towards the products under
examination. “The ability to modify the stimulus” determinant refers to changes and
modifications to elements of products and services offered which result in a positive user
reaction.
Fiore et al. (2004) note that mass customisation technology used in apparel products has
created a positive, unique and stimulating experience for consumers, as they have an input
during the design of these products. Co-creation of value can have not just marketing and
customer relationship management implications (Payne et al., 2009; Payne et al., 2008;
Prahalad and Ramaswamy, 2000), but also inform innovation (Sawhney et al., 2005), as users
can effectively feed back their ideas via the simulation. Prahalad and Ramaswamy (2004)
argue that co-creation is about the joint creation of value by the company and the customer,
by creating an experience environment in which consumers can have active dialogue and co-
construct personalised experiences. These consumers are seeking variety, they are curious
and risk takers and are more interested in the new stimuli that new technological
environments offer (Fiore et al., 2005a). Simulated products can potentially offer such
customisation opportunities before the user begins the simulation. Shih (1998) also
hypothesised that vividness provides hedonic pleasure, which will increase time spent
(online) and increase possible repeat visits. “The extent to which online sensory information
approximates the real world stimulus” determinant refers to the extent to which the online
environment can resemble the real environment for products and services used online.
Relatively small differences in online presentation, e.g. whether a product is communicated
via a static or moving image, can make a clear difference in the build-up of attachment
(Ashman and Vazquez, 2012). Fiore et al. (2005b) report that interactivity may reduce any
negative effects resulting from the inability to experience the real product, as virtual model
technologies can convincingly imitate the authentic product, while Klein (2003, p.42) stresses
the point that “as the degree of tele-presence increases, the more similar the mediated
experience will be to a direct product experience”. Interactivity can take various forms, such
as customisation of the information presented, image manipulation via the use of various
authentic graphics and colours, three dimensional virtual tours and entertaining contests and
games to name a few, which create a unique and authentic experience for the user (Fiore et
al., 2005a). This is the case in our paper, where an authentic experience emanating from the
use of the 3D car model is expected to generate higher levels of engagement. Given the
nature of our work, for engagement we adopt the definition in Hutchins et al. (1985), which
considers direct engagement as taking place when a user experiences direct interaction with
the objects in a domain, leading to a feeling of involvement directly with a world of objects.
As far as authenticity is concerned, there are three important points to emphasise. Firstly,
authenticity does not mean a perfect reproduction of reality, which may be neither practical
nor desirable (Gonçalves et al., 2010). Instead, as has been suggested in the context of
learning games, the key concern is the level of authenticity the game requires in order to have
an accurate match of what users can expect in the real world with what they need to learn
(Gonçalves et al., 2010). Secondly, authenticity and realism do not necessarily match,
although as might be expected the more authentic and realistic a simulation is the closer it
will be to the real product. Finally, tourism literature, which has seen an emerging body of
work dedicated to authenticity, has placed it in the context of two major ideologies: “the
constructivist approach (mirroring tourists’ desire for a specific authentic ingredient,
sharing their vision, or selling their perceptions) and the essentialist approach (using already
set standards) to describe, derive, or create authenticity” (Chhabra, 2005, p.64). Given that
authenticity has become an important dimension of brand identity as marketing managers
seek to create stronger brands (Alexander, 2009), how users translate these two extremes can
effectively set their expectations of the simulation's outcome.
Based on the above analysis, the following hypotheses are constructed:
H1: Sufficient level of control will create higher levels of engagement among users of the
simulated car.
H2a: Vivid colours will create higher levels of engagement among users of the simulated
car.
H2b: Vivid graphics will create higher levels of engagement among users of the
simulated car.
H3: Product authenticity will create higher levels of engagement among users of the
simulated car.
Bhattacherjee (2001) noted that consumers’ expectations are often coloured by their first-
hand experience. In this paper, the first hand user experience stems from driving the
simulated car and by interacting with it. This experience will be influenced by both utilitarian
(instrumental) and hedonic (experiential) values (Holbrook and Hirschman, 1982) and many
researchers in the past have shown that consumer attitude is inherently bi-dimensional,
relying on both sets of values (see for example Batra and Ahtola, 1991). Utilitarian values
can help users make a better, more informed and rational decision for evaluating the physical
car, with Fiore et al. (2005b) suggesting that utilitarian value could also be in the form of
saving time / effort and minimising risk. Hedonic dimensions include factors such as colour,
graphics, animation, and other design elements that either implicitly or explicitly cause an
affective state of pleasure (Coursaris et al., 2008). Hedonic values will emanate from fun,
enjoyment, entertainment and excitement when driving the 3D car model, while the overall
3D virtual experiences engage consumers further and entice them to purchase relevant
products (Fiore et al., 2005a). Kim and Forsythe (2007) focused on the role of hedonic
dimensions when using product virtualisation technologies in online apparel shopping. These
technologies are popular in the fashion industry and include 3D rotation views and virtual
fitting of the clothes; hence, it is not surprising that few studies in the past examined relevant
issues in relation to an apparel shopping experience (see also Song et al., 2007 or Pantano and
Laria, 2012). Kim and Forsythe’s (2007) major contribution to the literature is the finding
that consumers’ attitudes rely on the utilitarian or hedonic nature of the actual technology
involved. Therefore, in their study, they showed that when consumers use a technology that is
designed to provide hedonic benefits (e.g. entertainment), then they will be more inclined to
have hedonic motivations than utilitarian ones (Kim and Forsythe, 2007). For the latter, a
technology-oriented perspective that treats shopping media as cold information systems,
rather than immersive, hedonic environments, is likely to be fundamentally misguided,
especially for products with strong hedonic attributes (Childers et al., 2001). Ideally, a
shopping experience should provide a good balance between the two sets of values,
depending on the product in question.
Based on the above discussion we conclude that both hedonic and utilitarian experience
values could result in improving user engagement and attentional involvement and we
formulate the following hypotheses:
H4: Utilitarian experience values will create higher levels of engagement among users of
the simulated car.
H5: Hedonic experience values will create higher levels of engagement among users of
the simulated car.
2.2 Process for generating users’ experience outcome
The theory of optimal flow can be used to study individual experiences when using
computers and the influential factors in those experiences (Ghani, 1995). Flow theory is the
critical conceptual link in our framework as it suggests that user experience, engagement and
enjoyment could be determining factors in satisfaction. Csikszentmihalyi (1990, p.4)
pioneered this theory, defining flow as “the state in which people are so intensely involved in
an activity that nothing else seems to matter; the experience itself is so enjoyable that people
will do it even at great cost, for the sheer sake of doing it”. Elements of flow may be divided
into two categories (Bridges and Florsheim, 2008). The first category develops out of a need
for a utilitarian process and outcome, while the second one includes such hedonic flow
elements as tele-presence, time distortion, arousal, and challenge, which represent escaping
from real life into the online environment, where the users perceive themselves as more
socially adept than in reality. Enjoyment provides hedonic value through consumption
experience (Holbrook and Hirschman, 1982) and although both utilitarian and hedonic values
are important elements resulting in higher product usage (Voss et al., 2003), in the
entertainment context, consumers may prefer hedonic over utilitarian alternatives (Dhar and
Wertenbroch, 2000). Perceived quality, and enjoyment, are significantly associated with
hedonic values (Benlian et al., 2010; Nah et al., 2011). When it comes to the impact of flow
on utilitarian and hedonic values, it has been shown that flow positively influences the
hedonic value of consumers' online shopping experience, but does not influence their
utilitarian value (Senecal et al., 2002). Csikszentmihalyi (1990) also suggested that the
perceived challenge of this activity is a determinant of the experience the individual has.
Empirical evidence suggests that flow and presence, as discussed earlier, are distinct
constructs, the first referring to the sensation of being involved in the action, the latter
referring to the sensation of being there (Weibel and Wissmath, 2011). Two key elements of
flow theory are the total concentration / attentional involvement / engagement in an activity
and the enjoyment stemming from that activity (Ghani and Deshpande, 1994). Enjoyment in
our context relates to the extent to which the activity of driving the simulated car is perceived
to be enjoyable (Davis et al., 1992). Based on the above, it is clear that engagement and
enjoyment are interrelated concepts. Engagement has been studied under various perspectives
and settings. For example, Turkay and Adinolf (2010) analysed flow theory in virtual worlds
(massively multiplayer online games) and demonstrated how specific variables such as the
customisation of game design features could have a positive impact towards user
engagement. Similarly, D’Alba et al. (2011) stressed how engagement can motivate students
to learn successfully in virtual learning environments. Mollen and Wilson (2010, p.923) shed
further light on the role of engagement in relation to consumer experience and following a
comprehensive analysis they attempted to illustrate it by providing the following definition:
“It (engagement) is characterised by the dimensions of dynamic and sustained cognitive
processing and the satisfying of instrumental value (utility and relevance) and experiential
value (emotional congruence with the narrative schema encountered in computer-mediated
entities)”. Building on the previous discussion, we suggest that attentional involvement /
engagement could be a key prerequisite for the emergence of enjoyment (positive experience)
and for the positive evaluation of a service (satisfaction), i.e. driving the simulated car in this
paper. In many technological applications (e.g. mobile entertainment services such as video
and music), users are required to engage if they are to make the most of the experience and to
get a fruitful and joyful experience, such as enjoyment (Oulasvirta et al., 2005). Vorderer
(1992) distinguished two levels of engagement: low and high engagement. In our case, an
individual watching a driving demonstration of a simulated car by another user and from a
distant perspective could be a low engagement situation. However, if that individual is
actively driving the car and is emotionally and cognitively engaged then this presents a high
engagement situation. The low engagement situation is normally associated with utilitarian
values, whilst the high engagement one that could result in enjoyment is associated with
hedonic values. Consequently, engagement could act as an antecedent to enjoyment.
Based on the previous analysis, we hypothesise:
H6: Engagement will positively influence the enjoyment a user derives from driving a
simulated car.
Affective factors such as engagement and enjoyment have been shown to influence
information system usage and user satisfaction. For example, Beaudry & Pinsonneault (2010)
and Loiacono & Djamasbi (2010) demonstrated the importance of emotion and mood on
information technology usage. User engagement (Jiang et al., 2010) and emotional enjoyment
due to one’s tele-presence in the virtual space (Suh et al. 2011) are significant factors in user
satisfaction. In an experimental design with school students, Van Vugt et al. (2006)
developed a model in which they aimed to link user engagement with satisfaction. Their
perspective was that issues such as user involvement (e.g. empathy, sympathy), as well as
distance (e.g. antipathy, boredom), are key dimensions of engagement and user experience.
Their work showed that satisfaction within a specific computer / interface / 3D virtual
environment is the outcome of the process of getting involved with and keeping distant from
the character. More importantly, their extensive work in this study and subsequent ones (see
for example, Van Vugt et al., 2009) empirically confirmed that engagement strongly predicts
user satisfaction. According to Vorderer et al. (2004) enjoyment is a pleasant experiential
state. Other researchers (Fiore et al., 2005a; Fiore et al., 2005b; Webster, 1989) have argued
that a novelty within a specific technology (image interactivity) has led to enhanced pleasure,
experiential value and enjoyment. Overall, enjoyment is a key determinant of a user’s
experience that can positively influence the user evaluation of the product / service. This
positive influence could lead to satisfaction, which is viewed as critical for building and
retaining loyalty with long-term customers (Anderson and Sullivan, 1993).
Online interaction and experience should not be narrowly focused on the products and
services themselves, as the environment within which they take place plays an important role
too. Sylaiou et al. (2010), studying virtual museum experience, showed that entertainment in
general and enjoyment in particular are desirable attributes in virtual environments and a
significant positive correlation was found between enjoyment and satisfaction when
interacting with a technological system. In a commercial setting, Ha and Stoel (2012)
reported that while shopping online for apparel items, customers seek and value
atmospheric/experiential features such as those generating feelings of fun, excitement, or
pleasure and consider them as distinct benefits that influence their overall assessment of e-
stores. Similarly, Pantano and Servidio (2012), while studying virtual stores, found
consumers' perceived enjoyment to be a motivating factor for the store choice, as well as for
the quality of the shopping experience. Finally, end-user satisfaction is a major goal in every
user-system interaction as it presents a performance measurement of the system (Van Vugt et
al., 2009).
Based on the above, we propose the following hypotheses:
H7: Engagement will positively influence user satisfaction with driving a simulated car.
H8: Enjoyment will positively influence user satisfaction with driving a simulated car.
2.3 Outcome of users’ experience
Lastly, driving a simulated car may influence the purchasing decision with respect to the
actual product. In general, many offline and online studies in the past have shown the positive
influence of consumer satisfaction (and experience) towards purchasing a product. For
example, the offline study by Cronin et al. (2000) confirmed such an association. Also, an
online study by Hausman and Siekpe (2009) showed the positive association between
entertainment, enjoyment and satisfaction when a consumer is using a website and his/her
purchasing intentions to buy products from that website. Fiore et al. (2005a; 2005b) report
similar studies on purchasing products from websites and note that the web technology helps
consumers in making more informed decisions about purchasing products, including a better
evaluation of the available product range. This is due to the interactive nature of these
technologically-mediated environments, permitting customers to be entertained, be satisfied
enough to become a buyer of a product or even to become a regular web customer (see for
example Fiore and Jin, 2003; Li et al., 2001). These individuals could also be transmitting
positive word-of-mouth messages about their experience driving the simulated car,
notwithstanding that they could be positive about the actual product, the car, per se. Equally,
within a 3D context, Yang and Wu (2009) showed that satisfaction emanating from a 3D
mediated representation can increase e-shoppers’ buying behaviour and intentions. More
broadly it has been shown that past work on antecedents and behavioural outcomes (e.g.
customer retention, referral, purchase and repurchase intentions) of satisfaction in offline
settings applies to online settings too (Bansal et al., 2004). This is despite the fact that
satisfaction in an offline context is driven by provider-customer interaction during the service
encounter, whilst it becomes a non-personal interaction in the online context, where
satisfaction is driven by website characteristics and customer service features. Not
surprisingly, users have been found to regard technologically-mediated relationships as less
friendly and co-operative, but still more task-orientated than their human-to-human
counterparts (Keeling et al., 2013).
Based on the previous analysis, the following hypothesis is proposed:
H9: Satisfaction emanating from driving the simulated car will positively influence the
intention to purchase the actual car.
3 Methodology
3.1 Experimental setup
The research design is within-subject. A within-subject experiment was conducted to test
the model (Figure 1) proposed in this paper. The model has a total of 11 variables, or
constructs in the language of structural equation modelling. Bentler and Chou (1987) suggest
that the ratio of sample size to number of constructs should be at least 5:1, or 10:1 to be
optimal. Thus we aim at collecting an optimal sample size of around 110 data points. For the
setup an XBOX 360 with a Logitech Force Feedback wheel and pedals (i.e. the user can feel
the car’s reaction, e.g. by the wheel not steering as easily, to certain stimuli) was used. A 32
inch LCD screen was used to project the game. A relatively large screen was selected as
previous research suggests that projecting the digital gaming contents in a physically more
prominent form needs to be counted as one of the central concepts among all the contributing
factors of presence (Hou et al., 2012).We performed manipulations of the user experience
levels through two game versions of the same game and two interfaces. The two game
versions used were Forza Motorsport 2 and 3, which offer the opportunity to try a “good” vs.
a “better” simulation of the same product within the same environment. The two interfaces
were a wheel and a gamepad. With this 2 x 2 design, participants could experience different
levels for the six determinants of user experience: control, colour vividness, graphics
vividness, authenticity, hedonic and utilitarian values.
Participants were first briefed about the project, also completing their demographic
information, and were asked to assume they were interested in buying a Mini Cooper S. This
brand and model was selected because this was a car most users would probably be aware of
and because it was available in both game versions used to simulate it. Users were asked to
consider how realistic the car felt (both inside and outside), its behaviour, the environment,
the graphics, the weather etc. To achieve this they were asked to try driving the car using the
various available views (with the camera being inside the car, when available, outside and
behind the car, outside and above the car, in front of the car). They were also asked to drive
the car conservatively to start with, not exceeding 100Km/h. This was so that it would make
the driving more realistic and also because it would help them control the car better. The car's
driving supporting technology, such as ABS and traction systems, as well as assisted braking,
was on. Users were first asked to drive 3 laps in central London in order to familiarise
themselves with the 2 interfaces. Participants drove a Mazda MX-5 (using the ‘Project
Gotham Racing 4’ game) and not a Mini Cooper S, in order not to influence their perceptions
of the car when the actual drives were to be undertaken. Then, they were asked to play Forza
Motorsport 2 and 3 using the wheel and gamepad, driving the Mini Cooper S in central New
York (Screenshot 1). Each of the 4 drives (2 versions x 2 interfaces) lasted 10 minutes, which
should have provided users with sufficient time to get used to the environment and engage
with the simulation. Given that each run lasted about 10 minutes, each data collection session
lasted for about 1 ½ hours. After each drive, the same set of questions was answered. The
sequence orders of the four drives were assigned randomly. Each experiment was concluded
by asking participants if they were familiar with a particular car brand and model. If this was
available in the game’s car list, participants were asked to drive the familiar model with the
two interfaces and compare it to the experience of driving the real car.
PLEASE INSERT SCREENSHOT 1
3.2 Measurements
All measurement scales are adapted from the existing literature (see Table 1). We
operationalised the measurement instrument in the same way as previous research. The
questionnaire consists of 38 items to assess the ten constructs: control, colour vividness,
graphics vividness, product authenticity, hedonic values, utilitarian values, engagement,
enjoyment, satisfaction, and purchase intention. All items are on a 7-point Likert scale.
Control consists of four items such as “I felt that I could control the car speed easily” and is
adapted from Liu and Shrum (2002), McMillan and Hwang (2002) and Song and Zinkhan
(2008). Colour vividness has three items such as “There are lots of colours in the game” and
is adapted from Fiore et al. (2005b), Klein (2003) and Steuer (1992). Graphics vividness is
measured by three items such as “The car and the outside environment illustrated by 3D
graphics was very real” and is adapted from Fiore et al. (2005b), Klein (2003) Steuer (1992).
Measuring product authenticity is based on four items such as “3D lets me feel as if I am
driving a real car” and is adapted from Algharabat and Dennis (2010a). The hedonic value
construct consists of four items like “Would be truly enjoyable” and is adapted from (Babin et
al., 1994). For measuring the utilitarian value we have four items like “Aid me in evaluating
the car model” and is adapted from Fiore et al. (2005b).The engagement construct consists of
four items such as “I am deeply engrossed” and is mainly adapted and modified from Ghani
(1995). Enjoyment, having four items such as “The game is interesting”, is operationalised
with modification from Ghani (1995). The satisfaction construct, comprising four items such
as “I am pleased with the experience in watching the video clip”, is adapted from
(Bhattacherjee, 2001). The purchase intention construct is measured by four items such as
“The driving experience in the game would increase my intention to buy the car model I
played with” and is adapted from Fiore et al. (2005b).
PLEASE INSERT TABLE 1
3.3 Sampling and participant information
In our experiments, we collected a total of 144 data points, which are sufficient for our
analysis (Bentler and Chou, 1987). One sixth of our subjects were women. The average age
was 26. All of them were students in higher education who had a driving license, with 22
owning or having previously owned a car. The average experience of playing video games
was 12 years, while the average experience of playing car games was 7.7 years. The average
subject plays video games and car games a few times per month and a few times per quarter
respectively. None of them had played the particular car games used in the experiment
before. Their average experience on a 7-point scale (1:the worst, 7:the best) of using a wheel
and gamepad to play car games were 3.42 and 4.15 respectively.
3.4 Statistical Analysis Approach
In this research, we use a 2x2 design to create experiment sessions with enough
variations in user experience through two controllable factors: game versions and control
interfaces. The research model is a structural model, lending itself naturally to structural
equation modelling analysis. Thus we applied this class of techniques in testing the
hypotheses. Before analyzing the data to search for support of the research model and its
associated hypotheses, standard procedures of assessing the quality of the data collected are
followed. The measurement instrument (i.e. the questionnaire) and data collected are assessed
in terms of convergent and discriminant validity, composite reliability, and risk of having
common factor bias using Harman’s single-factor test.
4 Results
We follow the general structure for validity analysis proposed by Henseler et al. (2008).
The psychometric properties of the scales, descriptive statistics, and correlations are shown in
Tables 2 and 3. To test the reliability and validity of the measurement constructs, we
computed the average per participant to obtain the final score of each measurement item. This
averaging is calculated only for reliability testing of the measurement instrument. In
subsequent analysis, raw data collected from the four rounds was used to take advantage of
the within subject experiment design. Except for that of Uti4 (the fourth item of utilitarian
value construct), PI1 and PI2 (the first and second items of the purchase intention construct),
all standardised factor loadings are significant and above 0.70 (Fornell and Bookstein, 1982),
indicating excellent convergent validity. While Uti4, PI1 and PI2 are potential candidates for
removal, as they have standardised factor loadings of .49, .64, and .43 respectively, we
looked further into the composite reliabilities of the constructs. Composite reliabilities
exceeded the 0.70 cut-off point (Boudreau et al., 2001). Given these excellent composite
reliabilities and also further support from discriminate validity, as discussed below, we
decided to keep all question items for measurement.
PLEASE INSERT TABLE 2
Discriminant validity was assessed by comparing the average variances extracted (AVEs)
with squared correlations among latent variables (Fornell and Larcker, 1981). The AVEs are
all above the recommended 0.50 level (Hair et al., 1998), suggesting that more than half of
the variance observed in the items was accounted for by their hypothesised constructs. All
squared correlations were lower than the corresponding AVEs, thus supporting discriminant
validity. Considering that a few pairs of the constructs have high correlations with values
higher than 0.7 we further examined the possible common method variance by Harman’s
single-factor test. Exploratory factor analysis with all items entered did not support a
common method factor that explained the majority of the variance.
To test our hypotheses, the conceptual framework was tested empirically as a single
research model, using the partial least square (PLS) approach of the Structural Equation
Modelling (SEM) technique. PLS based SEM analysis does not generate any overall
goodness-of-fit indices similar to the way covariance-based SEM does (Hu and Bentler,
1999). The logic of multiple regression was followed to understand the overall model fit. The
empirical results are summarised in figures 2 to 4. The results are presented in three separate
figures for the purposes of clarity only. Our whole conceptual model was empirically tested
using SEM, implemented as a single research model. The numbers above the arrows are the
path coefficients and the numbers in the circle are the R-squared figures. The R-squared for
the engagement, enjoyment, satisfaction, and purchase intention constructs are 39%, 55%,
39% and 31% respectively. An R-squared figure of 67% could be considered “substantial”,
35% could be considered as “moderate”, and 19% as “weak” (Chin, 1998). Our reported R-
squared figures mainly range between substantial and moderate. A good level of variation in
the four constructs was explained with our conceptual framework. The statistics show that the
model fit is very good, supporting the claim that the conceptual framework is empirically
valid.
PLEASE INSERT FIGURE 2
We searched for support for the hypotheses through the significances of the path
coefficients with a one-tailed t-test. From figure 2, the path coefficients for H1, H2a, H3, and
H4 are not statistically significant. Therefore hypotheses H1, H2a, H3, and H4 are not
supported. The path coefficient for H2b is .219, which is significant at the 5% level and
consequently H2b is supported. Graphics vividness influences the participant engagement
level positively and significantly. The path coefficient for H5 is .360, which is significant at
the 1% level. Thus, H5 is supported. Hedonic value has a significant and positive impact on
the consequent participant engagement level.
Figure 3 shows the empirical results for the remaining part of our conceptual framework.
All path coefficients are significant, providing support for the three underlying hypotheses.
The path coefficient for H6 is .394, which is significant at the 1% level. Consequently, H6 is
supported. Enjoyment will positively influence the participant satisfaction level with the
gaming experience. The path coefficient for H7 is .743, which is significant at the 1% level
and H7 is supported. The participant engagement level, which represents the quality of the
gaming experience, will significantly and positively affect the perceived enjoyment level of
the participant. The path coefficient for H8 is .272, which is significant at the 5% level, and
consequently H8 is supported. The engagement level experienced by the participant will have
a significant positive impact on the corresponding satisfaction level.
PLEASE INSERT FIGURE 3
Finally, as figure 4 shows, the path coefficient for H9 is .558, which is significant at the
1% level and hence H9 is supported. The participant satisfaction level will influence the
corresponding purchase intention for the underlying product positively and significantly.
PLEASE INSERT FIGURE 4
5 Discussion
5.1 Determinants of users’ experience
In our simulation of the test driving we chose to examine three key dimensions in relation
to the product in question, namely controlling the car and what the car looked like (colours
and graphics) and how realistic it appeared. Hypothesis 1 was not supported by our empirical
work, indicating that the level of control is not critical for creating higher engagement among
the simulated car users. This is an interesting result as previous research (Fiore et al., 2005b;
Klein, 2003; Sheridan, 1992; Song and Zinkhan, 2008) has stressed the pivotal influence of
control in users’ captivation by computer activities and the positive attitude and experience
created for users. Although this control may have been of great relevance to test driving a car,
given that as most modern console games have sufficiently good control and navigation
attributes, users may not perceive it as being of significant importance. Similar reasoning can
be provided to justify the outcome of hypothesis 2a (not supported), where we found that
vivid colours do not create higher levels of engagement. Although the relevant literature (see
for example Fiore et al., 2005a; Fiore et al., 2005b; Klein, 2003; Steuer, 1992) highlights the
key role of vivid colours in computer user engagement, we believe that the advanced and
sophisticated use of colours within modern simulations makes users anticipate very colourful
products which will visualise the actual environment, setting and the real product (car) too.
Hypothesis 2b was supported, though, and confirms findings suggested in the relevant
literature (Fiore et al., 2005a; Fiore et al., 2005b; Klein, 2003; Steuer, 1992) on the key role
of vivid graphics in computer applications. However, product authenticity was not found to
be a critical determinant in user engagement (hypothesis 3 was not supported) and this
finding provides an original and quite different perspective from the current literature
(Algharabat and Dennis, 2010a, b). In our car simulation, product authenticity seems to be a
well-designed and fully-integrated component that presents the offline experience in a real
(authentic) manner, with users appearing to anticipate this.
The next two hypotheses (4 and 5) provide contrasting outcomes as hypothesis 4,
referring to utilitarian values was not supported, whilst hypothesis 5, referring to the hedonic
values, was supported by our empirical work. In the past, researchers have noted the
influential role of both utilitarian and hedonic values in online user experience and
engagement (Batra and Ahtola, 1991; Bhattacherjee, 2001). Normally, utilitarian experience
values are expected to engage users with computer applications and Fiore et al. (2005a) argue
that they will support users’ purchase decision-making when it comes to various physical
products (including expensive, non-frequently purchased products such as cars). Our findings
indicate that users are carried away by hedonic experience values, with aspects such as fun
and enjoyment contributing largely to further user engagement. This finding relates strongly
to the outcome of Hypothesis 2b (supported), where we noted that vivid graphics create
higher levels of engagement amongst users. It also confirms the views proposed by Shih
(1998), who stresses the role of vividness for getting hedonic pleasure, and by Dhar and
Wertenbroch (2000), who note that in the entertainment context consumers may prefer
hedonic over utilitarian values. In summary, given that hypotheses 3 and 4 (authenticity and
utilitarian values) were not supported, but hypotheses 2b and 5 (vivid graphics and hedonic
values) were supported, one could suggest that users expect the simulation to provide a fun
and enjoyable experience, instead of a factual authentic one that replicates the exact product
characteristics.
5.2 Users’ experiences and their impact on purchase intention
Hypotheses 6, 7, 8, 9 were fully supported. Starting with hypothesis 6, engagement is
linked to enjoyment, with our findings suggesting that it provides extra motivation for users
to interact with the simulated car. This supports previous work on the role of motivation in
relation to engagement (D’Alba et al., 2011). Engagement was also found to influence the
enjoyment of a simulated car user positively (hypothesis 7), confirming past studies (e.g.
Vorderer et al., 2004; Ghani,1995). Our finding is in alignment with previous work by Van
Vugt et al. (2009; 2006), who found a similar result for other experiments and settings
involving 3D virtual environments. It is worth noting that driving a simulated car is normally
perceived as a high engagement situation, which is associated with hedonic values (Vorderer
et al., 2004). As far as hypothesis 8 is concerned, enjoyment was found to be positively
associated with user satisfaction, when driving a simulated car. Similar results have been
reported in the literature (for instance Vorderer et al. (2004), especially in the theory of
optimal flow, which connects user experience, engagement and enjoyment with satisfaction
(Ghani, 1995)). This also confirms previous work by Anderson and Sullivan (Anderson and
Sullivan, 1993) and Sylaiou et al. (2010) in relation to virtual experiences. Lastly, our results
supported hypothesis 9 and highlighted the positive association between satisfaction (when
driving a simulation car) and the intention to purchase the actual car. Satisfaction was linked
to an intention to purchase the actual car. This agrees with previous studies in both offline
and online contexts (Cronin et al., 2000; Fiore et al., 2005a; Fiore et al., 2005b; Hausman and
Siekpe, 2009). More importantly, this association was confirmed within a 3D context, where
fewer studies currently exist (see for example Yang and Wu, 2009). This extends previous
studies (e.g. Fiore et al. 2005a; 2005b) that have shown the satisfaction-intention to purchase
association only when purchasing products from websites. More importantly, this finding
supports the proposed framework and suggests a process that could be a supporting tool for
companies aiming to develop and implement marketing strategies.
6 Conclusion
Previous research on both hedonic and utilitarian shopping value has focused much effort
on the antecedents of shopping value, with very little emphasis on the outcomes of shopping
value (Jones et al., 2006). We have followed a similar approach in this paper, aiming to study
how simulation characteristics and hedonic and utilitarian values may affect engagement and
enjoyment, and in turn satisfaction and purchase intention. Our work has shown how a
simulation can provide a foundation for the development of a strong relationship between a
user and the simulated product, a car model in this case. More importantly, it has shown that
a possible outcome is the purchasing of the real product by the user, with this having major
marketing implications.
We anticipate the current work to be very helpful to marketing managers and
practitioners as they could add an extra weapon to their marketing arsenal. These applications
provide an inexpensive and fast medium for testing user reactions and companies willing to
employ these applications could embark on a more strategic-oriented, integrated and cross-
functional marketing activity with these users. Major automotive manufacturers are already
using similar applications and approaches for their car products and users can experience
these cars on their mobile phones or desktops or even their own simulators (Audi, 2011; Law,
2011; Mobile Marketer, 2009). However, these applications enable users to experience a
product without direct inspection and contact and this requires managers to understand the
applications in detail.
Considering that the majority of our experiment participants were students, future work
could examine other user groups. This is of special importance if we take into account the
fact that the participants in our experiment had a good average experience of playing video
games in general and car games in particular. Hence, these were relatively experienced users
who were familiar with console and computer games and they are bound to anticipate good
navigation and control, vivid colours and authenticity in these applications (hypotheses 1, 2a,
3). Future work conducted amongst less-experienced users and other user groups could
provide different results. Given the objectives of the simulation and that users typically may
have their first encounter via the simulation, first-impressions could potentially extend the
framework. Similar work could take place for other products. There are numerous products
sharing similar characteristics (e.g. motorbikes, helicopters etc.) where the use of simulations
may be appropriate. This is of particular interest for electronic retailers, who can offer user a
more interactive way to experience products online before committing themselves to a
purchase. For example, a clothing e-retailer could offer an application that enables users to
create a virtual representation of themselves that has their physical characteristics and try a
range of clothes on the avatars to explore different options. A purpose-built simulator could
study users’ perceptions under more realistic conditions. Since previous research has shown
that user experience may differ in two different game playing situations (laboratory and
home) (Takatalo et al., 2011), future studies could consider repeating the experiment within a
residential environment, which would make for a more natural setting. Finally, it may be of
value to compare a real test drive with a simulated one and compare the customer’s views
when it comes to the actual product and the simulated one.
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Figure 1: Integrating Product and User Experience
Colour
Vividness
Graphics
Vividness
3D
Authenticity
Engagement
ControlHedonic Value
Utilitarian
Value
Simulation
Experience
Enjoyment
SatisfactionPurchase
Intention
Figure 2: Determinants of User Experiences
Colour Vividness
Graphics Vividness
3D Authenticity
Engagement
R2 = .39
Control
Hedonic Value
Utilitarian Value
H1: ns
H2a: ns
H2b: .219**
H3: ns
H4: ns
H5: .360***
Note: *: significant at 10% level, **: significant at 5% level, ***: significant at 1% level, ns: not
significant
Figure 3: Process for Building / Generating the User Experience Outcome
Engagement
Enjoyment
R2 = .55
Satisfaction
R2 = .39
H7: .743 ***
H6: .394 *** H8: .272 **
Note: *: significant at 10% level, **: significant at 5% level, ***: significant at 1% level, ns: not
significant
Figure 4: Outcome / Impact of Users’ Experience
SatisfactionPurchase Intention
R2= .31
H9: .558 ***
Note: ***: significant at 1% level
Table 1: Measurement Scales
Construct Item Statement Source
Control
CON1 I felt that I could control the car speed easily (Liu and Shrum, 2002;
McMillan and Hwang,
2002; Song and
Zinkhan, 2008)
CON2 I felt that I had a lot of control over the driving experience
CON3 I felt it was easy to rotate the wheel, and drive in the direction
I wanted.
CON4 I felt I could control the movements of the car.
Colour
Vividness
COL1 There are lots of colours in the game. (Fiore et al., 2005b;
Klein, 2003; Steuer,
1992) COL2 Colour brightness of the car (both inside and outside), and the
outside environment, let me visualise how the real car might
look.
COL3 The car and the outside environment illustrated by 3D was
very colourful
Graphics
Vividness
GRA1 There are lots of graphics in the game. (Fiore et al., 2005b;
Klein, 2003; Steuer,
1992) GRA2
Graphics of the car (both inside and outside), and the outside
environment, let me visualise what the real car might look.
GRA3 The car and the outside environment illustrated by 3D
graphics was very real
3D
Authenticity
3DA1 3D creates an experience similar to the one I would have
when driving on a road. (Algharabat and Dennis,
2010a) 3DA2 3D lets me feel like as if I am driving a real car
3DA3 3D lets me feel like as if I am really test driving the car
3DA4 3D lets me see the car as if it was a real one
Hedonic
Value
HED1 Would be like an escape (Babin et al., 1994)
HED2 Would be truly enjoyable
HED3 Would be enjoyable for its own sake
HED4 Would let me enjoy being immersed in an exciting new
experience
Utilitarian
Value
UTI1 Help me make a better decision about the car model if I am to
consider buying it (Fiore et al., 2005b)
UTI2 Help me to find the right car model if I am considering
buying a car
UTI3 Aid me in evaluating the car model
UTI4 Help me in finding what I am looking for if I am considering
buying a car
Purchase
Intention
PI1 After playing the game with the car model, how likely is it
that you would consider to go test drive the real car model? (Fiore et al., 2005b)
PI2 The driving experience in the game would be helpful in
aiding me to make a purchase decision if I am considering
buying a car
PI3 The driving experience in the game would increase my
intention to buy the car model I played with
PI4 I would be willing to recommend to my friends to use the
driving experience in the game as a decision aid when
considering what car to test drive / buy
Satisfaction
SAT1 Very dissatisfied vs. Very Satisfied (Bhattacherjee, 2001)
SAT2 Very displeased vs. Very pleased
SAT3 Very frustrated vs. Very contented
SAT4 Terrible vs. Very delighted
Engagement#
EN1 I am deeply engrossed vs. Not deeply engrossed (Ghani, 1995)
EN2 I am absorbed intensely vs. Not absorbed intensely
EN3 My attention is focused vs. Not focused
EN4 I concentrate fully vs. Not fully
Perceived
Enjoyment#
PE1 Interesting vs. Uninteresting (Ghani, 1995)
PE2 Fun vs. Not fun
PE3 Exciting vs. Dull
PE4 Enjoyable vs. Not enjoyable
Table 2: Measurement Properties of Indicators
Construct Description Items Mean Standard
Deviation
Composite
Reliability
Standardised
Factor
Loading
Control
Key determinants
of interaction with
simulated product
(appearance and
behaviour)
CON1 5.45 1.37
.95
.86
CON2 4.92 1.53 .91
CON3 4.73 1.83 .93
CON4 4.91 1.60 .93
Colour
Vividness
COL1 5.46 1.28
.91
.88
COL2 4.99 1.43 .83
COL3 5.31 1.37 .93
Graphics
Vividness
GRA1 5.53 1.30
.89
.81
GRA2 4.82 1.53 .84
GRA3 4.63 1.72 .91
3D
Authenticity
How accurate is
the match of what
users can expect in
the real world with
what they need to
learn for the
simulated product?
3DA1 4.22 1.78
.97
.96
3DA2 4.02 1.72 .97
3DA3 3.94 1.72 .95
3DA4 3.87 1.69 .93
Hedonic
Value
Experiential
factors that
implicitly or
explicitly cause an
affective state of
pleasure
HED1 4.90 1.57
.91
.74
HED2 5.25 1.28 .93
HED3 5.16 1.24 .83
HED4 5.03 1.31 .89
Utilitarian
Value
Instrumental
values can help
users make a
better, more
informed and
rational decision
UTI1 3.66 1.62
.91
.95
UTI2 3.90 1.63 .95
UTI3 3.73 1.53 .94
UTI4 3.85 2.99 .49
Purchase
Intention
The intention to
purchase the
simulated product
(the car in this
case)
PI1 4.71 1.73
.84
.64
PI2 3.58 1.50 .43
PI3 3.71 1.67 .94
PI4 3.72 1.88 .92
Satisfaction
A performance
measurement of
the simulation
SAT1 5.31 1.09
.93
.87
SAT2 5.39 1.04 .91
SAT3 5.08 1.18 .86
SAT4 5.21 1.15 .89
Engagement#
Engagement takes
place during the
process of user’s
direct interaction
with an object,
leading to a feeling
of involvement
EN1 2.66 1.49
.93
.90
EN2 2.63 1.49 .87
EN3 2.19 1.28 .89
EN4 2.29 1.31 .87
Perceived
Enjoyment#
Enjoyment is a
perceived
consequence of the
activity of
interacting with
the simulated
product
PE1 2.31 1.36
.95
.91
PE2 2.26 1.38 .89
PE3 2.63 1.34 .88
PE4 2.31 1.40 .94
Table 3: Measurement Properties of Constructs
Mean S.D. Con Col Gra Aut Hed Uti PI Sat Eng Enj
Control 5.00 1.60 (.83)
Colour 5.25 1.37 .40 (.83)
Graphics 4.99 1.57 .33 .83 (.73)
Authenticity 4.01 1.73 .50 .69 .73 (.90)
Hedonic
Value
5.09 1.36 .44 .39 .35 .37 (.72)
Utilitarian
Value
3.78 2.03 .52 .54 .58 .79 .50 (.73)
Purchase
Intention
3.93 1.76 .48 .51 .58 .77 .41 .84 (.58)
Satisfaction 5.25 1.12 .57 .38 .37 .42 .64 .55 .56 (.78)
Engagement# 2.44 1.41 -.40 -.36 -.40 -.44 -.54 -.51 -.52 -.56 (.78)
Enjoyment# 2.38 1.38 -.43 -.22 -.22 -.35 -.58 -.38 -.39 -.60 .74 (.82)
Note: # - Measured in reverse scale. Negative sign with other construct not measured in reverse
scale implies a positive relationship. Off-diagonal values are correlations and on-diagonal values are
AVEs.