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International Journal of Interdisciplinary Research

Table 1 Results of power analysis (n = 251)

From: Can consumers’ gamified, personalized, and engaging experiences with VR fashion apps increase in-app purchase intention by fulfilling needs?

Dependent variables

 

Independent variables

Number of predictors

Observed R2

Statistical power (%)

COM-N

CHA, ACI

2

.93

100

AUT-N

AVC, AVI

2

.85

100

REL-N

SOP, SOS

2

.90

100

CI

COM-N, AUT-N, REL-N

3

.70

100

PI

COM-N, AUT-N, REL-N, PI

4

.48

100

  1. CHA Challenge, ACI Achievement, AVC Avatar customization, AVI Avatar identification, SOP Social presence, SOS Social support, COM-N Competence need fulfillment, AUT-N Autonomy need fulfillment, REL-N Relatedness need fulfillment, CI Intention to continuously use a VR fashion app, PI Intention to make in-app purchases
  2. All power estimates were obtained from power analyses with sample size of n = 251 at alpha level = .05