From Virtual Experience to Real Action: Efficiency–Flexibility Ambidexterity Fuels Virtual Reality Webrooming Behavior
Abstract
1. Introduction
2. Literature Review and Hypotheses
2.1. Research Theory and Conceptual Framework
2.2. Efficiency–Flexibility Ambidexterity
2.3. Inspiration: Inspired-By and Inspired-To
2.4. Interactive Marketing Innovations and Consumer Decisions
2.5. Main Effects
2.6. The Mediating Role of Inspiration
2.7. The Moderating Role of VR Knowledge and Consumer Demand for Uniqueness
3. Method
3.1. Research Context
3.2. Sample Selection and Data Collection
3.3. Measures
3.4. Data Analysis Methods
4. Results
4.1. Reliability and Validity Analysis
4.2. Hypothesis Testing
5. Discussion
5.1. Theoretical Significance
5.2. Managerial Implications
5.3. Limitations and Future Research Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
References
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Range | Feature | Frequency | Percentage |
---|---|---|---|
Gender | Male | 163 | 42.0 |
Female | 225 | 58.0 | |
Age (years) | 0–23 | 55 | 14.2 |
24–33 | 132 | 34.0 | |
34–43 | 105 | 27.1 | |
44–53 | 77 | 19.8 | |
More than 54 | 19 | 4.9 | |
Education | Finished junior high school and below | 88 | 22.7 |
Finished senior high school | 95 | 24.5 | |
Finished junior college | 170 | 43.8 | |
Held a bachelor’s degree or above | 35 | 9.0 | |
Work experience | Less than 1 year | 42 | 10.8 |
1–4 years | 115 | 29.6 | |
4–7 years | 124 | 32.0 | |
7–10 years | 79 | 20.4 | |
More than 10 years | 28 | 7.2 | |
Annual income | Less than 60,000 RMB | 70 | 18.0 |
60,000–120,000 RMB | 95 | 24.5 | |
120,000–180,000 RMB | 99 | 25.5 | |
180,000–240,000 RMB | 85 | 21.9 | |
More than 240,000 RMB | 39 | 10.1 |
Latent Variable | Observation Variable | Estimate | Factor Loading | S.E. | t | CR | Cronbach’s α |
---|---|---|---|---|---|---|---|
VR Presence | I feel like I’m in a VR environment. | 1 | 0.749 | 0.895 | 0.829 | ||
It was as if I was actually participating in the VR (house viewing) action. | 0.972 | 0.722 | 0.073 | 13.276 | |||
It was as if my real location had been transferred to the VR environment. | 0.981 | 0.697 | 0.076 | 12.823 | |||
I felt like I was in a VR environment. | 1.032 | 0.799 | 0.071 | 14.527 | |||
The house in VR makes me feel like I can live in it. | 1 | 0.782 | 0.922 | 0.869 | |||
I had the impression that I could live in a VR environment. | 1.019 | 0.816 | 0.062 | 16.436 | |||
I feel like I can move between objects in VR. | 1.033 | 0.779 | 0.066 | 15.629 | |||
For me, I can do anything I want in a VR environment. | 0.957 | 0.783 | 0.061 | 15.731 | |||
VR Enjoyment | It is fun to look at houses in VR. | 1 | 0.865 | 0.934 | 0.889 | ||
House viewing with VR is enjoyable. | 0.949 | 0.831 | 0.047 | 20.065 | |||
Using VR to look at a house is a happy experience. | 0.891 | 0.770 | 0.050 | 17.864 | |||
It is exciting to look at houses in VR. | 0.879 | 0.802 | 0.046 | 19.022 | |||
With VR, houses are very interesting to view. | 0.776 | 0.648 | 0.055 | 14.003 | |||
VR Interactivity | I control my navigation through VR technology (website). | 1 | 0.814 | 0.926 | 0.874 | ||
I have some control over the content of the VR information (website) that I want to see. | 1.133 | 0.831 | 0.064 | 17.798 | |||
I can control the speed at which I view the product. | 0.950 | 0.769 | 0.059 | 16.232 | |||
VR technology (website) was able to respond to my specific needs quickly and efficiently. | 0.990 | 0.771 | 0.061 | 16.268 | |||
VR Flexibility | VR delivered a high-quality service. | 1 | 0.871 | 0.965 | 0.884 | ||
VR ensured high levels of customer satisfaction. | 0.948 | 0.854 | 0.046 | 20.816 | |||
VR uses creative ways to satisfy customer needs. | 0.934 | 0.819 | 0.048 | 19.618 | |||
Inspiration | My imagination was stimulated by seeing the house in VR. | 1 | 0.848 | 0.954 | 0.935 | ||
Looking at the house in VR, I was attracted by a new idea. | 0.949 | 0.855 | 21.599 | ||||
By looking at the house in VR, I unexpectedly and spontaneously had new ideas. | 0.875 | 0.832 | 0.044 | 20.648 | |||
Through VR house viewing, my eyes were opened. | 1.137 | 0.900 | 0.042 | 23.68 | |||
I discovered something new by looking at the house in VR. | 1.032 | 0.880 | 0.048 | 22.755 | |||
on-site house viewing willingness | Through VR viewing, I was inspired to go live to see the house. | 1 | 0.889 | 0.934 | 0.919 | ||
Through VR house viewing, I have the desire to later view the house on site. | 0.963 | 0.847 | 0.043 | 22.593 | |||
Through VR house viewing, my interest in seeing the house on site was increased. | 0.989 | 0.831 | 0.045 | 21.788 | |||
Through VR house viewing, I felt motivated to see the house in person. | 0.954 | 0.852 | 0.042 | 22.866 | |||
After VR house viewing, I have the impulse to see the house in person. | 0.979 | 0.824 | 0.044 | 22.015 | |||
VR knowledge | I have experience with VR house viewing. | 1 | 0.839 | 0.945 | 0.904 | ||
I’m familiar with using VR to look at houses. | 0.979 | 0.837 | 0.05 | 19.623 | |||
I have a lot of experience with VR house viewing. | 0.966 | 0.832 | 0.05 | 19.462 | |||
I often use VR to look at houses. | 0.964 | 0.844 | 0.049 | 19.881 | |||
Consumer unique needs | By combining my possessions in such a way, I created a personal image that could not be replicated. | 1 | 0.88 | 0.953 | 0.917 | ||
I often try to find more interesting versions of ordinary products because I like to be original. | 1.098 | 0.874 | 0.047 | 23.61 | |||
I actively seek to develop my personal uniqueness by purchasing special products or brands. | 1.046 | 0.851 | 0.047 | 22.441 | |||
Having an eye for interesting and unusual products helps me build a unique image. | 0.933 | 0.840 | 0.043 | 21.927 | |||
I often look for one-of-a-kind products or brands so that I create a style that is all my own. | 0.791 | 0.703 | 0.048 | 16.324 | |||
I have broken conventions and rules regarding the products I buy and the circumstances in which I use them. | 1 | 0.841 | 0.930 | 0.877 | |||
I often violate the rules as understood by my social group about what to buy or own. | 1.24 | 0.871 | 0.064 | 19.371 | |||
I like to challenge the mainstream tastes of people I know by buying something they do not seem to accept. | 1.11 | 0.814 | 0.061 | 18.142 | |||
When a product I own becomes popular with the masses, I start using it less. | 1 | 0.872 | 0.879 | 0.807 | |||
I often try to avoid products or brands that I know are bought by the masses. | 0.83 | 0.709 | 0.064 | 12.982 | |||
In general, I do not like products or brands that everyone is used to buying. | 0.899 | 0.703 | 0.07 | 12.910 |
Self-Location | Possible Action | VR Enjoyment | VR Interactivity | VR Flexibility | Inspiration | On-Site House Viewing Willingness | VR Knowledge | Creative Choice | Unpopular Choice | Avoidance of Similarity | |
---|---|---|---|---|---|---|---|---|---|---|---|
Self-Location | 0.743 | ||||||||||
Possible Action | 0.506 ** | 0.790 | |||||||||
VR Enjoyment | 0.263 ** | 0.218 ** | 0.787 | ||||||||
VR Interactivity | 0.222 ** | 0.235 ** | 0.257 ** | 0.797 | |||||||
VR Flexibility | 0.344 ** | 0.309 ** | 0.286 ** | 0.536 ** | 0.863 | ||||||
Inspiration | 0.364 ** | 0.378 ** | 0.212 ** | 0.374 ** | 0.421 ** | 0.855 | |||||
On-site house viewing willingness | 0.296 ** | 0.271 ** | 0.331 ** | 0.408 ** | 0.435 ** | 0.448 ** | 0.859 | ||||
VR knowledge | 0.320 ** | 0.334 ** | 0.224 ** | 0.295 ** | 0.527 ** | 0.201 ** | 0.215 ** | 0.838 | |||
Creative choice | −0.039 | −0.105 * | −0.0378 | 0.074 | −0.044 | 0.128 * | 0.031 | −0.180 ** | 0.832 | ||
Unpopular choice | −0.114 * | −0.081 | −0.101 * | 0.050 | −0.063 | 0.017 | 0.012 | −0.286 ** | 0.450 ** | 0.843 | |
Avoidance of similarity | −0.074 | 0.007 | −0.006 | 0.017 | −0.025 | 0.084 | 0.046 | −0.196 ** | 0.321 ** | 0.206 ** | 0.766 |
AVE | 0.552 | 0.624 | 0.619 | 0.635 | 0.745 | 0.731 | 0.720 | 0.702 | 0.692 | 0.710 | 0.586 |
CR | 0.895 | 0.922 | 0.934 | 0.926 | 0.965 | 0.954 | 0.934 | 0.945 | 0.953 | 0.930 | 0.879 |
Average value | 3.112 | 3.086 | 3.215 | 2.987 | 3.312 | 3.065 | 3.117 | 3.227 | 3.065 | 3.148 | 3.086 |
Standard Deviation | 0.971 | 0.893 | 0.993 | 1.015 | 1.114 | 0.825 | 1.136 | 1.152 | 1.063 | 1.114 | 1.028 |
Hypothesis | Influence Path | Beta | p | Result | ||
---|---|---|---|---|---|---|
H1 | Inspiration | <--- | VR Presence | 0.540 | *** | Supported |
H2 | Inspiration | <--- | VR Enjoyment | 0.362 | *** | Supported |
H3 | Inspiration | <--- | VR Interactivity | 0.313 | *** | Supported |
H4 | Inspiration | <--- | VR Flexibility | 0.233 | *** | Supported |
H5 | On-site house viewing willingness | <--- | Inspiration | 0.221 | *** | Supported |
Parameters | S.E. | Bias-Corrected | p | Percentile | p | ||
---|---|---|---|---|---|---|---|
95%CI | 95%CI | ||||||
Lower | Upper | Lower | Upper | ||||
VR Presence—Inspiration—On-site house viewing willingness | 0.029 | 0.056 | 0.180 | 0.018 | 0.062 | 0.186 | 0.010 |
VR Enjoyment—Inspiration—On-site house viewing willingness | 0.024 | 0.033 | 0.133 | 0.004 | 0.029 | 0.117 | 0.011 |
VR Interactivity—Inspiration—On-site house viewing willingness | 0.022 | 0.037 | 0.121 | 0.004 | 0.029 | 0.118 | 0.010 |
VR Flexibility—Inspiration—On-site house viewing willingness | 0.021 | 0.025 | 0.114 | 0.004 | 0.026 | 0.114 | 0.011 |
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Chen, Z.-T.; Shi, G.; Zheng, Y.-H. From Virtual Experience to Real Action: Efficiency–Flexibility Ambidexterity Fuels Virtual Reality Webrooming Behavior. J. Theor. Appl. Electron. Commer. Res. 2025, 20, 148. https://doi.org/10.3390/jtaer20020148
Chen Z-T, Shi G, Zheng Y-H. From Virtual Experience to Real Action: Efficiency–Flexibility Ambidexterity Fuels Virtual Reality Webrooming Behavior. Journal of Theoretical and Applied Electronic Commerce Research. 2025; 20(2):148. https://doi.org/10.3390/jtaer20020148
Chicago/Turabian StyleChen, Zhi-Tao, Guicheng Shi, and Yu-Hao Zheng. 2025. "From Virtual Experience to Real Action: Efficiency–Flexibility Ambidexterity Fuels Virtual Reality Webrooming Behavior" Journal of Theoretical and Applied Electronic Commerce Research 20, no. 2: 148. https://doi.org/10.3390/jtaer20020148
APA StyleChen, Z.-T., Shi, G., & Zheng, Y.-H. (2025). From Virtual Experience to Real Action: Efficiency–Flexibility Ambidexterity Fuels Virtual Reality Webrooming Behavior. Journal of Theoretical and Applied Electronic Commerce Research, 20(2), 148. https://doi.org/10.3390/jtaer20020148