for fun and profit: hedonic value from image interactivity and

26
For Fun and Profit: Hedonic Value from Image Interactivity and Responses Toward an Online Store Ann Marie Fiore Iowa State University Hyun-Jeong Jin Seoul National University Jihyun Kim Virginia Polytechnic Institute and State University ABSTRACT With the use of an on-line retailer’s Web site and an experimental method with 103 university students, statistical support through path analysis was found for positive influences of optimum stimulation level (preferred level of environmental stimulation) and recreational shopping on hedonic value (trying an image-interactivity feature of an apparel Web site as a stimulating experience). The Web site’s mix-and- match image interactivity feature allowed creation of visual images of product combinations. The path-analysis model revealed significant paths between hedonic value and resulting emotional pleasure and arousal variables. A pattern of significant paths was also found between these three variables and global attitude, willingness to pur- chase, and willingness to patronize the on-line store. Theoretical and managerial conclusions are provided. © 2005 Wiley Periodicals, Inc. Holbrook (1986) proposed a Consciousness–Emotion–Value (C–E–V) model of the consumption experience. As will be explained in the fol- Psychology & Marketing, Vol. 22(8): 669–694 (August 2005) Published online in Wiley InterScience (www.interscience.wiley.com) © 2005 Wiley Periodicals, Inc. DOI: 10.1002/mar.20079 669

Upload: duonghanh

Post on 02-Jan-2017

217 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: For fun and profit: Hedonic value from image interactivity and

For Fun and Profit: HedonicValue from Image Interactivityand Responses Toward anOnline StoreAnn Marie Fiore Iowa State University

Hyun-Jeong JinSeoul National University

Jihyun KimVirginia Polytechnic Institute and State University

ABSTRACT

With the use of an on-line retailer’s Web site and an experimentalmethod with 103 university students, statistical support through pathanalysis was found for positive influences of optimum stimulationlevel (preferred level of environmental stimulation) and recreationalshopping on hedonic value (trying an image-interactivity feature of anapparel Web site as a stimulating experience). The Web site’s mix-and-match image interactivity feature allowed creation of visual images ofproduct combinations. The path-analysis model revealed significantpaths between hedonic value and resulting emotional pleasure andarousal variables. A pattern of significant paths was also foundbetween these three variables and global attitude, willingness to pur-chase, and willingness to patronize the on-line store. Theoretical andmanagerial conclusions are provided. © 2005 Wiley Periodicals, Inc.

Holbrook (1986) proposed a Consciousness–Emotion–Value (C–E–V)model of the consumption experience. As will be explained in the fol-

Psychology & Marketing, Vol. 22(8): 669–694 (August 2005)Published online in Wiley InterScience (www.interscience.wiley.com)© 2005 Wiley Periodicals, Inc. DOI: 10.1002/mar.20079

669

Page 2: For fun and profit: Hedonic value from image interactivity and

lowing section, Holbrook’s model illustrated the role of emotion, hedo-nic value, and consumer characteristics in consumption experience. Withthe use of Holbrook’s model as a conceptual framework, the present Web-site design study tests linkages between emotion, hedonic value, con-sumer characteristics, and responses toward an on-line store.

Holbrook and Hirschman (1982) outlined that the consumption experi-ence can be intrinsically satisfying, or satisfying for its own sake, whenthe experience provides pleasure to the senses, fun, feelings, and fantasies.Holbrook and Hirschman saw these forms of pleasure as the experiential(hedonic) value of the consumption experience. Hedonic value differs frominstrumental (utilitarian) value, which entails shopping efficiency andmaking the right product choice based on logical assessment of productinformation. Products (e.g., Bell, Holbrook, & Solomon, 1991) and shop-ping environments (e.g., Babin, Darden, & Griffin, 1994) offer both hedo-nic and utilitarian value, concurrently (Sheth, Newman, & Gross, 1991).

Research supports that hedonic value and utilitarian value are derivedfrom electronic shopping environments, and both affect consumerresponses toward electronic shopping (Childers, Carr, Peck, & Carson,2001; Hammond, McWilliam, & Diaz, 1998; Hoffman & Novak, 1996;Jaarvenpaa & Todd, 1996/1997) or toward a product or store (Fiore &Jin, 2003; Koufaris, Kambil, & LaBarbera, 2001/2002). These consumerresponses affect profitability of the on-line retailer. However, value andresulting consumer responses may be moderated by characteristics ofthe consumer (Holbrook, 1986). A Web-site design feature with theintended purpose of enhancing instrumental value through facilitatingassessment of product information may also offer hedonic value to the con-sumer who desires it. The present study focuses on consumer charac-teristics that may influence the importance of hedonic value from a Web-site design feature. The present study also examines the effect thishedonic value has on emotion and consumer responses towards the store.The hedonic experience may not be an end in itself, but may influence atti-tude and behavioral responses toward the on-line store.

CONSCIOUSNESS–EMOTION–VALUE MODEL

Building on the Holbrook and Hirschman (1982) experiential approachto consumption, Holbrook (1986) proposed a Consciousness–Emo-tion–Value (C–E–V) model of the consumption experience. Holbrook com-pared the C–E–V model to the emotion-deficient but widely held Cogni-tion–Affect–Behavior (C–A–B) model. The C–E–V model is dynamic, withfeedback loops between components. In Holbrook’s model, consciousnessincludes cognitions or beliefs about consumer products as well as men-tal events such as fantasies or imagery during the consumption experi-ence. Emotion expands beyond affect (i.e., favorable disposition or lik-ing) to include subjective feeling states, such as joy and excitement. Valuetaps what the consumer perceives he or she gains from the consumption

FIORE, JIN, & KIM670

Page 3: For fun and profit: Hedonic value from image interactivity and

experience. This includes hedonic value, such as play or fun, and aes-thetic pleasure from sensory elements during consumption. The C–E–V-based consumption experience is influenced by inputs of the person vari-able (i.e., attributes of the individual, such as personality, intelligence, andgender, that influence thinking, feeling, and behavior). The experience isalso influenced by the environment variable (i.e., the physical prod-uct/brand and the symbolic unit used to designate the product, such asa print advertisement or Web-site promotion). Last, the experience isinfluenced by person–environment interaction variable or the situation(e.g., shopping with female friends).

Research supports Holbrook’s proposition that emotion is a key link inthe consumption experience. Literature (Eroglu, Machleit, & Davis, 2003;Menon & Kahn, 2002) illustrates the mediating effect of emotion createdby the environment variable of Web-site design on approach responses.According to Mehrabian and Russell (1974), individuals engage orapproach environmental stimuli that create pleasurable affective responsesand avoid stimuli that create unpleasant affective responses. Approachresponses include willingness to purchase a product and returning to thesite or store. The mediating effects of emotion in Web-site design studiesparallel those of bricks-and-mortar store-atmospherics literature (e.g.,Baker, Levy, & Grewal, 1992; Bellizzi, Crowley, & Hasty, 1983; Bellizzi &Hite, 1992; Bruner, 1990; Crowley, 1993; Donovan, Rossiter, Marcoolyn, &Nesdale, 1994); emotional pleasure from Web sites had a consistently pos-itive effect on approach responses, but emotional arousal (e.g., level ofexcitement) had mixed effects on approach responses. Menon and Kahn(2002) found that high arousal deterred the consumer. According to theresearchers, a site’s mentally taxing complexity causes the consumer toseek less novel products and sites or to limit their Internet search alto-gether. Eroglu et al. (2003) found that both pleasure and arousal had sig-nificant positive effects on approach responses toward the site, but emo-tional pleasure had a stronger mediating effect than emotional arousal.

As proposed in Holbrook’s (1986) model, differences in the results ofthese two studies may be due, in part, to moderating person variables.Additionally, researchers of both Web-site design studies (Eroglu et al.,2003; Menon & Kahn, 2002) recognized that outcomes would be affectedby the (hedonic or utilitarian) value derived by the shopper. In line witha C–E–V approach, the present Web-site design study tests linkagesbetween person variables, hedonic value, emotion, and approachresponses, including attitude towards the on-line store (see Figure 1).

IMAGE INTERACTIVITY TECHNOLOGY FOR MARKETING

Web-Site Interactivity and Approach Responses

Interactivity is repeatedly specified as an important feature in scholarlyand industry literature on designing e-commerce Web sites to attract

FOR FUN AND PROFIT 671

Page 4: For fun and profit: Hedonic value from image interactivity and

and keep on-line customers (e.g., Choate, 2000; Gehrke & Turban, 1999;S. E. Kim, Shaw, & Schneider, 2003; Lohse & Spiller, 1998; Lui, Arnett,& Litecky, 2000; Zhang, Small, Von Dran, & Barcellos, 1999). In this lit-erature, interactivity of a Web site offers facilitated communications,customization of presented information, image manipulation, and enter-tainment for the customer. Respective examples of such interactivity are24/7 customer service representatives via e-mail, ASPs (active serverpages) permitting customers to customize what information appears onthe Web page, 3D virtual tours, and entertaining contests and games.Interactivity of a Web site, in general, is seen as offering utilitarian ben-efits of saving time/effort, reducing risk, and increasing likelihood offinding a superior alternative (Klein, 1998). Interactivity of a Web site isalso credited with providing hedonic benefit of enjoyment (Koufaris et al.,2001/2002).

Factors dependent upon Web-site interactivity, such as communitybuilding and 3D virtual experiences, have been embraced by on-line mar-keters to entice the consumer to visit the site, purchase on-line, and besatisfied enough to become a repeat visitor/customer (Li, Daugherty, &Biocca, 2001; Mathwick, 2002). Moreover, the interactive nature of Websites has been credited with enhancing attitude toward the on-line store,desire to browse or return to the Web site, and on-line purchasing (Gehrke& Turban, 1999; Hartnett, 2000; Li et al., 2001).

Empirical evidence supports the importance of incorporating interac-tivity to affect consumer attitude and behavior. Wu (1999), for instance,found that perceived interactivity was positively related to attitudetoward two greeting card companies that allowed customers to person-alize e-cards with added messages. Lohse and Spiller (1999) looked atactual sales of on-line retailers and found that interface design, partic-ularly navigation features that reduced the time needed to purchaseproducts on-line, accounted for the most variance in monthly sales. Kou-

FIORE, JIN, & KIM672

Figure 1. A conceptual model with hypotheses between variables.

Page 5: For fun and profit: Hedonic value from image interactivity and

faris et al. (2001/2002) concluded that perceived control and enjoymentfrom product search functions influenced new Web customers to returnto the site. In another study, Griffith, Krampf, and Palmer (2001) reportedthat interface design influenced consumer involvement, defined as per-ceived relevance of the product to the consumer. The interface design,creating a vivid experience (i.e., similar to sensory and behavioral expe-rience with the actual product), positively affected approach responsestoward the product. In summary, approach responses toward a productor Web site result from utilitarian value (time savings, control, betterproduct information) and hedonic value (enjoyment) elicited by interac-tivity. Both types of value, in unison, affect approach responses (Kou-faris et al., 2001/2002).

Image Interactivity and Approach Responses

The present study focuses on one aspect of interactivity, image interac-tivity, which provides the ability to create and manipulate images of aproduct or environment on a Web site. For instance, image interactivityallows the viewer to alter a product’s design features, background, con-text, viewing angle or distance, and to simulate the product’s operation.Image interactivity also permits the viewer to simulate his/her naviga-tion through an environment, such as a shopping mall.

A simple form of image interactivity technology (enlargement of frontviews of individual products) is used by more than 84% of major retailsites (Gill, 2002). In an effort to attract customers and increase sales,major apparel retailers such as Delia’s, Guess, Home Shopping Network,Lands’ End, and Lane Bryant have incorporated advanced image inter-activity technology in their Web sites to enhance (visual) sensory infor-mation about the interactions of products and products with the body. Thistechnology allows customers to select images of products and body attrib-utes meeting the customer’s individual specifications, then see what theproducts would look like if worn together or worn together on the spec-ified body form. For instance, Guess.com offered a Mix & Match imageinteractivity feature that enabled the Internet customer to coordinatean apparel ensemble on the screen. Lands’ End.com has led the indus-try with the My Virtual Model feature that allows the customer to cre-ate a human virtual model by selecting body features, facial features,and hair features similar to those of the customer. The model’s three-dimensional image can be texture mapped in Lands’ End products androtated to view front, back, and side images of the product on the body.

Fiore and Jin (2003) proposed that image interactivity features ofapparel retailers, such as the Mix & Match feature and My Virtual Modelfeature, provide consumers with more of the information availablethrough direct contact with the product. The additional informationevokes a sense of control, enjoyment, and involvement that generateapproach responses. Fiore and Jin explained that image interactivity

FOR FUN AND PROFIT 673

Page 6: For fun and profit: Hedonic value from image interactivity and

features of apparel retailers require an active (cognitive) process whenthe consumer selects products, develops the body form, and evaluatesthe products’ level of coordination or appearance on the body form. Theseactions provide a sense of control because more product/body interac-tion information, needed in the decision-making process, is available(Katz & Aspden, 1997; “White Paper,” 1999). In addition, image interac-tivity features provide more of the visual sensory information (e.g., howproducts look together) and behaviors (e.g., checking the side and backviews of the product on the body) found when shopping for the actualproduct. Enjoyment may arise from the entertaining and creative processinvolved in developing images of ensembles alone or on the body. Involve-ment (i.e., perceived relevance to the consumer) may be enhanced becausethe product can be evaluated in relationship to products already owns oron a body form similar to the consumer’s. The results of the Li et al.(2001) qualitative study support these propositions. Li et al. examined theeffect of four image interactivity features on consumer evaluations ofthe experience. One feature allowed subjects to visualize level of coordi-nation through rendered product images of chosen comforter and sheetpatterns. From analysis of consumer comments, Li et al. posited that theimage interactivity features resulted in consumption experiences char-acterized as offering rich product information and producing active cog-nitive processes (control), enjoyment, and involvement.

Whereas control, enjoyment, and involvement may affect approachresponses, the present study focuses on the hedonic consumption expe-rience of enjoyment (stimulation), as it is likely the most importantvalue to the intrinsically motivated shopper segment. The presentresearch proposes that for intrinsically motivated subjects, those witha high optimum stimulation level (Zuckerman, 1971) and recreationalshopping orientation (Gehrt & Carter, 1992), image interactivity mayoffer a stimulating experience leading to emotional states that medi-ate approach responses.

EFEECTS OF PERSON VARIABLES AND DESIRED VALUE

Fiore and Jin (2003) found that an image interactivity feature had a pos-itive influence on approach responses toward the on-line store. The pres-ent study furthers this line of research. It tests how person variablesaffect the value that motivates the consumer to try image interactivityfeatures and examines the resulting effect these variables have on emo-tion and approach responses toward the on-line store.

OSL characterizes an individual’s general response to environmentalstimuli. Every organism has a preferred level of stimulation, termed theoptimum stimulation level (Zuckerman, 1971). An individual seeks thislevel of stimulation from environment stimuli. According to Kish andDonnenwerth (1969), high OSL individuals find stimulation in situa-

FIORE, JIN, & KIM674

Page 7: For fun and profit: Hedonic value from image interactivity and

tions, activities, and ideas that are novel, changing, complex, surprising,and intense. Raju (1980) illustrated that high-OSL individuals are char-acterized as having a higher degree of exploratory tendencies (i.e., explor-ing the environment) driven by variety seeking, curiosity, and risk tak-ing. The Steenkamp and Baumgartner (1992) comprehensive review ofOSL literature and empirical study confirmed the relationship betweenOSL and consumer behaviors driven by variety seeking, intrinsic curios-ity, and risk taking. OSL was positively correlated with exploratory ten-dency factors of innovativeness (i.e., brand switching for change or nov-elty, eagerness to know about or try new products or services, and selectingproducts that involve perceived risk). Steenkamp and Baumgartner con-cluded that high-OSL individuals were driven by an intrinsic need toseek information for its own sake, rather than utilitarian “purposive”search behavior.

Individuals who seek high levels of stimulation are more likely toengage in exploratory behaviors during shopping to maintain an optimumlevel of arousal (Raju, 1980; Steenkamp & Baumgartner, 1992). In sup-port, Wahlers, Dunn, and Etzel (1986) found that OSL was positivelycorrelated with the exploratory tendency factor, exploration throughshopping. Similarly, Hanna and Wagle (1989) concluded that level of con-sumer effort and stimulation during shopping was positively associatedwith level of OSL. Mittelstaedt, Grossbart, Curtis, and Devere (1976)found a positive relationship between OSL and adoption of new retailfacilities. Individuals with higher OSLs tried and adopted new facilitiesmore than individuals with lower OSLs. High-OSL individuals have amultitude of ways to satisfy their exploratory tendencies. Shopping forrapidly changing fashion products may be an outlet for these exploratorybehaviors, particularly for college-aged consumers (Stanforth, 1995).Fashion leadership and importance of clothing were associated withOSL’s arousal from change, unusual stimuli, and risk taking (Kwon &Workman, 1996). Ample support for exploratory tendencies being fedthrough consumer products and shopping suggests that OSL will predictrecreational shopping.

Recreational shopping (Gehrt & Carter, 1992) entails browsing or non-purposive exploration of products and the enjoyment of the shoppingexperience for its own sake. Recreational shoppers are prone to browsestores for information, but many times lack purchase intentions. Bel-lenger and Korgaonkar (1980) indicated recreational shoppers are thosewho enjoy spending their time shopping and consider shopping as leisure,and economic shoppers are those who try to minimize time and effortand seek convenience while shopping. Economic shoppers would be con-cerned with the image interactivity feature’s ability to reduce effort andrisk involved in purchasing products from images presented on-line.Because of the nonpurposive, exploratory information search nature ofrecreational shopping and the high level of stimulation offered by fash-ion products and shopping environments, the following is proposed.

FOR FUN AND PROFIT 675

Page 8: For fun and profit: Hedonic value from image interactivity and

H1: OSL will predict recreational shopping.

Fiore, Lee, and Kunz (2004) found that OSL was associated with valuedesired from new mass-customization technology of apparel that per-mits consumers to have input during the design of their apparel product.High-OSL subjects reported trying mass customization of apparel notonly for the uniqueness of the resulting aesthetic product, but also becausethe process offered an exciting experience. Turning attention to on-linestores selling mass-produced products, image interactivity features pro-vide a new means for consumers to explore products purposively or non-purposively and to explore new product combinations. High-OSL indi-viduals are driven by variety seeking, intrinsic curiosity, and risk takingand have more positive responses toward new stimuli and situationsthan low OSL individuals (Raju, 1980). Therefore, high-OSL individu-als would value the stimulating experience offered by new Web-site fea-tures that allow nonpurposive exploration of new product combinations.

Similarly, recreational shoppers enjoy the stimulation offered by prod-uct newness and the process of exploring new and interesting shops(Gehrt & Carter, 1992). They tend to pursue hedonic experience by cre-ating fantasies and positive emotional arousal while purchasing andconsuming products (Babin et al., 1994). The store environment con-tributes to sensory, emotional, and cognitive stimulation (e.g., Donovanet al., 1994; Fiore, Yan, & Yoh, 2000), which enhance the hedonic expe-rience. Likewise, the image interactivity feature of the on-line store mayincrease the recreational shopper’s level of stimulation due to noveltyand creative exploration of product combination. Therefore, the follow-ing hypotheses are given.

H2: OSL will predict trying the image interactivity feature as a stim-ulating experience.

H3: Recreational shopping will predict trying the image interactivityfeature as a stimulating experience.

Image interactivity features on Web sites may serve not only theneeds-driven, rational consumer, but also the consumer who seeks (hedo-nic) experiential aspects of consumption. These aspects consist of sen-sory pleasure, satisfying emotional experiences, mental play, and fan-tasies, according to Holbrook and Hirschman (1982). Mental play andfantasies may generate an emotional experience (Fiore & Yu, 2001); inthe present case, emotional experience may be generated during men-tal play when coordinating product images with the use of the imageinteractivity feature.

Trying the image interactivity feature as a stimulating experiencetaps the subject’s desired value—attaining a positive emotional expe-rience. The stimulating (emotional) experience involved in the con-

FIORE, JIN, & KIM676

Page 9: For fun and profit: Hedonic value from image interactivity and

sumption process can be effectively represented by two dimensions, thatof emotional arousal and emotional pleasure (Donovan & Rossiter, 1982;Holbrook, 1986). Emotional arousal refers to the degree to which one feelsstimulated, excited, or alert in the situation, whereas emotional pleas-ure is the evaluation dimension of affect referring to the degree to whichone feels good, happy, or satisfied (Mehrabian & Russell, 1974). Theprocess of mixing and matching product images may provide both emo-tional experience dimensions. Creating attractive, novel, or complexensembles to one’s liking may generate emotional arousal and pleas-ure. Based on the seminal work of Berlyne (1971), the aesthetic ele-ments of created ensembles may offer order, novelty, and complexitythat lead to stimulation and positive affective responses. The novelty ofthe new technology (Fiore et al., 2004) and its ability to facilitate acuriosity-driven search for information (Vogt, Fesenmaier, & MacKay,1993) may also result in emotional arousal and pleasure. Therefore, thefollowing are proposed:

H4: Trying the image interactivity feature as a stimulating experiencewill predict emotional arousal.

H5: Trying the image interactivity feature as a stimulating experiencewill predict emotional pleasure.

As stated, Fiore and Jin (2003) showed that adding an image inter-activity feature to an apparel Web site enhanced approach responsestoward an on-line store. Image interactivity increased global attitude,willingness to purchase, and patronage-related variable such as will-ingness to return to the site and spend more time than planned at theon-line store. Fiore and Jin suggested that the image interactivity fea-ture’s value lies in providing more of the risk-reducing sensory infor-mation available during direct contact with the product. In line withan information-processing perspective, this more complete informationis necessary to evaluate the product accurately and to overcome hesi-tancy to purchase on-line (Lee, 2002; Li et al., 2001), resulting in a pos-itive effect on approach responses. The additional information fromimage interactivity helps the problem-solving consumer arrive at a care-fully considered evaluation or cognitive response, the outcome of infor-mation processing.

Approach responses toward the on-line store may result for a differ-ent reason according to the researchers of the present study. In line withthe Holbrook and Hirschman conceptualization, researchers (Batra &Ahtola, 1991; Crowley, Sprangenberg, & Hughes, 1992) have shown thatconsumer attitude is inherently bidimensional, based on both utilitarianand hedonic value. The present researchers propose that for those highin OSL and recreational shopping, value lies in providing a stimulatingexperience that produces emotional pleasure and arousal. This hedonic

FOR FUN AND PROFIT 677

Page 10: For fun and profit: Hedonic value from image interactivity and

value from the image interactivity feature may result from augmentedsensory pleasure from aesthetic aspects of coordinated ensembles andfrom cognitive stimulation during the noninstrumental search for infor-mation, feeding variety-seeking, novelty-seeking, and mental play expe-riences. The result of the sensory and cognitive stimulation for high-OSLindividuals and recreational shoppers will be positive attitudes towardthe on-line store.

In line with research (Mattila & Wirtz, 2001) that showed that pleas-urable stimulation from store atmospherics increased impulse buyingbehavior, the stimulating experience will enhance willingness to pur-chase from the on-line store in the present study. Shih (1998) hypothe-sized that vividness and control from interactivity provides hedonic pleas-ure that will increase the time spent on-line and increase the probabilityof repeat visits. This is likely for high-OSL individuals and recreationalshoppers, because intrinsic pleasure is an important element of the shop-ping experience for them. The stimulating (pleasurable and arousing)experience from creating a myriad of new ensembles with the imageinteractivity feature will give the consumer impetus to return to the site,and the sustained stimulation needed to extend the visit on the site. Inaddition, increased time spent in a retail environment is associated withincreased impulse purchases (Bloch, Sherrell, & Ridgway 1986). Thus, thefollowing are proposed.

H6: (a) Trying the image interactivity feature as a stimulating exper-ience will predict attitude toward the on-line store.

(b) Trying the image interactivity feature as a stimulating exper-ience will predict willingness to purchase from the on-line store.

(c) Trying the image interactivity feature as a stimulating experience will predict willingness to patronize the on-line store (i.e., patronize the on-line store, visit the on-line store again, stay longer than planned on the on-line store).

As illustrated in the discussion of the C–E–V model (Holbrook, 1986),emotion created by a promotional environment (ads) mediated approachresponses toward products. As an extension, emotion from the interac-tivity of a retailer’s Web site may mediate responses toward that store.The pleasure dimension of emotion, or positive affect, is defined as theprimary component of many intrinsically motivated consumption expe-riences and a key aspect of hedonic value (Holbrook, 1986). Therefore, thepleasure dimension will likely be a mediating variable between the intrin-sic motivation of trying the image interactivity feature as a stimulatingexperience and approach responses.

For the stimulation-driven high-OSL consumer or recreational shop-per, arousal should also be an important mediating variable between thedesired value from the image interactivity feature and approach

FIORE, JIN, & KIM678

Page 11: For fun and profit: Hedonic value from image interactivity and

responses. The present study is set in a context of a hedonic consumptionexperience. Therefore, arousal should not have a negative effect, as itdid during a high information-processing context, where impaired cog-nitive processing led to a decrease in confidence in decision-making(Pham, 1996). Research that examined the role of emotion created bystore atmosphere on approach responses toward the store supports theimportance of pleasure to increase approach responses (Baker et al.,1992; Bellizzi et al., 1983; Bellizzi & Hite, 1992; Bruner, 1990; Crowley,1993; Donovan et al., 1994). These studies, however, did not provideunequivocal support for the influence of arousal on approach responses.The results may be affected by the nonlinear nature of arousal and pos-itive affect (Berlyne, 1971; Cox & Cox, 1994), where a medium level ofarousal produces a more positive state than high arousal. As found in theEroglu et al. (2003) study, the results may also be due to differences inperson variables of the sample. OSL and recreational shopping may affectthe level of arousal perceived to be positive, and that leads to enhancedapproach response. It is proposed that emotional arousal will predictapproach responses of high-OSL individuals and recreational shoppers,who desire stimulation.

H7: (a) Emotional arousal will predict attitude toward the on-line store.

(b) Emotional arousal will predict willingness to purchase from the on-line store.

(c) Emotional arousal will predict willingness to patronize the on-line store.

H8: (a) Emotional pleasure will predict attitude toward the on-line store.

(b) Emotional pleasure will predict willingness to purchase from the on-line store.

(c) Emotional pleasure will predict willingness to patronize the on-line store.

METHOD

Subjects

The 103 usable subjects for the present study were enrolled in five coursesat a large midwestern university in the United States. In order to encour-age cooperation, students who volunteered for this experiment receivedeither extra credit or $4.00 as an incentive. The subjects came from avariety of colleges on campus, mainly the Colleges of Family and Con-sumer Sciences (38.8%), Business (20.4%), Liberal Arts and Sciences(13.6%), and Engineering (12.6%). Seventy percent were female and 30%

FOR FUN AND PROFIT 679

Page 12: For fun and profit: Hedonic value from image interactivity and

were male. Because a sample size of 31 males is too small for testing thepresent set of hypotheses through path analysis, the statistical resultsfrom the combined sample was used for testing the hypotheses. Ninety-seven percent were between the ages of 18 and 25 years. Subjects of thisage and education were likely to have higher than average OSL scores(Raju, 1980), thus ensuring a significant range in OSL scores to test thetheoretical propositions. All subjects had previous experience with theInternet and a majority (88.3%) reported with the use of the Internetfor gaining product information before purchasing a product. Moreover,32% reported using the Internet to purchase apparel. The subjects hadno prior experience with the image interactivity feature on the Web siteused as the stimulus, but 16.5% had visited the Web site in the past,which may influence general attitude toward the stimulus Web site (Bal-abanis & Reynolds, 2001). Because the effect of the image interactivityfeature on approach responses was the focus of the study, subjects wereretained as long as they did not have experience with the site’s imageinteractivity feature.

Stimulus

The Mix & Match feature from Guess.com was determined to be the beststimulus for the study. Guess.com offered a wide variety of products andoffered the Mix & Match feature for both men’s and women’s products.The target market for Guess.com products is mainly teen-age and college-age customers, making the site appropriate for use with the present sam-ple. Image interactivity features from two apparel retailers (Lands’ End,Lane Bryant) were eliminated because the target market did not matchthe sample. Delia.com’s Mix & Match feature was eliminated because itworked with only a limited number of products. Information from sixpre-test respondents confirmed that they and other college students likedthe Guess brand.

Instrument

The general instructions for the subjects included a statement that the“study is looking at consumers’ evaluation of an apparel retailers’ Website.” Nine-point scales (–4 to �4) were used for all variables involved inhypothesis testing. A variety of scales have been used frequently to meas-ure OSL, and alternative scales continue to be introduced (Grande, 2000).The 32-item Arousal Seeking Tendency II Scale (AST II Scale) was imple-mented in the present study because research (Steenkamp & Baum-gartner, 1992; Wahlers et al., 1986) confirms that the AST II Scale wasthe best measure of consumer exploratory behavior tendencies of OSL.The AST II Scale measures preference for arousal from change, unusualstimuli, risk, sensuality, and new environments. The scale’s developers(Mehrabian & Russell, 1974) and other researchers (see Steenkamp &

FIORE, JIN, & KIM680

Page 13: For fun and profit: Hedonic value from image interactivity and

Baumgartner, 1992) found the AST II Scale to be reliable and valid. The13-item Recreational Shopping Scale used in studies by Dawson, Bloch,and Ridgway (1990) and Gehrt and Carter (1992) was used in the pres-ent study. Reported reliability was 0.81 (Dawson et al., 1990).

Five items developed by the present researchers to tap desired valuefrom trying the image interactivity feature were based on hedonic shop-ping literature (Babin et al., 1994). These items assessed trying the imageinteractivity feature as an exciting experience, to satisfy curiosity, forits novelty, for exploring new worlds, and as a novel experience.

Emotional response toward the on-line store was measured with theuse of 12 bipolar adjective pairs from the Mehrabian and Russell (1974)semantic-differential scale, which has been used extensively to gaugeemotional response toward brick-and-mortar retail environments (e.g.,Baker et al., 1992; Bateson & Hui, 1992; Bellizzi & Hite, 1992; Crowley,1993; Dawson et al., 1990; Donovan et al., 1994; Fiore, Yan, & Yoh, 2001).Holbrook (1986) proposed that the Mehrabian and Russell (1974) emo-tion indices may be more useful than Plutchik’s (1980) indices in inves-tigating emotional response of consumption experience. Six adjectivepairs measuring the pleasure dimension included happy–unhappy,annoyed–pleased, and unsatisfied–satisfied. Six adjective pairs meas-uring arousal included aroused–unaroused, calm–excited, and dull–jit-tery. The original scale included three emotional dimensions: pleasure,arousal, and dominance. However, items that measure dominance werenot included in the present questionnaire because atmospherics stud-ies (e.g., Donovan et al., 1994) revealed nonsignificant effects of domi-nance on approach responses. Additionally, dominance was not used instudies on the effect of emotional response from Web-site design on con-sumer behavior (Eroglu et al., 2003; Menon & Kahn, 2002). The Mehra-bian and Russell scale was found to be valid and reliable (Donovan etal., 1994; Eroglu et al., 2003; Mehrabian & Russell, 1974; Menon &Kahn, 2002).

Fourteen items assessed approach responses toward the on-line store.These items were derived by modifying items developed by Engel, Black-well, and Miniard (1995) to tap approach responses toward the on-linestore instead of product preference. The four-item global attitude meas-ure tapped how much the respondent liked the on-line store, the overallevaluation of the on-line store, how good the on-line store was, and over-all level of liking of the on-line store. Five items to assess willingness topurchase included, “After seeing the Web site, how likely is it that youwould buy clothes from this on-line store?” and “I would be willing topurchase clothes through this on-line store.” Three items to measurewillingness to patronize the on-line store were created by the presentresearchers. These items asked subjects if they would patronize the on-line store, visit the on-line store again, and probably spend more time thanplanned on the on-line store. Three demographic (age range, gender,major) and six Internet usage information items (e.g., use of the Inter-

FOR FUN AND PROFIT 681

Page 14: For fun and profit: Hedonic value from image interactivity and

net to gather product information or purchase apparel) were also cre-ated for the present study.

Experimental Procedure

Six students pilot tested the instrument and procedure to ensure clar-ity of item wording and instructions, to determine time needed to suffi-ciently explore the on-line products and image interactivity feature, andto test for potential computer/network problems. Their responses werenot included in data for hypotheses testing. In a laboratory experiment,subjects completed the OSL, recreational shopping, and Internet usagescales. Five subjects at a time, each on his/her own computer, navigatedthe Guess.com product offerings for 5 minutes. Subjects then completedthe emotional pleasure and arousal questions and approach responsequestions (not used in the present study). Subjects navigated the imageinteractivity feature for another 5 minutes to examine how products(tops and bottoms) of their choosing would look together. Subjects thencompleted the remainder of the questionnaire related to emotional pleas-ure and arousal, reasons for trying the image interactivity feature, andapproach responses. Exposure to a stimulus was controlled because levelof exposure can affect evaluation, with an increase in exposure leadingto more positive responses toward the stimulus (Zajonc, 2001). All sub-jects used the same model PCs with the latest version of Internet Explorerto ensure the speed and look of the site would be similar.

RESULTS

The conceptual model consists of OSL, recreational shopping, tryingimage interactivity as a stimulating experience, arousal, pleasure, globalattitude toward on-line store, willingness to purchase via the on-linestore, and willingness to patronize the on-line store. For path analysis,multiple items for each construct were summed to create a variable.Each construct achieved an alpha coefficient over 0.70, suggested byNunnally and Bernstein (1994) to be a measure of reliability. Cronbach-alpha coefficients for the OSL scale, recreational shopping, and tryingimage interactivity as a stimulating experience were 0.80, 0.94, and 0.85,respectively. Alpha coefficients for the arousal and pleasure responseswere 0.90 and 0.93, respectively. The coefficients for global attitude towardon-line store, willingness to purchase via on-line store, and willingnessto patronize the on-line store were 0.94, 0.93, and 0.89, respectively.Therefore, measures used to test the proposed hypotheses were reliable.

The hypotheses, presented in the conceptual model (Figure 1), weretested with the use of AMOS (Analysis of Moment Structures). Correla-tions among construct measures for the model are shown in Table 1. Fig-ure 2 provides a revised model with squared multiple correlations (R2)

FIORE, JIN, & KIM682

Page 15: For fun and profit: Hedonic value from image interactivity and

for the constructs as well as path coefficients and t values for each sta-tistically significant path.

All hypotheses except three were statistically supported. Those notsupported related to the effects of trying image interactivity as a stim-ulating experience on willingness to patronize the on-line store [H6(c)],emotional arousal on global attitude [H7(a)], and emotional pleasure onwillingness to purchase from the on-line store [H8(b)]. Hypotheses 1–3examined person variables and their effects on hedonic desire for tryingimage interactivity of the on-line apparel store. Hypothesis 1, predictinga positive relationship between OSL and recreational shopping, was sup-ported (ß1* � 0.24, t � 2.45, p � .05). The proposed relationship betweenOSL and trying image interactive as a stimulating experience (H2) wasalso supported (ß2* � 0.36, t � 4.04, p � .001). Hypothesis 3, predictinga positive relationship between recreational shopping and trying imageinteractivity as a stimulating experience, was supported (ß3* � 0.31, t �3.56, p � .001).

FOR FUN AND PROFIT 683

Table 1. Correlation Matrix of Model Constructs.

Model Constructs Correlations

1 2 3 4 5 6 7 81. OSL —2. Recreational shopping .25* —3. Image interactivity .43*** .40*** —4. Arousal response .23* .26** .51*** —5. Pleasure response .27** .29** .52*** .85*** —6. Global attitude .26* .36*** .51*** .61*** .68*** —7. Willingness to purchase .18 .19 .44*** .49*** .49*** .77*** —8. Willingness to patronize .21* .25* .34*** .51*** .51*** .75*** .82*** —

* p � .05. ** p � .01. *** p � .001.

Figure 2. A revised model showing R2 and t values for significant hypotheses.

Page 16: For fun and profit: Hedonic value from image interactivity and

Hypotheses 4, 5, and 6(a)–6(c) examined the effect of desired hedonicvalue from trying the image interactivity feature on emotion and approachresponses. Hypotheses 4 and 5, predicting positive relationships betweentrying the image interactivity feature as a stimulating experience and thetwo emotional responses (emotional arousal and pleasure), were statis-tically supported. Results revealed that trying the image interactivityfeature as a stimulating experience was positively associated with levelof emotional arousal (ß4 * � 0.52, t � 6.13, p � .001) as well as level ofemotional pleasure (ß5 * � 0.52, t � 6.12, p � .001). Hypotheses 6(a) and6(b), testing positive relationships between trying the image interactiv-ity feature as a stimulating experience and two approach responses(global attitude and willingness to purchase via the on-line store), receivedstatistical support. Trying the image interactivity feature as a stimu-lating experience positively predicted global attitude toward the on-linestore (ß6a * � 0.20, t � 2.12, p � .05) and willingness to purchase via theon-line store (ß6b * � 0.23, t � 2.07, p � .05). However, the relationshipbetween trying the image interactivity feature as a stimulating experi-ence and willingness to patronize the on-line store (H8) was not statis-tically supported (ß6c * � 0.07, t � 0.60, p � .55).

Hypotheses 7(a)–7(c) tested the relationships between level of emo-tional arousal from the Web-site image interactivity feature and thethree approach responses. Hypothesis 7(a), examining the relationshipbetween level of arousal and global attitude toward the on-line apparelstore, did not receive statistical support (ß7a * � 0 .05, t � 0.55, p � .58).Level of arousal predicted willingness to purchase apparel products viathe on-line store (ß7b * � 0.23, t � 2.30, p � .05) and willingness to patron-ize the on-line store (ß7c * � 0.30, t � 2.99, p � .01). Therefore, Hypothe-ses 7(b) and 7(c) received statistical support.

Hypotheses 8(a) and 8(c), testing relationships between emotionalpleasure and two approach responses (global attitude and willingnessto patronize the on-line store), received statistical support. Level of pleas-ure predicted global attitude toward the on-line store (ß8a * � 0.55, t �6.51, p � .001) and willingness to patronize the on-line store (ß8c * �0.24, t � 2.37, p � .05). However, the relationship between level of pleas-ure and willingness to purchase via the on-line store (H8b) did not receivestatistical support (ß8b * � 0.19, t � 1.87, p � .06).

A decomposition of direct, indirect, and total effects of predictor vari-ables was conducted (Table 2) to further examine the effects of person vari-ables (OSL and recreational shopping) and the desired hedonic value(trying the image interactivity feature as a stimulating experience) onemotional responses (emotional arousal and pleasure) and approachresponses (global attitude, willingness of purchase, and willingness topatronize the on-line store). The person variables, OSL and recreationalshopping, had significant but indirect effects on the approach responsevariables, supporting the important mediating effect of trying the imageinteractivity feature as a stimulating experience.

FIORE, JIN, & KIM684

Page 17: For fun and profit: Hedonic value from image interactivity and

Overall, the proposed conceptual model explained a moderate amountof variance for global attitude toward the on-line store (R2 � 0.48), and allpredictor variables except arousal had significant direct or indirect effects.The level of pleasure from the Web-site image interactivity feature hadthe strongest direct effect (0.55) on global attitude toward the on-line store,but trying the image interactivity feature as a stimulating experience alsohad a strong direct effect (0.20) on this approach response variable.

The proposed model also explained a fair amount of variance for will-ingness to purchase via the on-line store (R2 � 0.26), and all predictor vari-ables except pleasure had significant direct and/or indirect effects. Try-ing the image interactivity feature as a stimulating experience andarousal had the strongest direct effects (0.23 and 0.23, respectively). Try-ing the image interactivity feature as a stimulating experience had thestrongest indirect effect (0.22) and total effect (0.45) on willingness topurchase apparel products via on-line store.

Finally, the model also explained a fair amount of the variance forwillingness to patronize the on-line store (R2 � 0.23) and all predictor vari-

FOR FUN AND PROFIT 685

Table 2. Indirect, Direct, and Total Effects of Predictor Variables.

Predictor Variables Image Interactivity Arousal Pleasure

Indirect Direct Total Indirect Direct Total Indirect Direct TotalEffect Effect Effect Effect Effect Effect Effect Effect Effect

OSL .07* .36* .43* .23* — .23* .22* — .22*Recreational shopping — .31* .31* .16* — .16* .16* — .16*

Image interactivity — .52* .52* — .52* .52*

ArousalPleasureR2 .28 .27 .27

Predictor Variables Global Attitude Willingness to Purchase Willingness to Patronize

Indirect Direct Total Indirect Direct Total Indirect Direct TotalEffect Effect Effect Effect Effect Effect Effect Effect Effect

OSL .22* — .22* .19* — .19* .15* — .15*Recreational shopping .16* — .16* .14* — .14* .11* — .11*

Image interactivity .31* .20* .51* .22* .23* .45* .28* .07 .35*

Arousal — .05 .05 — .23* .23* — .30* .30*Pleasure — .55* .55* — .19 .19 — .24* .24*R2 .48 .26 .23

Notes: Standardized path estimates are reported. Significant path estimates at p � .05 are indicated with *.

Page 18: For fun and profit: Hedonic value from image interactivity and

ables had significant direct and/or indirect effect. Trying the image inter-activity feature as a stimulating experience had the strongest indirecteffect (0.28), but arousal (0.30) and pleasure (0.24) had the strongestdirect effects on willingness to patronize the on-line store. The strongdirect effects suggest that emotional arousal and pleasure mediated theeffect of trying the image interactivity feature as a stimulating experi-ence on willingness to patronize the on-line store.

DISCUSSION

Holbrook’s (1986) C–E–V model of the consumption experience was use-ful for determining variables that affect approach responses toward anon-line store in the present study, as the model has been for other Web-site design studies (Eroglu et al., 2003; Menon & Kahn, 2002). The pres-ent study illustrates that desired hedonic value of a stimulating experi-ence and emotional pleasure and arousal, produced by a Web site’s imageinteractivity feature (environment variable), predicted approach responsestoward an on-line apparel store with a few exceptions. Optimum stimu-lation level and recreational shopping (person variables) influenced therole hedonic value played in approach responses toward the on-line store.The model explained a moderate amount of variance for global attitudetoward the on-line store, and fair amounts of the variance for willingnessto purchase from and willingness to patronize the on-line store. There-fore, hedonic value from the consumption experience may not be an endin itself for consumers, but a contributor to approach responses towardthe on-line store that have a direct impact on viability of the firm. On-line marketers should consider adding image interactivity features tothe retail site to increase approach responses, such as willingness to pur-chase from the site and returning to the site.

However, Klein (2003) claimed that advanced product presentationswere not necessary to influence customers. Furthermore, image inter-activity features can be costly to develop and maintain because of pro-prietary software, extensive programming, and databases of fashion-product images that need frequent updating. Determining theeffectiveness of these features, on a cost/revenue basis, will help a firmmake best use of available resources and enhance profitability. On-linesales of apparel grew by 54% in 2003, eclipsing the growth rates of on-line stalwarts such as books, music, videos, software, and hardware (Mar-lin, 2004). With on-line apparel sales burgeoning, understanding theimpact of image interactivity features on the on-line apparel customerand resulting profitability of the firm increases in saliency.

According to Venkatraman and MacInnis (1985), hedonic consumersseek to engage in exploratory behaviors (variety-seeking and innova-tiveness) with products that provide sensory stimulation, emotional stim-ulation, and/or imagery. Image interactivity, such as a mix-and-match

FIORE, JIN, & KIM686

Page 19: For fun and profit: Hedonic value from image interactivity and

feature, may promote emotional stimulation, sensory stimulation, andimagery during creation of new ensembles. Image interactivity may alsooffer utilitarian value (Fiore & Jin, 2003) from better product coordina-tion information (e.g., how will the new top look with pants I alreadyown). Entertainment combined with good information was found to be nec-essary to satisfy customers in Internet shopping (S. E. Kim & Lim, 2001).This suggests that image interactivity may influence satisfaction levelfor both hedonic and utilitarian Internet shoppers.

Future research should examine whether the effects on approachresponses vary for different types and examples of image interactivity fea-tures. The present research looked at one mix-and-match feature. Thistype of feature differs in level of realism. Some mix-and-match featuresoverlap products to better represent how the products would look whenworn together. Other mix-and-match features (including Guess.com’sMix & Match) simply show the top (e.g., shirt) positioned above the bot-tom (e.g., pants) with a gap between the garment images. Some mix-and-match features use three-dimensional graphics of the product, whereasothers use photographic images. There appears to be a trend amonglarger on-line stores toward combining the mix-and-match feature withthe three-dimensional model feature to allow the customer to see thecoordinated ensemble on a body form similar to the customer’s own bodyform. Shih (1998) proposed that vividness of the image had a positiveeffect on approach responses toward the Web site. Therefore, level of real-ism of the image or completeness of sensory information created by animage interactivity feature may influence the feature’s effect on approachresponse variables.

The present model, as hypothesized, showed that OSL and recreationalshopping predicted hedonic value as the motivation for trying imageinteractivity; individuals with a high OSL or recreational shopping triedthe image interactivity feature as a stimulating experience. Both OSL andrecreational shopping had significant indirect effects on the threeapproach responses, suggesting that these person variables may be use-ful in psychographic profiles of market segments for products and serv-ices. This recommendation is in line with the Kwon and Workman (1996)recommendation that apparel marketers segment their target marketbased on OSL because an individual with higher OSL differs from anindividual with lower OSL in terms of preference of products and pro-motional media.

Present results support the Holbrook (1986) proposition that emotionshould be a key link in the consumption experience approach to con-sumer behavior. Trying image interactivity as a stimulating experience,as hypothesized, predicted emotional arousal and emotional pleasure.Both emotional arousal and pleasure mediated the relationship betweentrying image interactivity as a stimulating experience and willingnessto patronize the on-line store. Arousal had a direct effect on the twoapproach responses, willingness to purchase from and willingness to

FOR FUN AND PROFIT 687

Page 20: For fun and profit: Hedonic value from image interactivity and

patronize the on-line store, whereas pleasure had a direct effect on thetwo approach responses of global attitude toward and willingness topatronize the on-line store.

The three nonsignificant paths may be explained from statistical or the-oretical perspectives. From a statistical perspective, multicollinearity(high correlation) between arousal and pleasure may affect the threenonsignificant paths between (a) arousal and global attitude, (b) pleas-ure and willingness to purchase, and (c) image interactivity and will-ingness to patronize. These three paths were significant when simpleregression was run between each set of two variables. Deleting one ofthese two variables (emotional arousal or pleasure) could solve this mul-ticollinearity issue (Mendenhall & Sincich, 1996); however, deleting oneof the variables is not supported theoretically, as both variables wereimportant to the present research question and model. Thus, the pro-posed theoretical model was retained and the statistical issue wasreported. Level of correlation between the emotion variables was notreported in the Eroglu et al. (2003) and Menon and Kahn (2002) studies,but these studies may have had to address the same issue.

In the present study, an image interactivity feature on an existingWeb site was used as the stimulus for the sake of realism. On-line imageinteractivity features are likely to produce both emotional arousal andpleasure. Image interactivity features that do not produce both emo-tional states may appear contrived or may not be easily developed, lead-ing to methodological issues. Future research may address the issue ofdeveloping image interactivity features for use as stimuli that appearbona fide yet do not lead to multicollinearity between emotional pleas-ure and arousal.

From a theoretical perspective, the nonsignificant paths may have anumber of possible explanations. First, hedonic consumption experiencemay terminate with pleasure from affective evaluation during the prod-uct search stage rather than the purchase decision stage. The hedonicexperience during product search is intrinsically satisfying and becomesthe end result sought instead of an intermediate step in the purchase deci-sion process. Therefore, subjects may not go through the cognitive processof determining if they would purchase, leading to a nonsignificant effecton willingness to purchase. Second, the Menon and Kahn (2002) find-ings may offer another explanation. They found that pleasure increasedthe desire to seek stimulation through browsing of more sites. Perhapsemotional pleasure in the present study whetted the subject’s appetitefor further Internet browsing before the subject would consider pur-chasing from the site. For those who were willing to purchase, emotionalarousal more than emotional pleasure may have been the influentialoutcome of the stimulating experience. Menon and Kahn (2002) found thathigh arousal led to actions to limit further arousal; high arousal led toa decrease in willingness to browse more sites. Thus, in the present study

FIORE, JIN, & KIM688

Page 21: For fun and profit: Hedonic value from image interactivity and

arousal may have led to the curtailment of the exploratory process anda willingness to purchase from this site.

A third possible explanation of the nonsignificant path between emo-tional pleasure, and willingness to purchase lies with security concernsthat may have derailed the path from emotional pleasure to willingnessto purchase. Pleasure affected global attitude and willingness to patron-ize, but was not sufficient to entice consumers to be willing to purchase.On-line shopping concerns such as having credit-card information stolen,reputation of the vendor, lack of privacy in on-line transactions, and lossof time and money if products need to be returned (Miyazaki & Fernan-dez, 2001; Swinyard & Smith, 2003) may cause even the risk-toleranthigh-OSL individual to avoid on-line purchasing even though the processof on-line search was pleasurable. Future studies may include perceivedon-line shopping risk to the model proposed in the present study. What-ever the explanation, the present findings suggest that marketers shouldmake certain that e-commerce Web-site features create both pleasure toaffect attitude and arousal to entice the consumer to purchase and comeback to the on-line retailer’s site.

Related to the third explanation, perhaps the nonsignificant pathbetween emotional pleasure and willingness to purchase and the sig-nificant path between arousal and willingness to purchase reflect on-line nonshopper (Fun Seekers) and shopper (Adventurous Seekers) seg-ments (Swinyard & Smith, 2003), respectively. Both segments use theInternet heavily for entertainment, but Fun Seekers do not use the Inter-net to shop on-line very frequently, whereas the Adventurous Seekersrely heavily on the Internet for purchases. Fun Seekers may have foundimage interactivity to be entertaining, which led to liking and willingnessto patronize the on-line retailer’s Web site. However, because of securityconcerns regarding shopping on-line, Fun Seekers were not willing topurchase on-line. Adventurous Seekers may have found image interac-tivity to be entertaining and were willing to purchase because of their lackof on-line shopping reticence. Future research may add these psycho-graphic variables to the model tested in the present study. The 32% ofpresent subjects who had purchased apparel on-line may have belongedto the Adventurous Seekers segment. Past purchase experience, in itself,may be a useful variable to include in a future model predicting futurepurchase behavior (Keen, 2000).

An actual Web site’s image interactivity feature was used to enhanceexternal validity. However, approach responses toward this site may havebeen influenced by previous exposure (Balabanis & Reynolds, 2001) for16% of subjects who had previously visited the Guess.com site but lackedexperience with the image interactivity feature. Future research mayexamine a stimulus site with products unfamiliar to the sample anddevoid of brand information to measure the effect of an image interac-tivity feature without the potential confounding effect of previous expo-

FOR FUN AND PROFIT 689

Page 22: For fun and profit: Hedonic value from image interactivity and

sure. Existing attitude toward the site before exposure may be used asa covariate in future studies as well.

Demand bias could have affected the scores of emotional pleasure andarousal and approach responses, because these measures were completedtwice (before and after exposure to the image interactivity feature).Demand bias was not likely a problem, given that differences in beforeand after scores were not used to test the hypotheses. Additionally, sig-nificant paths were found throughout the model, regardless of when thevariable measurement occurred.

As one last point, the college-aged sample does not permit general-ization of the results to all Internet users. The sample was appropriatefor the present study because it reflected many of the demographiccharacteristics of the Guess.com customer. However, the sample wasvery computer literate and felt comfortable with new technology, whichmay have affected the level of pleasure and arousal created by imageinteractivity features. Internet users with less experience may findimage interactivity features too complex, leading to low pleasure butvery high arousal, which will likely lead to avoidance rather thanapproach responses.

REFERENCES

Babin, B. J., Darden, W. R., & Griffin, M. (1994). Work and/or fun: Measuringhedonic and utilitarian shopping value. Journal of Consumer Research, 20,644–656.

Baker, J., Levy, M., & Grewal, D. (1992). An experiential approach to makingretail store environmental decisions. Journal of Retailing, 68, 445–460.

Balabanis, G., & Reynolds, N. L. (2001). Consumer attitude towards multi-chan-nel retailers’ Web sites: The role of involvement, brand attitude, Internetknowledge and visit duration. Journal of Business Strategies, 18, 105–129.

Bateson, J. E. G., & Hui, M. K. (1992). The ecological validity of photographicslides and videotapes in simulating the service setting. Journal of ConsumerResearch, 19, 271–281.

Batra, R., & Ahtola, O. T. (1991). Measuring the hedonic and utilitarian sourcesof consumer attitudes. Marketing Letters, 2, 159–170.

Bell, S. S., Holbrook, M. B., & Solomon, M. R. (1991). Combining esthetic and socialvalue to explain preferences for product styles with the incorporation of per-sonality and ensemble effects. Journal of Social Behavior and Personality, 6,243–274.

Bellenger, D. N., & Korgaonker, P. K. (1980). Profiling the recreational shopper.Journal of Retailing, 56, 77–92.

Bellizzi, J. A., Crowley, A. E., & Hasty, R. W. (1983). The effects of color in storedesign. Journal of Retailing, 59, 21–45.

Bellizzi, J. A., & Hite, R. E. (1992). Environmental color, consumer feelings, andpurchase likelihood. Psychology & Marketing, 9, 347–363.

Berlyne, D. E. (1971). Aesthetics and psychobiology. New York: Appleton-Century-Crofts.

FIORE, JIN, & KIM690

Page 23: For fun and profit: Hedonic value from image interactivity and

Bloch, P. H., Sherrell, D. L., & Ridgway, N. M. (1986). Consumer search: Anextended framework. Journal of Consumer Research, 13, 119–126.

Bruner, G. C. (1990). Music, mood, and marketing. Journal of Marketing, 54,94–104.

Childers, T. L., Carr, C. L., Peck, J., & Carson, S. (2001). Hedonic and utilitarianmotivations for online retail shopping behavior. Journal of Retailing, 77,511–535.

Choate, T. (2000, August). Five keys to customer conversion. I. Merchant, pp.S14–S15.

Cox, D., & Cox, A. (1994). The effect of arousal seeking tendency on consumerpreferences for complex product design. Advances in Consumer Research, 21,554–559.

Crowley, A. E. (1993). The two dimensional impact of color on shopping. MarketingLetters, 4, 59–69.

Crowley, A. E., Sprangenberg, E. R., & Hughes, K. R. (1992). Measuring thehedonic and utilitarian dimensions of attitudes toward product categories.Marketing Letters, 3, 239–249.

Dawson, S., Bloch, P. H., & Ridgway, N. (1990). Shopping motives, emotionalstates, and retail outcomes. Journal of Retailing, 66, 408–427.

Donovan, R. J., & Rossiter, J. R. (1982). Store atmosphere: An environmentalpsychology approach. Journal of Retailing, 58, 34–57.

Donovan, R. J., Rossiter, J. R., Marcoolyn, G., & Nesdale, A. (1994). Store atmos-phere and purchasing behavior. Journal of Retailing, 70, 283–294.

Engel, F. J., Blackwell, R. D., & Miniard, P. W. (1995). Consumer behavior (8thed.). Orlando, FL: Dryden Press.

Eroglu, S. A., Machleit, K. A., & Davis, L. M. (2003). Empirical testing of a modelof online store atmospherics and shopper responses. Psychology & Marketing,20, 139–150.

Fiore, A. M., & Jin, H. J. (2003). Influence of image interactivity on approachresponses towards on online retailer. Internet Research: Electronic NetworkingApplications and Policy, 13, 38–48.

Fiore, A. M., Lee, S. E., & Kunz, G. I. (2004). Individual differences, motivations,and willingness to use mass customization options of fashion products. Euro-pean Journal of Marketing, 38, 835–849.

Fiore, A. M., Yan, X., & Yoh, E. (2000). Effects of a product display and environ-mental fragrancing on approach responses and pleasurable experience. Psy-chology & Marketing, 17, 27–54.

Fiore, A. M., & Yu, H. (2001). Effects of imagery copy and product samples onresponses towards the product. Journal of Interactive Marketing, 15, 37–47.

Gehrke, D., & Turban, D. (1999). Determinants of successful website design:Relative importance and recommendations for effectiveness. In Proceedingsof the 32nd Hawaii International Conference on System Sciences, pp. 1–8.

Gehrt, K. C., & Carter, K. (1992). An exploratory assessment of catalog shoppingorientations: The existence of convenience and recreational segments. Jour-nal of Direct Marketing, 6, 29–39.

Gill, L. (2002, November 5). The future of 3D e-commerce. Available: http://www.ecommercetimes.com/perl/story/19868.html

Grande, I. (2000). A structural equation modeling approach for assessing thedimensions of the optimum stimulation level. Journal of International Con-sumer Marketing, 12, 7–26.

FOR FUN AND PROFIT 691

Page 24: For fun and profit: Hedonic value from image interactivity and

Griffith, D. A., Krampf, R. F., & Palmer, J. W. (2001). The role of interface in elec-tronic commerce: Consumer involvement with print versus on-line catalogs.International Journal of Electronic Commerce, 5, 35–47.

Hammond, K., McWilliam, G., & Diaz, A. N. (1998). Fun and work on the Web:Differences in attitude between novices and experienced users. Advances inConsumer Research, 25, 372–378.

Hanna, N., & Wagle, J. S. (1989). Who is your satisfied customer? Journal ofConsumer Marketing, 6, 53–61.

Hartnett, M. (2000, February). New features take do-it-best website to higherlevel. Stores, pp. 50–54.

Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-medi-ated environments: Conceptual foundations. Journal of Marketing, 60, 50–69.

Holbrook, M. B. (1986). Emotions in the consumption experience: Toward a newmodel of consumer behavior. In R. A. Peterson, W. D. Hoyer, & W. R. Wilson(Eds.), The role of affect in consumer behavior: Emerging theories and appli-cations (pp. 17–52). Lexington, MA: Heath.

Holbrook, M. B., & Hirschman, E. C. (1982). The experiential aspects of con-sumption: Consumer fantasies, feelings, and fun. Journal of ConsumerResearch, 9, 132–140.

Jaarvenpaa, S. L., & Todd, P. A. (1996/1997). Consumer reaction to electronicshopping on the World Wide Web. International Journal of Electronic Com-merce, 1, 59–88.

Katz, J., & Aspden, P. (1997). Motivations for and barriers to Internet usage:Results of a national public opinion survey. Internet Research: ElectronicNetworking Applications and Policy, 7, 170–188.

Keen, C. M. (2000). The attribute structure of Internet shopping: What is impor-tant and what tradeoffs are possible between Internet, retail, and catalog for-mats. Dissertation Abstracts International, Section A, 60, 4096.

Kim, S. E., Shaw, T., & Schneider, H. (2003). Website design benchmarking withinindustry groups. Internet Research: Electronic Networking Applications andPolicy, 13, 17–26.

Kim, S. Y., & Lim, Y. J. (2001). Consumers’ perceived importance of and satis-faction with Internet shopping. Electronic Markets, 11, 148–154.

Kish, G., & Donnenwerth, G. (1969). Interests and stimulus-seeking. Journal ofCounseling Psychology, 16, 551–556.

Klein, L. R. (1998). Evaluating the potential of interactive media through a newlens: Search versus experience goods. Journal of Business Research, 41,195–203.

Klein, L. R. (2003). Creating virtual product experiences: The role of telepres-ence. Journal of Interactive Marketing, 17, 41–55.

Koufaris, M., Kambil, A., & LaBarbera, P. A. (2001/2002). Consumer behavior inWeb-based commerce: An empirical study. International Journal of ElectronicCommerce, 6, 115–138.

Kwon, Y., & Workman, J. E. (1996). Relationship of optimum stimulation levelto fashion behaviour. Clothing and Textiles Research Journal, 14, 249–256.

Lee, P. M. (2002). Behavioral model of online purchasers in e-commerce envi-ronment. Electronic Commerce Research, 2, 75–85.

Li, H., Daugherty, T., & Biocca, F. (2001). Characteristics of virtual experiencein electronic commerce: A protocol analysis. Journal of Interactive Marketing,15, 13–30.

FIORE, JIN, & KIM692

Page 25: For fun and profit: Hedonic value from image interactivity and

Lohse, G. L., & Spiller, P. (1998). Electronic shopping. Communications of theACM, 14, 81–87.

Lohse, G. L., & Spiller, P. (1999). Internet retail store design: How the user inter-face influences traffic and sales. Journal of Computer Mediated Communi-cations, 5. Retrieved July 16, 2002, from http://www.ascusc.org/jcmc/vol5/issue2/lohse.htm

Lui, C., Arnett, P. K., & Litecky, C. (2000). Design quality of Web sites. ElectronicMarkets, 10, 122–129.

Marlin, S. (2004). E-commerce continues to grow. Information Week. RetrievedApril 22, 2004, from http://www.informationweek.com/story/showArticle.jhtml?articleID�18100136

Mathwick, C. (2002). Understanding the online consumer: A typology of onlinerelational norms and behavior. Journal of Interactive Marketing, 16, 40–55.

Mattila, A. S., & Wirtz, J. (2001). Congruency of scent and music as a driver ofin-store evaluations and behavior. Journal of Retailing, 77, 273–289.

Mehrabian, A., & Russell, J. A. (1974). An approach to environmental psychol-ogy. Cambridge, MA: MIT Press.

Mendenhall, W., & Sincich, T. (1996). A second course in statistics: Regressionanalysis (5th ed.). Upper Saddle River, NJ: Prentice Hall.

Menon, S., & Kahn, B. (2002). Cross-category effects of induced arousal andpleasure on the Internet shopping experience. Journal of Retailing, 78, 31–40.

Mittelstaedt, R. A., Grossbart, S. L., Curtis, W. W., & Devere, S. P. (1976). Opti-mum stimulation level and the adoption decision process. Journal of Con-sumer Research, 3, 84–94.

Miyazaki, A. D., & Fernandez, A. (2001). Consumer perceptions of privacy andsecurity risks for online shopping. Journal of Consumer Affairs, 35, 27–44.

Nunnally, J. C., & Bernstein, I. H. (1994). Psychometric theory (3rd ed.). New York:McGraw-Hill.

Pham, M. T. (1996). Cue representation and select effect of privacy and secu-rity risks for online shopping. Journal of Consumer Research, 22, 373–387.

Plutchik, R. (1980). Emotion: A psycho-evolutionary synthesis. New York: Harperand Row.

Raju, P. S. (1980). Optimum stimulation level: Its relationship to personality,demographics, and exploratory behaviour. Journal of Consumer Research, 7,272–282.

Sheth, J. N., Newman, B. I., & Gross, B. L. (1991). Why we buy what we buy: Atheory of consumption values. Journal of Business Research, 22, 159–170.

Shih, C. (1998). Conceptualizing consumer experiences in cyberspace. EuropeanJournal of Marketing, 32, 655–663.

Stanforth, N. (1995). Fashion innovators, sensation seeking, and clothing indi-vidualists. Perceptual and Motor Skills, 81, 1203–1210.

Steenkamp, J. E. M., & Baumgartner, H. (1992). The role of optimum stimula-tion level in exploratory consumer behavior. Journal of Consumer Research,19, 434–448.

Swinyard, W. R., & Smith, S. M. (2003). Why people (don’t) shop online: A lifestylestudy of the Internet consumer. Psychology & Marketing, 20, 567–597.

Venkatraman, M. P., & MacInnis, D. J. (1985). The epistemic and sensoryexploratory behaviors of hedonic and cognitive consumers. In E. C. Hirschman& M. L. Holbrook (Eds.), Advances in consumer research (Vol. 12, pp. 102–107).Provo, UT: Association for Consumer Research.

FOR FUN AND PROFIT 693

Page 26: For fun and profit: Hedonic value from image interactivity and

Vogt, C. A., Fesenmaier, D. R., & MacKay, K. (1993). Functional and aestheticinformation needs underlying the pleasure travel experience. Journal of Traveland Tourism Marketing, 2, 133–146.

Wahlers, R. G., Dunn, M. G., & Etzel, M. J. (1986). The congruence of alternativeOSL measures with consumer exploratory behavior tendencies. In R. Lutz,(Ed.), Advances in consumer research (Vol.13, pp. 398–402). Provo, UT: Asso-ciation of Consumer Research.

White paper: Using rich media to deliver a better on-line shopping experience.(1999). Santa Clara, CA: Intel Corporation.

Wu, G. (1999). Perceived interactivity and attitude towards Web sites. In AnnualConference of American Academy of Advertising (pp. 23–30). Albuquerque,NM: American Academy of Advertising.

Zajonc, R. B. (2001). Mere exposure: A gateway to the subliminal. Current Direc-tions in Psychological Science, 10, 224–228.

Zhang, P., Small, R., Von Dran, G. M., & Barcellos, S. (1999). Websites that sat-isfy users: Web user interface design and evaluation. In Proceedings of the 32ndHawaii International Conference on System Sciences (pp. 1–8).

Zuckerman, M. (1971). Dimensions of sensation seeking. Journal of ConsultingPsychology, 36, 45–52.

This research was partially funded by Iowa State University’s College of Fam-ily and Consumer Science.

Correspondence regarding this article should be sent to: Ann Marie Fiore, 1062LeBaron Hall, Iowa State University, Ames, IA 50011 ([email protected]).

FIORE, JIN, & KIM694