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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