Int. Journal of Business Science and Applied Management, Volume 5, Issue 3, 2010
3D Product authenticity model for online retail:
An invariance analysis
Raed Algharabat
Brunel Business School, Marketing Department, Brunel University
Elliot Jaques Building, Uxbridge, Middlesex, UB8 3PH, United Kingdom
Tel: +44 (0) 1895 266251
Email: raed.algharabat@brunel.ac.uk
Charles Dennis
Brunel Business School, Marketing Department, Brunel University
Elliot Jaques Building, Uxbridge, Middlesex, UB8 3PH, United Kingdom
Tel: +44 (0) 1895 265242
Email: charles.dennis@brunel.ac.uk
Abstract
This study investigates the effects of different levels of invariance analysis on three dimensional (3D)
product authenticity model (3DPAM) constructs in the e- retailing context. A hypothetical retailer
website presents a variety of laptops using 3D product visualisations. The proposed conceptual model
achieves acceptable fit and the hypothesised paths are all valid. We empirically investigate the
invariance across the subgroups to validate the results of our 3DPAM. We concluded that the 3D
product authenticity model construct was invariant for our sample across different gender, level of
education and study backgrounds. These findings suggested that all our subgroups conceptualised the
3DPAM similarly. Also the results show some non-invariance results for the structural and latent mean
models. The gender group posits a non-invariance latent mean model. Study backgrounds group reveals
a non-invariance result for the structural model. These findings allowed us to understand the 3DPAMs
validity in the e-retail context. Managerial implications are explained.
Keywords: 3D product authenticity, control, animated colours, value, behavioural intention, invariance
analyses
Raed Algharabat and Charles Dennis
15
1 INTRODUCTION
Scholars (e.g., Li et al., 2001, 2002, 2003) classify experiences, based on the interaction between a
product or an environment and an individual, into three types. First, direct experience permits
consumers to interact (e.g., physically) directly with a product. Second, indirect experience often
allows consumers to interact with second-hand source such as static visual pictures. Third, virtual
experience allows consumers to interact with three dimensional (3D) virtual models. According to
Steuer (1992, p.78) virtual reality (VR) is a real or simulated environment in which a perceiver
experiences telepresence”. In contrast, virtual experience (VE) derives from VR and can be defined as
psychological and emotional states that consumers undergo while interacting with a 3D environment
(Li et al., 2001, p. 14). A 3D presentation enables consumers to interact with products, enriches their
learning processes, and creates a sense of being in a simulated real world. Furthermore, direct and
virtual experiences combine within VR, such that the latter enhances and enriches the overall
experience because consumers use almost all of their senses when interacting with a 3D product
visualisation (Klein, 2003; Li et al., 2001, 2002, 2003). Despite widespread discussions and various
definitions of VE, we notice that previous scholars, within the online retail context, consider the
notions of 3D telepresence as virtual substitutes for actual experience with the products. However, the
telepresence and presence constructs are not necessarily wholly appropriate concepts for marketers
since they represent a process of being mentally transported into other areas or being immersed into an
illusion environment. Such notions may not be particularly helpful for marketers and website designers
who are concerned with 3D product visualisation of real products. Instead, we propose the 3D product
authenticity construct, which refers to simulating a real product authentically online. We therefore first
discuss the notions of telepresence or presence in the immersive virtual reality (IVR) environment then
proceed to explain applications of non-immersive virtual realties (NIVR i.e., an online retailer context).
We also offer a new definition and measurement scale for the construct of 3D authenticity.
Furthermore, we introduce the 3D product authenticity model to replace the telepresence model in the
virtual reality environment. To validate our findings of the 3D product authenticity model, we
investigate the effects of different levels of invariance analysis, across gender, levels of education and
study backgrounds subgroups.
2 THEORETICAL BACKGROUND
2.1. 3D Product Visualisation in the Immersive and Non-Immersive VR
VR terminologies enter the vocabulary with the emergence of IVR devices, such as head-mounted
display, which allow users to interact with virtual environments and to visualise different objects (Suh
and Lee, 2005). As a result, the notions of telepresence or presence emerge. Notwithstanding, previous
literature in the IVR area has provided readers with different classifications and conceptualisations of
VR experience. For example, Steuer's (1992, p. 76) definition of VR focuses on human experience, not
technological hardware, and differentiates between two types of VE; presence and telepresence.
Whereas presence refers to the experience of one’s physical environment; it refers not to one’s
surroundings as they exist in the physical world, but to the perception of those surroundings as
mediated by both automatic and controlled mental processes”, telepresence is “the experience of
presence in an environment by means of a communication medium”. In turn, Sheridan (1992)
distinguishes between virtual presence and telepresence, such that presence relates to the sense of being
in a computer-mediated environment, whereas telepresence indicates a sense of being in any real
remote location. However, Biocca (1992) defines VE (based on the telepresence construct) as users’
ability to be, psychologically, transported into another area. To that end, Biocca and Delaney (1995)
argue that the definition of virtual reality experience depends on technological hardware and software.
The authors define VE as perceptual immersion. This type of VE depends on sensory immersion in
virtual environments. To extend prior literature, Lombard and Ditton (1997) identify six taxonomies of
VE: social richness, realism, transportation, immersion, social actor within medium and medium as
social actor. Notwithstanding Lombard and Ditton’s (1997) classification, two types of presence are
identified in the NIVR area, concerning users interaction with e-retailerswebsites and products using
desktop or laptop computers (Suh and Lee, 2005). The first is telepresence, or the illusion of being in a
place far from the physical body (Biocca, 1997; Heeter, 1992). This conceptualisation of telepresence
relates to transporting a user, self, or place, to another place. The second form is telepresence in a
social sense, such that other beings exist in the VR world with whom users can interact (e.g., avatars).
Authors such as Heeter (1992) and Lombard and Ditton (1997) empirically test this concept, and
McGoldrick and colleagues (2008) emphasise the avatar’s role in enhancing virtual personal shopper
capabilities. Moreover, to identify the main determinants of VE within IVR, researchers follow
Int. Journal of Business Science and Applied Management / Business-and-Management.org
16
interactivity and vividness theories. For example, previous scholars (Biocca & Delany, 1995; Heeter,
1992; Lombard & Ditton, 1997; Sheridan, 1992; Steuer, 1992) assert that interactivity and vividness
may represent the main antecedents of virtual reality experience. Interactivity appears particularly of
interest since the appearance of new communication channels such as the World Wide Web, for which
it represents a critical concept and primary advantage (Rafaeli & Sudweeks, 1997). Considerable
research investigates and empirically tests the construct, but there is little agreement on the definition
or operationalisation of the interactivity construct (e.g., Ariely, 2000; Klein, 2003; Liu & Shrum, 2002;
McMillan & Hwang, 2002). For example, Steuer (1992) classifies it into three elements: speed,
mapping and range. Rafaeli and Sudweeks (1997) argue interactivity relates to the communication
process, and Ariely (2000) defines it on the basis of the control construct (the narrowest definition).
Rowley (2008) focuses on information interactivity. Still other scholars (e.g., Lui & Shrum, 2002;
McMillan & Hwang, 2002) argue that definitions of interactivity cannot be restricted to messages,
human interactions or communications but rather should include multidimensional aspects. Thus speed,
responsiveness and communications represent the main elements to define and measure interactivity
construct. In contrast, vividness, according to Steuer (1992, p. 81) is the way in which an environment
presents information to the senses”. Steuer explains that vividness is stimulus driven and depends
completely on the technical characteristics of a medium. In turn, it represents a product of two
important variables: sensory breadth, and sensory depth. Most scholars use this definition of vividness.
To that end, Lee (2004) revises all the previous definitions of telepresence or presence and argues
that none of the previous definitions could be used to tap the concept of using virtual environment to
reflect consumers’ virtual experience. The author posits two ways for an experience to become a
virtual. First, using “Para-authentic objects” in which the users interact with objects in which they can
find in real life aspects such as clothing. Secondly, using “Artificial objects”, which simulates objects
that do not exists in real life. On that basis, we claim that using the notions of 3D telepresence or
presence and their definitions to define VE neither help marketers and e-retailers to understand the
effect of 3D product visualisation on consumers’ VE, nor suit the online retail context. Because (i)
these notions represent a process of being mentally transported into other areas or being immersed into
an illusion environment, such notions often reflect negative meanings such as immersion, delusion and
transportation (Lee, 2004); (ii) presence and telepresence measurement scales, were originally built
upon external devices, such as head-mounted display, which are not used in online retailers’ 3D virtual
model; and (iii) the lack of agreement upon the antecedents of telepresence and presence (interactivity
and vividness) often complicates measuring the 3D product visualisation VE, and (iv) these notions
measure VE based on different technologies (see Table 1). For example, to measure VE, Shih (1998)
proposes a conceptual framework. Coyle and Thorson (2001) focus on videocassette movies. Klein
(2003) employs a simple technology such as Authorware © 3.0 and 4.0, and Hopkins et al. (2004)
investigate websites VE. Moreover, we notice that only few of the previous studies focused on the use
of 3D product visualisation to measure VE (see Table 1). For instance, Li et al. (2001, 2002, 2003) and
Fiore et al. (2005a) measured VE using 3D product visualisation. Unfortunately, both studies measured
it based on the telepresence construct. Based on the above gaps, we claim that a 3D virtual experience
should be an authentic representation of the direct (offline) experience. The concept of 3D authenticity
of the product visualisation implies that ability of the 3D to simulate the product experience in bricks-
and-clicks contexts. We felt that it is important to measure how consumers, within the online retail
context, could imagine that 3D presented products. Particularly, we introduced our new construct,
namely, 3D product authenticity to reflect customers’ virtual experience, where customers can feel the
authenticity of the 3D products.
Raed Algharabat and Charles Dennis
17
Table 1: Previous research on online VR using 3D telepresence
3D Product Authenticity (3DPA) Construct
None of the previous definitions of telepresence or presence that use 3D virtual models
realistically taps consumers’ virtual experiences. A 3D virtual experience should be an authentic
representation of the direct (offline) experience. We therefore propose a new notion that relates to the
simulation of online products and virtual experience, namely, the authenticity of the 3D product
visualisation. Telepresence and presence are not particularly well suited to the online retail context,
because they reflect illusion and transportation to other places. In contrast, the concept of 3D
authenticity of the product visualisation implies the ability to simulate the product virtual experience in
bricks-and-clicks contexts. We propose the following definition of perceived 3D product authenticity in
a computer-mediated environment: 3D Product Authenticity (3DPA) is a psychological state in which
virtual objects presented in 3D in a computer-mediated environment are perceived as actual objects in
a sensory way. Furthermore, we identify users’ ability to control the content and form of the 3D flash
(interactivity), animated colours (vividness) and 3D authenticity as the main elements of the 3D virtual
experience. Moreover, we define control and animated colours as the main antecedences of 3D
authenticity.
3 RESEARCH MODEL
We demonstrate our research model in Figure 1. Our model is testing the relationships between
control, animated colours, 3D product authenticity, hedonic and utilitarian value and behavioural
intention. As the objective of our study is 3D product authenticity model’s measurement equivalence,
the focus of our model is concentrated on whether gender, education levels and study backgrounds
affect participants’ responses to our 3D product authenticity model.
Study
Sample
Stimuli
Virtual experience
measurement
Virtual experience
antecedents
Invariance
analysis
Shih
(1998)
Conceptual
paper
N/A
Conceptual
Vividness (breadth and
depth) and interactivity
(speed and control)
N/A
Coyle
and
Thorson
(2001)
Students
Videocassette
movies.
Blues music CDs.
Women’s golf
clothing and
equipment.
Hot sauces.
Transporting into
another place; being
there.
Vividness (breadth and
depth) and interactivity
(speed and control)
N/A
Li et al.
(2001)
Students
3D products:
Bed, ring, watch,
laptop computer.
Illusion and
Immersion
Virtual experience is
vivid, involving, active,
affective and
psychological states
N/A
Li et al.
(2002)
Students
3D/2D
bed, ring, watch,
laptop
advertisements
Presence: based on
physical engagement,
naturalness, and
negative effects.
Interactivity and media
richness
N/A
Li et al.
(2003)
Students
3D/2D product
type: wristwatch,
bedding material
and laptops
Telepresence and
virtual affordance
Interactivity and media
richness
N/A
Klein
(2003)
Non-
students
Authorware © 3.0
and 4.0
Study = 1, Wine
Study = 2, Face
cream
Telepresence:
transporting into
another area
User control and media
richness (full-motion
video and audio)
N/A
Hopkins
et al.
(2004)
students
Website for the
National Arbor Day
Foundation
Telepresence: being
there
Vividness (media
richness)
N/A
Fiore et
al.
(2005a)
Students
Clothing (3D
virtual model)
Telepresence: being
there
Interactivity and
vividness
N/A
Int. Journal of Business Science and Applied Management / Business-and-Management.org
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3.1 3D Product Authenticity Antecedents and Definitions
We use the control construct to represent interactivity in an online retail context. Ariely’s (2000)
definition of control refers to users’ abilities to customise and choose Web site contents to achieve their
goals. We focus more on consumers’ ability to control and easily interact with the 3D virtual model.
Therefore, we define control as users’ abilities to customise and choose the contents of the virtual
model (i.e., 3D product visualisation), rotate, and zoom in or out on the product in the virtual model
and the ability of the virtual model (3D) to respond to participants’ orders properly. In turn, we
hypothesise:
H
1a
: A high level of control of 3D product visualization increases 3D authenticity.
Furthermore, 3D vividness should facilitate virtual experience by providing more sensory depth
and breadth (Li et al., 2002, 2003). High-quality online animations enhance perceived reality of the 3D
products (e.g., Fortin and Dholakia, 2005; Klein, 2003; Shih, 1998). Specifically, we consider
vividness of the visual imagery, such that consumers can see online products with different colours
(skins) just as they would see them in person. Media richness may lead to a real (authentic) experience,
according to research on online shopping (Algharabat and Dennis, 2009a; Klein, 2003; Schlosser,
2003). Moreover, consumers’ ability to change the animation (colours) of the 3D product might help
them sense control over the product. We therefore hypothesise:
H
1b
: A high level of 3D animated colours increases perceived 3D authenticity.
H
2
: A high level of 3D animated colours increases control.
3.2 Effects of 3D products Authenticity on Utilitarian and Hedonic Value
To identify the main consequences of using authentic 3D product visualisations, and to explain
cognitive and emotional experiences that consumers might have from navigating an authentic 3D
product visualisation, we follow the hedonic and utilitarian value theories (based on Babin et al., 1994;
Fiore et al., 2005a). Scholars (e.g., Fiore and Jin, 2003; Fiore et al., 2005a; Kim et al., 2007; Klein,
2003; Li et al., 2001, 2002, 2003; Suh and Chang 2006) explain the importance of using 3D product
visualisations in enhancing consumers’ understanding of product attributes, features and characteristics.
3D visualisation increases consumers’ involvement and encourages them to seek more information
about the products (Fiore et al., 2005a). Suh and Lee (2005) posit a positive relationship between
higher levels of 3D product visualisation and seeking more information about the products’
characteristics and features. Suh and Chang’s (2006) empirical research of the influence of 3D product
visualisation and product knowledge reveals a positive relationship between 3D and perceived product
knowledge. Using 3D product visualisation helps consumers to imagine how a product may look and it
gives them more details about the products’ characteristics (Fortin and Dholakia, 2005; Klein, 2003;
Shih, 1998). Therefore, we hypothesise:
H
3a
: 3D authenticity in a retailer website will positively affect website use for utilitarian value.
Scholars (Fiore et al., 2005b; Kim and Forsythe, 2007; Lee et al., 2006; Schlosser, 2003) report
the importance of 3D product visualisation in enhancing the experiential aspects of a virtual shopping.
The above researchers find that the ability of 3D product visualisation to produce hedonic values for
shoppers is greater than its ability to produce utilitarian values. Fiore et al. (2005b) assert that 3D
virtual model produces hedonic value, which is highly correlated with consumers’ emotional pleasure
and arousal variables. Fiore et al. (2005a) posit the importance of virtual models in boosting hedonic
value (enjoyment). Fiore et al. (2005a) also report the importance of 3D virtual model technology in
producing more hedonic value. Many scholars in the communication field (e.g., Heeter, 1992; Lombard
and Ditton, 1997; Song et al., 2007) report the importance of enjoyment as a consequence of using 3D.
Consumers use 3D product visualisation to have more fun, enjoyment and entertainment (Kim and
Forsythe, 2007). Such sources of fun or enjoyment come from consumers’ ability to rotate, and zoom
in or out on the product (Fiore et al., 2005a), seeing different animated coloured pictorial images that
may enhance their mental pleasure when using 3D sites.
H
3b
: 3D authenticity in a retailer website will positively affect website use for hedonic value.
Raed Algharabat and Charles Dennis
19
3.3 Effects of 3D Product Authenticity, Utilitarian and Hedonic Value on Behavioural
Intention
The role of 3D product visualisation in enhancing behavioural intentions appears well supported;
3D utilitarian and hedonic values improve willingness to purchase from an online retailer (Fiore et al.,
2005a, 2005b), intention to buy (Schlosser, 2003) and purchase intentions (Li et al., 2001; 2003).
Moreover, 3D realism improves users’ beliefs and attitudes towards an online store (Klein, 2003).
Therefore,
H
3c
: The relationship between 3D authenticity and behavioural intention is positive.
H
4a
: The relationship between utilitarian value and behavioural intention is positive.
H
4b
: The relationship between hedonic value and behavioural intention is positive.
Figure 1: Conceptual framework (source: the authors)
4 METHODS
4.1 Stimuli
A retailer’s website with one stimulus was custom-designed for this study. The stimulus was
illustrated in 3D product visualisation sites in which participants can see, the focal product, laptops
from different angles; they can rotate it and zoom it in or out. The 3D stimulus is designed to help
consumers to imagine the product in appropriate and relevant ways and it enhances consumers’ virtual
experiences (Li et al., 2001). Moreover, we decide to use the 3D stimulus which users can control
(content and form) and see from different colours to bridge the gaps in measuring VE using the 3D
product visualisation. Previous scholars measure VE based on movies, simple technology but not 3D
product visualisation. Moreover, those who use the 3D product visualisation measure it based on the
telepresence construct (see Table 1).
4.2 Interface Design
We designed one stimulus, a 3D flash (site), for testing the proposed hypotheses. The site allows
participants to control the content and form of the 3D flash. For example, participants can zoom in or
out on the product, rotate it and can see different parts of the product when clicking on it. The 3D flash
permits participants to change the colour of the laptop and see it with animated colours. Also the flash
allows participants to get actual and perceived information about the laptop features and attributes.
Moreover, our site enhance participants’ fun and enjoyment values by enabling them to control (i.e., to
zoom in or out on and rotate), to change the colour of the laptop and to see more information about the
product (see Appendix A). In designing this interface, we consider a comprehensive site to visualise an
electrical online retailer to surpass actual experience. Moreover, this study adds more features and
cases to the ones that might be found in real sites. For example, none of the national sites that sell
laptops (e.g., Sony and Dell, to the best of the authors’ knowledge) has a flash combining both 3D and
information about laptops. The website we created for this study was not previously known to users,
nor did users have any knowledge of the fictitious brands on the site. Thus, we eliminated any impact
Control
Animated
colours
Utilitarian
value
Hedonic
value
Behavioural
intention
H1a
H1b
H3a
H3b
H4a
H4b
H3c
H2
Int. Journal of Business Science and Applied Management / Business-and-Management.org
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of previous experiences or attitudes (Fiore et al., 2005a). The site offers a wide variety of laptops,
similar to those that many college-aged women and men currently buy and use. Therefore, site provides
a suitable context for the present sample.
4.3 Participants
Student samples are well suited to online shopping research (e.g., Balabanis & Reynolds, 2001;
Fiore et al., 2005a; Kim et al., 2007; Li et al., 2002, 2003), because they are computer literate and have
few problems using new technology. Students also are likely consumers of electrical goods (Jahng et
al., 2000). We employed a sample of 312 students to perform this study. The sample was gender
balanced, consisting of 48% women and 52% men, and 90% of the sample ranged from 18 to 30 years
of age. Approximately 90% reported having had prior online shopping experience.
4.4 Instrument
Participants were informed that this study pertained to consumers’ evaluations of an electrical
retailer’s Web site. The questionnaire contained five-point Likert-type scales, anchored by “strongly
disagree” and “strongly agree”.
To measure the control construct, we developed a five-item scale that centres on users’ ability to
rotate and zoom in or out the virtual model based on Liu and Shrum’s (2002); McMillan and Hwang’s
(2002) and Song and Zinkhan’s (2008) studies. To measure animated colours, we developed a four-
item animated colour scale based on Fiore and colleagues (2005a), Klein’s (2003), Steuer’s (1992)
studies. The items tap how closely the simulated sensory information reflects the real product. We
could not find an existing scale to measure 3D product authenticity so we developed a new five-item
scale. We submitted the items to evaluations by academics (lecturers in online retailing and Ph.D.
students); these respondents considered the items relevant for measuring the authenticity construct. We
followed Churchill’s (1979) procedures for developing a marketing construct scale and adopted
Christodoulides and colleagues (2006) procedures for developing a scale for the online context. Each
item began with “After surfing the 3D sites”, and then obtained responses to the following: “3D creates
a product experience similar to the one I would have when shopping in a store”, “3D let me feel like if I
am holding a real laptop and rotating it” (i.e. virtual affordance), “3D let me feel like I am dealing with
a salesman who is responding to my orders”, “3D let me see the laptop as if it was a real one”, and
“Being able to zoom in/out and rotate the laptop let me visualise how the laptop might look in an
offline retailer”. To measure hedonic values, we adopted a modified version of Babin and colleagues
(1994) scale. We based the study on 4 of the 11 items. To measure utilitarian values, we adopted a
modified version of Fiore and colleagues (2005a) scale. To measure Behavioural intention, we used a
modified version of Fiore and colleagues (2005a) scale. See Table 2 for the purified items.
5 RESULTS
5.1 Measurement Model for the 3D Product Authenticity Model
We evaluated the measurement and structural equation models using AMOS 16. The measurement
model includes 23 indicators, and we provide its results in Table 2, including the standardised factor
loading, standard error (S.E), critical ratios (C.R), composite reliability, squared multiple correlation
and average variance extracted (AVE) for each construct. The standardised factor loadings (λ) are all
greater than .61. The composite reliabilities for control (.80), animated colours, (.782), 3D authenticity
(.86), utilitarian (.85), hedonic (.86) and behavioural intention (.88) are acceptable (Hair et al., 2006).
Moreover, average variance extracted by each construct exceeds the minimum value recommended by
Hair et al. (2006), (i.e., exceeds .5).
Raed Algharabat and Charles Dennis
21
Table 2: Measurement model results for hypothetical 3DPAM.
Construct
Indicator
Standard-
ised factor
loading ( λ)
S.E
C.R
Average
Variance
extracted
Squared
multiple
correlation
Composite
reliability
η1 (Control)
- I felt that I could choose freely
what I wanted to see
- I felt that I had a lot of control
over the content of the laptop’s
options (i.e. angles and
information)
- I felt it was easy to rotate the
laptop the way I wanted.
- I felt I could control the laptop
movements.
.78
.71
.71
.61
¯
0.077
0.076
0.071
12.097
10.009
8.916
0.50
0.602
0.508
0.503
0.369
0.80
η2 (Animated colours)
-There are lots of colours on 3D
laptop websites.
- Colours brightness of the 3D
laptop let me visualize how the
real laptop might look.
- The laptop illustrated by 3D
was very colourful
.79
.71
.61
¯
0.067
0.064
11.391
10.099
.502
0.631
0.499
0.375
0.78
η3 (3D Authenticity)
- 3D Creates a product
experience similar to the one I
would have when shopping in a
store.
- 3D Let me feel like if I am
holding a real laptop and rotating
it (i.e. virtual affordance)
- 3D Let me feel like I am
dealing with a salesman who is
responding to my orders.
- 3D let me see the laptop as if it
was a real one.
.77
.79
.81
.74
¯
0.078
0.078
0.076
14.093
14.581
13.293
.608
0.598
0.628
0.656
0.550
0.86
η4 (Hedonic value)
- Would be like an escape.
- Would be truly enjoyable
- Would be enjoyable for its own
sake, not just for the items I may
have purchase.
- Would let me enjoy being
immersed in an existing new
product.
.64
.77
.88
.79
¯
0.105
0.128
0.144
12.752
11.987
11.123
0.59
0.411
0.589
0.722
0.618
.86
η5(Utilitarian value)
- Help me make a better decision
about the product.
- help me buy the right product.
- Aid me in evaluating the laptop
items.
- Help me in finding what I am
looking for
.80
.92
.69
.61
¯
0.079
0.067
0.066
16.179
12.481
11.002
.582
0.637
0.844
0.475
0.375
0.85
η6 (Behavioural intention)
- After seeing the web site, how
likely is it that you would buy a
laptop from this online store.
- I would be willing to purchase a
laptop through this online store.
- I intend to buy a laptop from
this online store.
- I would be willing to
recommend this online retailer to
my friends.
.81
.82
.82
.72
¯
0.061
0.075
0.059
16.151
15.323
13.160
0.631
.88
Int. Journal of Business Science and Applied Management / Business-and-Management.org
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5.2 Structural Equation Model for the 3D Product Authenticity Model
The hypothesised model achieves a chi-square of 350.225 (df = 219), with a goodness-of-fit index
(GFI) of .911, comparative fit index (CFI) of .965, root mean square residual (RMR) of .038 and root
mean square error of approximation (RMSEA) of .044, normed fit index (NFI) of .912, relative fit
index (RFI) of .9, incremental fit index (IFI) of .965, and χ
2
/df = 1.599. These results indicate a good
fit of the data to the model (Byrne, 2001; Hair et al., 2006). Furthermore, the structural equation model
confirms that control and animated colours have significant positive effects on 3D authenticity (H
1a
t =
2.098; H
1b
t = 7.951). Moreover, animated colour exhibits a significant positive effect on control (H
2
t
= 7.888). Finally, as we hypothesized, 3D authenticity, hedonic and utilitarian values have positive
effects on behavioural intention (H
3c
: 2.465, H4
a
: t = 2.216, H
4b
: t= 2.454). Table 3 reports estimates,
standardised estimates, and critical ratio for each hypothesized path. All the hypothesized paths are
supported (p < .05).
Table 3: Summary of results of structural model estimation
Standardised regression paths (β)
Estimate
S.E
C.R
P
Hypothesis
H
1
Animated colours → Control
.539
.068
7.888
***
Supported
H
2a
Control → 3D Authenticity
.165
.079
2.098
.036
Supported
H
2b
Animated colours → 3D Authenticity
.672
.085
7.951
***
Supported
H
3a
3D Authenticity → Utilitarian
.470
.055
8.567
***
Supported
H
3b
3D Authenticity → Behavioural intention
.229
.093
2.465
.014
Supported
H
3c
3D Authenticity → Hedonic
.483
.054
8.875
***
Supported
H
4a
Utilitarian → Behavioural intention
.211
.086
2.454
.014
Supported
H
4b
Hedonic → Behavioural intention
..274
.124
2.216
.027
Supported
6 INVARIANCE ANALYSIS
We use the invariance analyses to determine the effects of gender, education levels and study
backgrounds and their relationships in our conceptual framework. We start with conducting a
measurement invariance analysis (measurement weight) for gender, education levels and study
backgrounds to determine whether, for example, the males and females groups would use the same
pattern in measuring the observed items. If the result is invariant, then the data of each group is suitable
for further analysis (i.e., structural invariance analysis). However, if the two groups understood the
items in different ways (i.e., non-invariance), then, we identify the source of the non-invariance. To do
so, we identify the observed item(s) that caused the non-invariance. If the result of the measurement
model is invariance, then, we go to the next step. However, if the results still non-invariant, then, we
stop the analysis.
Secondly, after having the insignificant results in the measurement model, we conduct the
invariance structural model analysis to determine if gender, education levels and study background
groups have invariance or non-invariance results in perceiving the relationships between the
unobserved constructs. To conduct this analysis, we follow two steps; (i) if the members of any group
(e.g., the males and females groups) perceive the relationships between the constructs similarly (i.e.,
invariance), then, we move to the third step (i.e., latent mean invariance analysis), (ii) however, if the
members of any group perceive the relationships between the constructs differently (i.e., non-
invariance), then we determine the source of the non-invariance. Moreover, if the structural model
analyses are non-invariance, we calculate the un-standardised direct, indirect and total effects. Thirdly,
we conduct the latent mean invariance analyses among latent constructs to determine if the groups have
perceived each construct similarly (invariance) or differently (non-invariance). In all the three previous
steps, we report χ
2
and ∆df and fit indices (TLI, CFI and RMSEA) models for the comparison
purposes.
6.1. Invariance Analysis Results
The invariance analyses provide a better understanding of our conceptual model and its constructs
invariance validity. Following a series of invariance analyses, we could conclude that our conceptual
framework was invariant of measurement loading, structural loading and latent mean across gender,
Raed Algharabat and Charles Dennis
23
education level and study background. The following explains the invariance analysis and it reports the
non-invariance models.
Gender
We classify the participants into two groups according to their gender (i.e., males or females). The
measurement model results (Table 4) reveal insignificant differences between the males and females
groups regarding the measurement and structural models. However, result shows a significant
difference in the mean model. The females group is higher (.179) than the males group in perceiving
the behavioural intention construct (Table 5).
Table 4: Results of factorial invariance analysis for gender: assuming model unconstrained to be
correct.
Model
P
χ
2
df
χ
2
∆df
CFI
RAMSE
Measurement model
.404
635.786
455
17.761
17
.952
0.036
Structural model
.082
649.793
463
14.007
8
.952
0.036
Structural mean model
.019
650.619
464
15.136
6
.946
.950
Table 5: Means: (male-Measurement weight)
Construct (gender mean 312)
Estimate
S.E
C.R
P
Control
-.138
.088
-1.562
.118
Animation
.069
.069
.994
.320
Authenticity
.016
.097
.168
.867
Hedonic
.071
.065
1.092
.275
Utilitarian
.048
.055
.875
.382
Behavioural intention
.179
.069
2.581
.010
Education Level
The second invariance analysis classifies participants into two groups according to the
participants’ educational levels (undergraduates and postgraduates groups). The measurement model,
structural model and latent mean model results reveal invariance differences (i.e., insignificant
differences) between the undergraduates and postgraduates groups (Table 6).
Table 6: Results of factorial, structural and mean invariance analysis for education: assuming
model unconstrained to be correct.
Model
P
χ
2
df
χ
2
∆df
CFI
RAMSE
Measurement model
.562
649.828
455
15.466
17
.949
0.37
Structural model
.240
660.190
463
10.363
8
.943
.948
Structural mean model
.072
656.679
464
11.575
6
.945
.949
Participants’ Study Backgrounds
The third invariance analysis classifies the participants into two groups according to the
participants’ study backgrounds (Business-Social and Maths-IT-Engineering groups). The
measurement model and mean model results (Table 7) reveal insignificant differences between the
Business-Social studies and the Maths-IT-Engineering studies backgrounds. However, structural model
results reveal non-invariance (significant) differences between the Business-Social studies and the
Maths-IT-Engineering studies groups in determining the relationships between the proposed constructs
(Table 8). The relationships between 3D product authenticity→ hedonic, and hedonic behavioural
intention (BI) are the source of this non-invariance. In other words, both groups perceive the
importance of the hedonic values differently.
Table 7: Results of factorial, structural and mean invariance analysis for background: assuming
model unconstrained to be correct
Model
P
χ
2
df
χ
2
∆df
CFI
RAMSE
Measurement model
.221
675.953
455
21.115
17
.943
0.040
Structural model
.010
696.033
463
20.080
8
.934
.939
Structural mean model
.664
681.002
464
4.094
6
.938
.944
Int. Journal of Business Science and Applied Management / Business-and-Management.org
24
Table 8: Results of path coefficient invariance analysis for study background.
Model
P
χ
2
df
χ
2
∆df
TLI
CFI
RAMSE
Animation →Authenticity
Control→ Authenticity
3D Authenticity→ Hedonic
3D Authenticity →Utilitarian
Utilitarian →BI
Hedonic → BI
Animation → Control
3D Authenticity →BI
.221
.589
.002**
.128
.295
.048*
.326
.419
654.963
655.131
664.788
657.156
655.934
658.745
655.804
655.493
439
439
439
439
439
439
439
441
.125
.292
9.950
2.317
1.096
3.906
.966
.654
1
1
1
1
1
1
1
1
.935
.935
.932
.935
.935
.934
.935
.935
.944
.944
.941
.943
.944
.943
.944
.944
.040
.040
.041
.040
.040
.040
.040
.040
* p < 0.05; ** p <0.01.
Table 9 shows the results of un-standardised indirect, direct and total effects- estimates for the
Maths-IT-Engineering studies background group and the Business-Social studies background group.
Table 9: Results of un-standardised indirect, direct and total effects- estimates
Predictor
variables
Behavioural intention toward
the online retailer
Indirect
effects
Direct
effects
Total
effects
Animated
colours
.221
------
.221
Control
0.029
------
.029
3D Authenticity
.075
.230
.306
Utilitarian value
------
.169
.169
Hedonic value
------
.029
.029
R
2
.34
Predictor
variables
Behavioural intention toward
the online retailer
Indirect
effects
Direct
effects
Total
effects
Animated
colours
.433
------
.433
Control
0.224
------
.224
3D Authenticity
.156
.419
.574
Utilitarian value
------
.069
.069
Hedonic value
------
.225
.225
R
2
.34
Un-standardised indirect, direct and total effects- estimates
6 DISCUSSION
This research aims to measure 3D product visualisation virtual experience, to provide a validated
conceptual model that integrates different constructs and to clarify the theoretical problems of using
different measurement of the 3D virtual experience. Moreover, this research provides invariance
analysis to determine the main moderators within our model. Our survey validates the hypothesised
model, and the model findings confirm that animated colours and control are the main determinants of
3D authenticity (VE). Moreover, we find that the authenticity of the 3D model, hedonic and utilitarian
values are the main determinants of users’ behavioural intention. We follow a series of invariance
analyses to confirm our results across gender, education levels and study background. Results show
that our 3D product authenticity model is invariant in respect of measurement model. Furthermore, we
find invariance results regarding the structural model across gender and education level. However, the
non-invariance results appear well in the mean model (across gender) and the structural model (across
study background). The difference (non-invariance) in the latent mean between males and females
groups suggests that females tend to accept the idea of buying from our fictitious e-retailer more than
the males group does. This result supports Tversky and Morrison’s (2002) findings regarding the
ability of the animated graphics to increase females’ comprehension and learning. Moreover, the ability
of the 3D flashes to enhance users’ understanding of the laptops’ features especially when using
animations makes Females’ ability to make purchase decisions (based on non-verbal cues) easier
(Dennis et al., 1999) than men.
Raed Algharabat and Charles Dennis
25
The non-invariance (significant) differences between Business-Social group and Maths-IT-
Engineering groups clearly come in the relationships between the proposed constructs (i.e., the
structural model). The 3D authenticity→ hedonic and the hedonic→ behavioural intention relationships
are the source of the coefficients non-invariance. In other words, both groups perceive the importance
of the hedonic values and the behavioural intention differently. That is, Maths-IT- Engineering group
tend to accept that the 3D authenticity and the novelty of the 3D flash increases the level of fun and
entertainment. On the other hand, Maths-IT- Engineering group does not accept that the high level of
entrainment may end with a positive behavioural intention towards the online retailer. In regards to the
un-standardised effects, students with the Maths-IT- Engineering backgrounds perceive the total effects
of the 3D authenticity construct on the behavioural intention (.574) more than the Business-Social
backgrounds (.306) do. This could be justified due to the Maths-IT- Engineering group ability to
understand and criticize the novelty of the 3D more than the Business-Social backgrounds. However,
the Business-Social background group perceives the total effects of the utilitarian values (.169) on
behavioural intention more than the Maths-IT- Engineering group does. On the other hand, the Maths-
IT- Engineering group perceives the total effects of the hedonic values (.225) on behavioural intention
more than the human-studies group (.029) does. In contrast to the Maths-IT- Engineering group who
perceives the direct effect of the hedonic values (.225) on behavioural intention more than utilitarian
values (.069), the Business-Social studies group perceives the direct effect of the utilitarian values on
behavioural intention (.169) more than the hedonic values (.029). These results could be explained as
follows. First, Raijas (2002) finds that the experienced people know what they are looking for.
Moreover, these results support the findings of Dennis and King (2009) and Dholakia and Chiang
(2003) regarding shopping styles. In other words, when shopping for technical and expensive products
shoppers who are Empathisers turn to become Systemisers and vise verse. Second, in comparison to the
Business-Social group, the Maths-IT- Engineering group bought on average more laptops online (M
Maths-IT-
Engineering
= 1.33, M
Business-Social
= 1.3) than the Business-Social group did. The Business-Social
group are more interested in a laptop features and characteristics than entertainment features. The
animation construct had the strongest indirect effect (.221, 433 respectively) in both groups. However,
the indirect effect of the control construct in the Maths-IT- Engineering group (.244) is greater than the
indirect effect of control on the Business-Social studies group (.029). Finally, in both groups, the 3D
authenticity construct has the strongest direct effect and total effects.
7 CONCLUSION AND CONTRIBUTION
From a theoretical standpoint, our results contribute to the existing literature in several ways. First,
previous research on VE has focused on three elements to surpass the offline (direct) experience;
interactivity, vividness and 3D telepresence. However, we claimed that the notion of 3D telepresence
reflects negative meanings. Instead we propose the notion of 3D authenticity to reflect the 3D virtual
experience. Second, to solve the lack of agreement regarding defining and measuring the interactivity
and vividness constructs. We narrowed the operationalisations of 3D authenticity antecedents to control
and animated colours to reflect a real authentic VE. In line with other online retail researchers who
investigated the influence of using 3D product visualisation on VE (Li et al., 2001, 2002, 2003), we
find that marketers should focus on specific aspects of interactivity and vividness (rather than on the
abstract constructs) when defining 3D virtual experience. For example, when it comes to 3D virtual
models, we prefer focusing on the narrowest, most relevant aspects of interactivity (i.e., control).
Whereas Heeter (2000, p. 75) describes interactivity as an overused and under defined concept”, we
posit that control represents a useful construct for 3D models in the online retail context. Moreover, in
support of previous research (Ariely, 2000; Coyle & Thorson, 2001) we narrow our conceptualisation
of control to consumers’ ability to control the content and form of the 3D flashes. In other words, users’
ability to zoom in or out, rotate and get more information about the product enhances their perceptions
of the authenticity of the 3D products. Furthermore, whereas prior research defines vividness according
to sensory breadth and depth, we argue that research might benefit from a tighter focus on specific
aspects of vividness through illustration, such as we have applied here. This result is in accordance with
Pimentel and Teixeira’s (1994, p. 146) study that asserts that visual stimuli are the main sensory cues in
producing virtual experiences.
Third, our use of invariance analyses gives this research a plus, since previous research has not
examined them in the context of 3D virtual experience. The invariance analyses led to another
contribution, which highlights the importance of this research’s conceptual framework applicability in
the e-retailing area. Following a series of invariance analyses, it could be concluded that our conceptual
framework is invariance of the measurement model, structural model and latent mean model across
gender, education level, and study background. However, the effect of 3D authenticity on hedonic and
the impact of hedonic on behavioural intention are moderated by study background. This result posits
Int. Journal of Business Science and Applied Management / Business-and-Management.org
26
that the study background is a significant moderator between the effect of 3D authenticity on hedonic
values, and the effect of hedonic value and behavioural intention. Marketers and website developers
should focus on this moderator when designing 3D product visualisation for the online retailer. Any 3D
flash should reflect more innovation in designing and it should reflect a state of enjoyment for students
with Maths-IT- Engineering backgrounds and Business-Social group. This conclusion posits that
overall all the subgroups conceptualise the constructs and variables (animated colours, control, 3D
authenticity, utilitarian, hedonic, and behavioural intention constructs) similarly. Also, this suggests
that our results have no obvious bias of gender, education level, and study background (Lai and Li,
2005).
8 MANAGERIAL IMPLICATIONS
E-retailers should pay more attention to 3D product authenticity antecedents, i.e., control and
animated colour when designing their 3D virtual models. Including real colours and flashes that
consumers can control easily will lead to more authentic online experiences. The direct and indirect
effects of animated colours and control constructs reveal the importance of these constructs within the
3D e-retail context. Any 3D flash should include the essential information that consumers seek rather
than just a pretty picture. For example, consumers should be able to click on any part of the 3D flash to
get access to information about it. Website developers should take advantage of technological
advancements to develop and update online retailers 3D flashes. Pechtl (2003) asserts a positive
relationship between perceived innovation attributes and online adoption behaviour. Algharabat and
Dennis (2009a) posit the importance of authentic 3D product to enhance users’ hedonic and utilitarian
values. Managers and Web sites designers should work together to ensure that the 3D product
visualisation provides customers with the complete and accurate information they need. In addition,
marketers should decide what information (or knowledge) to focus on before developing 3D flashes. It
should be accepted that developing 3D flashes is not a money-free issue. Nevertheless, many
companies have already claimed to have improved their sales as a result of designing and using 3D
flashes. For example, J.C. Penny, eBags and Wal-Mart claimed that their online sales have increased
10% to 50% after using rich media such as 3D flashes (Demery, 2003). Moreover, Demery (2006)
posits that the numbers of companies who are investing in 3D virtual models is increasing steadily
because these companies are seeing the potential of the technology for selling more products. Nantel
(2004) asserts that consumers shopping online for clothing are 26% more likely to purchase from the
sites that have 3D virtual model than from sites that have not. Moreover, Fiore (2008) posits that media
richness is an important way to differentiate retailers. Wagner (2000) asserts that online retailers with
3D product visualisations may reap benefits that extend beyond sales. For example, 3D increases site
stickiness: users will spend more time on the online retailer, which leads to more opportunities to learn
more about the products, interact with them, build trust and confidence. Finally, according to the Social
Issues Research Centre (SIRC, as cited in Herrod, 2007) study it is expected that “by 2020 virtual
commerce (v-commerce) will replace e-commerce” and the development of 3D virtual models (such as
3D virtual shopping malls) will be leading the whole industry by 2020.
9 LIMITATIONS AND FURTHER STUDIES
Although the generalisability of the results is limited by the student sample, and cannot be
generalised to all online consumer groups, we argue that students represent the shoppers of tomorrow
(Algharabat and Dennis, 2009b; Balabanis and Reynolds, 2001) and the research thus has prescient
value. Second, since this study has focused only on laptops, which we consider to be products that are
associated with more search or experience, it is unclear to what extent the results can be generalised
and applied to other online products. On the bases of our results, we recommend that website
developers should pay more attention to simulating 3D animation colours to reflect the real products
more authentically. Moreover, they should work to create an environment in which consumers sense
that they can feel the online products when they navigate the site. We recommend research efforts to
extend the generalisability of our findings to other contexts (e.g., clothing) and to non-student samples.
Further research may add and test other stimuli, for example by simulating real sounds to investigate
how auditory vividness may influence 3DPAM.
Raed Algharabat and Charles Dennis
27
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