As widespread as product visualization technologies
are, very little empirical work has been done to
investigate Millennial consumers’ perceptions about
interactive online technologies. This growing consumption
group shows a buying power exceeding
$200 billion annually and represents a significant
opportunity for the Unites States retailers today
(Martin & Turley, 2004). Their technology-obsessed
virtual lifestyle is reflected in their purchasing habits.
When it comes to purchasing products and services,
Millennials takes peer recommendation and viral
marketing more seriously than company generated
information.
The findings of this study indicate that the
experiences Millennial shoppers get from virtual
product demonstration using the interactive product
simulator and the virtual community recommenddations
are very valuable for them in making
purchase decisions. Interactive product simulators
allow consumers to simulate the functionality and/or
appearance of a product online, enabling online
marketers to provide more effective product
information – reducing perceived risk, and a more
engaging shopping experience – enhancing shopping
enjoyment.
The study contributes to the literature by demonstrating
that object interactivity clearly affects both
gender groups either through affecting perceived
usefulness or entertainment value. Object interactivity
didn’t influence perceived usefulness or men yet did
influence the attitude and intention by affecting
perceived in the end, the effects that the simulated
product experience has on shoppers’ attitudes and
intentions to buy a product online are significant. It
appears that user-ability to interact with a product in
the virtual world increases perceived ease-of-use of the
product simulator. Previous research applied TAM in
online technologies failed to examine gender
difference testing the overall adoption and usage of the
online technologies. The findings of this study show
not only the usage of the interactive product simulator
but also where gender difference exists by examination
of the equivalence of the hypothesized model between
male and female. This information is particularly
useful when developing and applying such technologies
to sell/promote products targeting different
gender groups.
Another important finding is the impact of subjective
norm (particularly social media in the case) on
shoppers’ intention to use the product simulator. Social
media, as an extension of word-of-mouth marketing,