先前文獻指出,目前有關虛擬經驗的相關研究,多是探討在消費者與3D 產品在電腦中介環境下CMC(Computer-Mediated Communication)互動時,所產生之機械式經驗。故本研究著重在人們使用電腦為媒介進行人與人之間的互動,即人際虛擬經驗-角色代言人的類別(專家形象、具吸引力形象)與資訊式同儕電子口碑(Peer)。人們非但透過CMC交換資訊,也會透過它得到社會性支持、陪伴以及歸屬感,如:社會臨場感與信任度。此外,文獻指出,在不同購物目標情境下,消費者選購產品的依據亦不同。因此,綜合以上,本研究選定筆記型電腦為實驗產品,並將購物目標類型視為干擾變數,欲了解不同人際虛擬經驗,對於不同購物目標情境下的消費者是否會產生不一樣的社會臨場感與信任度? 研究結果顯示,人際虛擬經驗對社會臨場感與信任度有顯著關係。在不同的購物目標情境下,不同的人際虛擬經驗對於社會臨場感與信任度亦會有顯著的干擾作用。
Piror literatures pointed out that most of the virtual experience researches test the mechanical experiences when the interaction between consumers and 3-D products on the computer-mediated communication(CMC). So we emphasize the interpersonal virtual experiences when the interaction between one individual and others on the computer-mediated communication, including expert avatar、attractive avatar and EWOMs. People not only exchange information but also get social support, companionship and belonging on the computer-mediated communication, ex: social presence and trust. In addition, literatures pointed out that consumers choose products depend on different types of shopping goal situations. Thus, the objectives of this study are recognizing discuss the moderating effect of shopping goal situations, and the effects of types of interpersonal virtual experiences on customers’ trust, social presence. The experimental product is the notebook. With experiment evidences, the ANOVA revealed a significant interaction between customers’ trust, social presence. The moderating effect of shopping goal situations is partially supported.