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