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International Journal of Interdisciplinary Research

Table 5 Structural model evaluation and hypothesis test results (n = 251)

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

Hypothesis

Structural path

β

t-value

Result

H1

CHA → COM-N

0.80***

9.04

Supported

H2

ACI → COM-N

0.21***

3.25

Supported

H3

AVC → AUT-N

0.27***

4.15

Supported

H4

AVI → AUT-N

0.72***

9.51

Supported

H5

SOP → REL-N

0.67***

8.64

Supported

H6

SOS → REL-N

0.33***

4.51

Supported

H7a

COM-N → CI

0.48***

4.05

Supported

H7b

AUT-N → CI

0.40***

4.18

Supported

H7c

REL-N → CI

0.00

0.03

Not supported

H8a

COM-N → PI

− 0.29

− 1.45

Not supported

H8b

AUT-N → PI

0.41**

2.55

Supported

H8c

REL-N → PI

− 0.02

− 0.14

Not supported

H9

CI → PI

0.59***

4.14

Supported

Fit statistics

χ2df

χ2712 = 1505.90

CFI

.91

TLI

.90

IFI

.91

RMSEA

.07

  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. **p < .05 ***p < .01