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I’m a UX Designer passionate about exploring how the world works. I enjoy understanding the principles behind AI technologies and strive to combine them with design to create practical solutions for real business scenarios.

The Effect of Similarity on Consumer Purchase Intentions in VR Social Shopping

Abstract

Small and Medium Enterprises (SMEs) account for around 90% of global businesses (World Bank, 2019), but with limited resources they often fail to provide adequate customer experience (Van Scheers, 2017), leading to low conversion and weak competitiveness. VR, with its low customer acquisition cost and immersive features, enhances engagement, supports sales (Kim et al., 2022; Bender & Sung, 2021), and is particularly effective in the Consider stage by building brand awareness and attitude (Kostyk & Sheng, 2023). Through vivid cues and the vicarious haptic effect (Luangrath et al., 2022), VR compensates for the lack of tactile interaction in online shopping, offering SMEs opportunities to compete with established firms.

Research Gaps

Prior studies defined similarity narrowly (e.g., taste preferences, Hu et al., 2016). Yet personality and behavioral similarity increase trust, enjoyment, and usefulness (Al-Natour et al., 2005), though their impact on purchase intention remains unexplored. Personality similarity especially enhances perceived hedonicity (Al-Natour et al., 2005), aligning with VR’s advantage. Other work shows similarity affects perceived social value, which mediates purchase intention and can be stronger in VR.

Design Objective

The aim of this study is to explore if perceived personality similarity can be used in social shopping to increase consumers’ purchase intention in VR shops. By achieving this aim, we can help SMEs to sell more products and potentially leverage virtual reality to compensate the drawbacks of traditional online marketing, thereby indirectly compensating for the disadvantages caused by low brand awareness of SMEs.

Hypothesis

The study tested three hypotheses, derived from the literature:

Prototype Design Process

Design & Inspiration:

The goal of prototype design is to replicate the feel of a physical clothing store. The layout is inspired by real stores, incorporating common elements like hangers, display closets, tables, and mannequins.

An initial sketch is drafted to plan the store’s design.

Iteration

Based on feedback about low model quality, all clothing models were upgraded to higher-quality versions to ensure consistency and eliminate potential bias on purchase intention.

How was the study conducted?

Participants (n = 64) completed pre-task surveys.

Experiment Process

Before Task
Participants fill out a short online survey on demographics, shopping time, VR sickness, and extraversion. Groups are formed by personality similarity.
During Task
In the VR store, participants browse freely and receive a gender-based clothing recommendation in a natural shopping scenario.
After Task
Data collection, assess personality similarity, social value, and purchase intention for analysis.

Analysis

Data were analysed by independent t-tests (RQ1 & RQ2), chi-square (n = 55), and Pearson correlation (RQ3).

Key Findings

Results in Independent T Test
Results in Pearson Analysis

Conclusion

Theoretical Implications

Findings show no significant link between personality similarity, purchase intention, or perceived social value, but a strong positive relationship was found between perceived social value and purchase intention. Thus, while RQ1 and RQ2 were rejected, RQ3 was supported, making this the first study to highlight the role of social value in VR commerce.

Tips for Designers

The study suggests that designers should prioritize features that enhance social value—such as user interaction and reviews—over personality similarity in order to boost purchase intentions in VR stores. It also cautions against directly replicating two-dimensional design rules, emphasizing the need for dedicated research into virtual reality and the development of customized design strategies.

Future Opportunities

Future research should prioritise several key avenues to build upon this work. First, investigations could focus on other dimensions of similarity beyond personality, such as similarity in taste or preference, to determine their influence on purchase intention. Second, the effect of perceived familiarity, which is beyond the scope of this study, should be explicitly examined. To achieve more definitive results, subsequent studies must expand the sample size to attain higher statistical power. Thirdly, in my research, participants use the cartoon avator to browse the store, this will decrease user’s presence in VR store, which might be the reason findings in my H1 & H2 failed to consist with previous research.

Video of Prototype Process