“…(Roberts, 1996;Wessels, Johnston and Donath, 1999;Maignan and Ferrell, 2004;Nilsson, Tunçer and Thidell, 2004). Confusion, lack of credibility, and erosion of customer confidence are all factors which research has presented the effect on labelling certification programs and organizations tied to Fair-trade (Salzhauer, 1991;Teisl, Roe and Levy, 1999;Nilsson, Tunçer and Thidell, 2004 Virtual reality (VR) began in the 1960s by introducing the multisensory driving experience to consumers through the game 'Sensorama' (Najafipour et al, 2014;Stein, 2016).…”
Section: Personal Beliefsmentioning
confidence: 99%
“…Although little research has been presented on VR as a marketing tool for specialty products, it has had tremendous success in tourism marketing. VR has created what we define as information and communication technologies (ICT's) and etourism (Buhalis & Law, 2008;Grønflaten, 2009;Najafipour et al, 2014).…”
Fair-trade is an alternative approach to trading that has a goal of sustainable development and creating a better opportunity for producers in third world countries. Fair-trade coffee represents the largest category under this umbrella. Globally, Generation Z’s consumption and adoption of ethical/sustainable products creates new challenges and opportunities for producers and marketers. Virtual reality has seen to educate, market, and create value with its media richness, presence, interactive, and immersive qualities. As a result, VR has positioned itself to be a very strong communication tool for social scientists and marketers to add value, communicate effective messages, and impact consumer behaviour. This research examines consumer purchase intentions regarding Fair-trade coffee through the lenses of the Theory of Reasoned Action and the exploratory effect of virtual reality in the context of Generation Z.
A first analysis will allow me to outline, present, and test a model regarding Fair-trade coffee consumption in the scope of the Theory of Reasoned Action. Additionally, a second analysis will leverage VR in an exploratory manner to see if this has an effect on the dimensions outlined in the model. The dimensions presented to impact Fair-trade coffee purchase intentions are personal values, knowledge of Fair-trade, general attitudes towards purchasing Fair-trade coffee, and subjective norms.
By analyzing data from 314 respondents, this study found that competence, knowledge of Fair-trade, skepticism, and concern are significant predictors of product interest and likeability. Knowledge of Fair-trade and Skepticism are significant predictors of price acceptability. Furthermore, subjective norms are a significant predictor of purchase intentions. Lastly, virtual reality was found to have an inconclusive effect on the dimensions outlined in the conceptual model.
“…(Roberts, 1996;Wessels, Johnston and Donath, 1999;Maignan and Ferrell, 2004;Nilsson, Tunçer and Thidell, 2004). Confusion, lack of credibility, and erosion of customer confidence are all factors which research has presented the effect on labelling certification programs and organizations tied to Fair-trade (Salzhauer, 1991;Teisl, Roe and Levy, 1999;Nilsson, Tunçer and Thidell, 2004 Virtual reality (VR) began in the 1960s by introducing the multisensory driving experience to consumers through the game 'Sensorama' (Najafipour et al, 2014;Stein, 2016).…”
Section: Personal Beliefsmentioning
confidence: 99%
“…Although little research has been presented on VR as a marketing tool for specialty products, it has had tremendous success in tourism marketing. VR has created what we define as information and communication technologies (ICT's) and etourism (Buhalis & Law, 2008;Grønflaten, 2009;Najafipour et al, 2014).…”
Fair-trade is an alternative approach to trading that has a goal of sustainable development and creating a better opportunity for producers in third world countries. Fair-trade coffee represents the largest category under this umbrella. Globally, Generation Z’s consumption and adoption of ethical/sustainable products creates new challenges and opportunities for producers and marketers. Virtual reality has seen to educate, market, and create value with its media richness, presence, interactive, and immersive qualities. As a result, VR has positioned itself to be a very strong communication tool for social scientists and marketers to add value, communicate effective messages, and impact consumer behaviour. This research examines consumer purchase intentions regarding Fair-trade coffee through the lenses of the Theory of Reasoned Action and the exploratory effect of virtual reality in the context of Generation Z.
A first analysis will allow me to outline, present, and test a model regarding Fair-trade coffee consumption in the scope of the Theory of Reasoned Action. Additionally, a second analysis will leverage VR in an exploratory manner to see if this has an effect on the dimensions outlined in the model. The dimensions presented to impact Fair-trade coffee purchase intentions are personal values, knowledge of Fair-trade, general attitudes towards purchasing Fair-trade coffee, and subjective norms.
By analyzing data from 314 respondents, this study found that competence, knowledge of Fair-trade, skepticism, and concern are significant predictors of product interest and likeability. Knowledge of Fair-trade and Skepticism are significant predictors of price acceptability. Furthermore, subjective norms are a significant predictor of purchase intentions. Lastly, virtual reality was found to have an inconclusive effect on the dimensions outlined in the conceptual model.
“… Entertainment In addition to serving as a tourism marketing tool, VR systems also can purpose directly as marketable, entertaining tourist attractions. (Najafipour et al, 2014).Adoption of VR isn"t just limited to theme parks; museums and art galleries are also using VR to include fun and drive traffic, where the technology has been used to gamify exhibitions (e.g., the Museum of Fine Arts in Boston, MA (Bulencea, 2016), and as a medium through which art is presented (e.g., the Palazzo Ducale in Venice). VR can provide a museum or gallery with a point of difference and competitive edge (Izzo, 2017), and offers an attractive form of "edutainment" (education through entertainment).…”
Section: Marketingmentioning
confidence: 99%
“… Education As well as simply being entertaining, VR also offers great potential as an educational tool. A VR model can be an effective means of communicating a large amount of information because it leverages the user"s natural spatial perception abilities (Najafipour et al, 2014).VR applications can provide a good platform for the transfer of knowledge. In the field tourism, VR mobile applications can be used to bring the history of destinations to life (Butt, 2017).…”
Section: Marketingmentioning
confidence: 99%
“…The visitors" site may be too remote, too expensive, too inhospitable, too dangerous, too fragile, or simply no longer exist. As well as providing a best possible alternative in such scenarios, virtual models also can allow unique interaction with historical objects or other fragile items that cannot be handled in the real world (Najafipour et al, 2014).VR increases the accessibility of destinations, allowing travelers to virtually visit and experience places and activities that are available to the public due to financial or physical limitations. VR can remove some of the obstacles to travel, including safety, cost and physical capabilities.…”
Nowadays, the tourism industry requires continuous investment into new technologies, preferably for mobile use, in order to keep attracting visitors" and therefore, highlighting the need for destinations to be innovative. Therefore, such competitive environment impose the academics to make extra efforts to keep the industry on the track, so this study tries to explore the influence of combining Augmented Reality and Virtual Reality applications on tourist experience and investigate the benefits they get and the difficulties they experience while using such applications. A quantitative method was the most appropriate method for this study; a well-structured questionnaire was designed and distributed in national museum of natural history in Washington Dc. The findings reveal that Augmented Reality and Virtual Reality are promising technologies that can have wide impact on enhancing tourist experience before, and during the visits. This study recommends combining Augmented Reality and Virtual Reality together in order to maximize the exciting of tourists" experience.
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