Virtual item purchase behavior in virtual worlds: an exploratory investigation
Electronic Commerce Research
Electronic Commerce Research
Retail spatial evolution: paving the way from traditional to metaverse retailing
Electronic Commerce Research
Beyond e-business models: the road to virtual worlds
Electronic Commerce Research
A framework for evaluating business lead users' virtual reality innovations in Second Life
Electronic Commerce Research
An empirical study of the factors affecting social network service use
Computers in Human Behavior
Crucial web usability factors of 36 industries for students: a large-scale empirical study
Electronic Commerce Research
Electronic word-of-mouth and online reviews in tourism services: the use of twitter by tourists
Electronic Commerce Research
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This study explored the effects of sequential combinations of consumer experiences. Four kinds of sequential combinations of consumer experiences were designed: exposing to escapist virtual experience preceding direct experience (VEescapist 驴 DE), exposing to education virtual experience preceding direct experience (VEeducation 驴 DE), exposing to escapist virtual experience preceding indirect experience (VEescapist 驴 IDE), and exposing to education virtual experience preceding indirect experience (VEeducation 驴 IDE). The results indicated that "VEescapist 驴 IDE" produces the highest product knowledge and brand attitude; "VEescapist 驴 DE" produces the lowest perceived risk. Additionally, the moderating roles of need for touch and product involvement also explored. For the high need for touch, "VEescapist 驴 IDE" produces the highest product knowledge and "VEescapist 驴 DE" produces the lowest perceived risk; for the high product involvement, "VEescapist 驴 IDE" produces the highest product knowledge and brand attitude and "VEescapist 驴 DE" produces the lowest perceived risk.