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International Journal of Interdisciplinary Research

Table 2 Summary of the respondents’ sociodemographic profiles (n = 251)

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

Sociodemographic variables

Description

Frequency

Percentage

Gender

Male

105

41.8

Female

146

58.2

Age

18 to 25

47

18.7

26 to 40

163

64.9

41 to 50

29

11.6

51 to 70

12

4.8

Marital status

Single, never married

56

22.3

Domestic partnership

9

3.6

Married

183

72.9

Separated, divorced, or widowed

3

1.2

Employment status

Work full-time

224

89.2

Work part-time

13

5.2

Multiple part-time jobs

2

0.8

Do not work

12

4.8

Education level

High school or less

11

4.4

Some college

36

14.3

Bachelor’s degree

185

73.7

Graduate degree

18

7.2

Other

1

0.4

Annual disposable income

Less than 7500 yuan

13

5.2

7500–15,000 yuan

28

11.2

15,001–25,000 yuan

21

8.4

25,001–40,000 yuan

19

7.6

40,001–75,000 yuan

52

20.7

75,001 yuan or more

118

47.0