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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