UNDERSTANDING THE DIGITAL FUTURE - hb.diva-portal.org1450609/FULLTEXT01.pdfUNDERSTANDING THE DIGITAL...
Transcript of UNDERSTANDING THE DIGITAL FUTURE - hb.diva-portal.org1450609/FULLTEXT01.pdfUNDERSTANDING THE DIGITAL...
UNDERSTANDING THE DIGITAL FUTURE – APPLYING THE DECOMPOSED THEORY OF PLANNED
BEHAVIOUR TO THE GENERATION Y’S ONLINE FASHION
PURCHASE INTENTION WHILE CREATING AND USING A
CUSTOMISED AVATAR
2020.18.02
Thesis for One-Year Master, 15 ECTS
Textile Management
Eva Lancere De Kam
Jacqueline Diefenbach
II
Title: Understanding the Digital Future - Applying the Decomposed Theory
of Planned Behaviour to the Generation Y’s Online Fashion Purchase
Intention while Creating and Using a Customised Avatar
Publication Year: 2020
Supervisor: Professor Daniel Ekwall
Abstract
Purpose - The purpose of this master thesis is to research the Generation Y’s online purchase
intention for fashion items while creating and using a customised avatar. Overall, the objective
is to create a better understanding of this technology’s potential, formulate managerial
implications for fashion businesses and strengthen business viability.
Design/Methodology/Approach - The research approach of this study is deductive, whereby
hypotheses derive from the Decomposed Theory of Planned Behaviour. After secondary data
is reviewed, a single quantitative data collection is applied, thus following a mono-method.
This primary data is gathered virtually through a self-administered online questionnaire. A total
number of 205 qualified responses from the Generation Y are statistically analysed using a
structural equation modelling. This descriptive research design is chosen to conduct the
relationships between the latent variables and the behavioural intention.
Findings - The empirical findings reveal, that the attitude, subjective norm and perceived
behavioural control significantly and positively influence the Generation Y’s online purchase
intention to create and use a customised avatar. While the attitude, with the behavioural belief
of perceived usefulness specifically, shows the strongest influence on the behavioural
intention, the research sample also sees a fit to all technology facilitating conditions, affecting
the perceived behavioural control. In comparison to this, the subjective norm influences the
behavioural intention in a weaker manner, whereby the research sample is influenced more
by external than interpersonal factors.
Implications - To enlarge the Generation Y’s online fashion purchase intention while creating
and using a customised avatar, fashion marketers are advised to highlight and improve the
usefulness of the technology. Fashion businesses are recommended to implement interactive
digital platforms, by employing influencer marketing, in order to endorse and promote the
brand awareness in regard to the technology.
III
Originality/Value - This master thesis addresses the online purchase intention for fashion
items while creating and using a customised avatar from a commercial perspective. Where
prior literature findings lack the link to managerial implications, this study examines the
Generation Y’s behavioural intention towards this technology. The Generation Y has an
immense and increasing purchasing power, which is accompanied with technical skills, thus
making them crucial for the market success of online fashion businesses. Therefore, the
authors examine the technology's commercial potential and encompass the whole fashion
industry.
Keywords - Virtual fitting, virtual fashion, virtual avatar, customised avatar, Theory of Planned
Behaviour, Decomposed Theory of Planned Behaviour, Generation Y, online buying
behaviour.
Acknowledgements
We would like to thank our supervisor, Professor Daniel Ekwall, for his valuable advice during
our research. Also, we would like to sincerely acknowledge the experts, who affirmed us in
using the software program AMOS: Professor Vijay Kumar and Mariela Acuña Mora.
As without the participants of our online questionnaire, the research could not have been
successfully conducted, we would like to thank all respondents for taking their time and filling
out the survey.
We would also like to express our gratitude to our parents, siblings and friends for
uncompromisingly supporting and encouraging us throughout our years of studying, including
throughout the process of conducting this research.
Finally, we are both beyond grateful about the possibility and experience to have written this
master thesis together. We do not take the smooth course of action for granted and sincerely
want to thank each other and, regardless of the outcome, cheers to an enriched friendship!
Conflicts of Interest
The authors declare no conflict of interest.
__________________________ __________________________
Eva Lancere De Kam Jacqueline Diefenbach
Borås, 7th of June 2020
IV
Table of Content List of Tables ...................................................................................................................... VI
List of Figures .................................................................................................................... VI
List of Abbreviations ........................................................................................................ VII
1. Introduction ..................................................................................................................... 1
1.1 Background and Problem Identification ....................................................................... 1
1.2 Research Gap ............................................................................................................. 1
1.3 Research Relevance ................................................................................................... 2
1.4 Research Purpose ....................................................................................................... 3
1.5 Research Outline ......................................................................................................... 3
2. Literature Review ............................................................................................................ 4
2.1 Disruptive and Emerging Technologies ....................................................................... 4
2.2 Fashion as a Social Phenomenon ............................................................................... 6
2.3 Virtual Fashion............................................................................................................. 6
2.3.1 Virtual Prototyping and Fitting ............................................................................... 7
2.3.2 Visual Simulation................................................................................................... 8
2.3.3 Haptic Simulation .................................................................................................. 9
2.4 Customised Avatars..................................................................................................... 9
2.4.1 Personalised Avatars .......................................................................................... 10
2.4.2 Scanatars ............................................................................................................ 10
2.4.3 Key Features ....................................................................................................... 11
2.5 Understanding Information Technology Usage .......................................................... 12
2.5.1 Background Factors: Generation Y ..................................................................... 13
2.5.2 Behavioural Beliefs and Attitude .......................................................................... 15
2.5.3 Normative Beliefs and Subjective Norm .............................................................. 17
2.5.4 Control Beliefs and Perceived Behavioural Control ............................................. 18
2.5.5 Behavioural Intention and Behaviour ................................................................... 20
2.6 Theoretical Framework and Hypotheses.................................................................... 20
3. Methodology .................................................................................................................. 23
3.1 Research Method ...................................................................................................... 23
3.1.1 Phase I: Determination of the Research Problem ................................................ 24
3.1.2 Phase II: Development of the Research Design .................................................. 24
3.1.3 Phase III: Execution of the Research Design ...................................................... 33
3.1.4 Phase IV: Communication of the Results ............................................................ 34
3.2 Research Quality ....................................................................................................... 34
V
3.2.1 Reliability ............................................................................................................ 34
3.2.2 Validity ................................................................................................................ 35
3.2.3 Research Ethics .................................................................................................. 37
3.3 Research Sample ...................................................................................................... 37
4. Research Analysis ........................................................................................................ 39
4.1 Descriptive Analysis................................................................................................... 39
4.2 Statistical Analysis ..................................................................................................... 44
4.2.1 Reliability Analysis .............................................................................................. 44
4.2.2 Validity Analysis .................................................................................................. 45
4.2.3 Hypotheses Analysis ........................................................................................... 48
5. Discussion ..................................................................................................................... 50
6. Conclusion and Future Research Directions .............................................................. 55
6.1 Conclusion ................................................................................................................. 55
6.2 Future Research Directions ....................................................................................... 56
6.2.1 Research Limitations ........................................................................................... 56
6.2.2 Theoretical Implications....................................................................................... 57
6.2.3 Managerial Implications....................................................................................... 58
Reference List ................................................................................................................... 59
Appendix ........................................................................................................................... 71
VI
List of Tables
Table 1. Seven-Point Likert Scale. ...................................................................................... 27
Table 2. Operationalisation of the Online Questionnaire. .................................................... 28
Table 3. Research Sample Characteristics. ........................................................................ 38
Table 4. Descriptive Statistics of the Online Questionnaire. ................................................ 39
Table 5. Cronbach's Alpha. ................................................................................................. 44
Table 6. Model Fit Statistics in Confirmatory Factor Analysis. ............................................. 45
Table 7. Standardised Factor Loadings. .............................................................................. 45
Table 8. Hypotheses Results. ............................................................................................. 49
List of Figures
Figure 1. Gartner Hype Curve. .............................................................................................. 5
Figure 2. 3D Virtual Prototyping and Fitting. .......................................................................... 7
Figure 3. Scanatar Process. ................................................................................................ 11
Figure 4. Decomposed Theory of Planned Behaviour. ........................................................ 13
Figure 5. Theoretical Framework......................................................................................... 21
Figure 6. Methodological Framework. ................................................................................. 23
Figure 7. Result Hypothesised Theoretical Framework. ...................................................... 48
VII
List of Abbreviations
2D Two-dimensional
3D Three-dimensional
AMOS Analysis of a Moment Structures
AT Attitude
BI Behavioural Intention
C Compatibility
CAD Computer Aided Design
CAM Computer Aided Manufacturing
CFA Confirmatory Factor Analysis
CFI Comparative Fit Index
CMIN/df Chi-square statistic divided by the Degrees of Freedom
DTPB Decomposed Theory of Planned Behaviour
EI External Influences
IBM SPSS International Business Management Corporation Statistical Package for the
Social Science
II Interpersonal Influences
M Mean
ML Maximum Likelihood
N Population Size
PBC Perceived Behavioural Control
PE Perceived Enjoyment
PEU Perceived Ease of Use
PU Perceived Usefulness
RFC Resource Facilitating Conditions
RMSEA Root Mean Square Error of Approximation
SD Standard deviation
SE Self-Efficacy
SEM Structural Equation Modelling
SN Subjective Norm
TAM Technology Acceptance Model
TFC Technology Facilitating Conditions
TPB Theory of Planned Behaviour
TRA Theory of Reasoned Action
VR Virtual Reality
1
1. Introduction
1.1 Background and Problem Identification
The Covid-19 pandemic stresses the importance of digitalisation. Due to the closing of physical
stores and social distancing, digital channels are emphasised more than ever. Since the start of
the pandemic, fashion businesses have faced a 27 to 30 percent contraction in revenues. With
the digital escalation, this priority is visible across the entire value chain for businesses to scale
up and strengthen their capabilities. To cope with new regulations, reduce the pandemic’s
devastating effect and adjust to economic and market changes, fashion businesses need to
implement new technologies, such as virtual reality (VR), digital avatars and assistants into their
value chain to future-proof their business models (BoF & McKinsey & Company, 2020; Gartner
Group, 2019). Technology thereby describes a strategy for many businesses to grow and move
forward (Amed et al., 2017; Amed & Mellery-Pratt, 2017; Diamandis, 2016; O’Leary, 2008). It is
the conveyor of innovation, innovation being a new way to do something (Cie, 2011).
Since the early 2000s, there has been a significant aesthetic and technical development of diverse
textiles and virtual garments (Kalbaska et al., 2019). Virtual human bodies and clothing are widely
used in multiple scenarios, such as in online fashion retail (Guan et al., 2013). Clothing is the
largest single product sector in most countries for online shopping (Cullinane et al., 2017).
However, looking at digital retail environments, on average 25 percent of all clothing purchases
are returned, increasing up to 50 percent for high fashion items (Cullinane et al., 2017; Daanen &
Psikuta, 2018; IMRG, 2020). According to the IMRG report (2020), the most common issues faced
by customers when receiving and fitting online purchased clothes are poor fit, an uncomfortable
feeling when wearing the item and a surprise of the colour. Especially younger consumers tend to
return fashion items more frequently (IMRG, 2020), which results in high return rates and
dissatisfaction about their online shopping experience (Cordier et al., 2003b).
1.2 Research Gap
Increased digital fashion purchases, implying physical fitting is impossible, make the technology
of virtual fitting with a customised avatar increasingly valuable (Daanen & Psikuta, 2018; Hu et al.,
2017). Hence, the creation and usage of customised avatars in the fashion industry has
accumulated research regarding this topic. However, previous studies approach the science from
a technical perspective (Cichoka et al., 2007; Guan et al., 2013; Magnenat-Thalmann et al., 2007)
and the literature lacks the link to managerial implications through research into the commercial
potential of the specific technology. This is supported by Flosdorff’s et al. (2019) study about VR
2
in the fashion industry, which recommends further research “to get insights from more diverse
perspectives” (p. 62) in order to encompass the whole fashion industry.
Previous studies investigated the Generation Y’s online behaviour, such as interaction with
brands, social media consumption and online purchases (Bento et al., 2018; Hall et al., 2017), or
examined online and offline attitudes and behaviours compared to other generational cohorts
(Jackson et al., 2011; Parment, 2013; Soares et al., 2017). However, only a few studies
researched the Generation Y’s online buying behaviour for fashion (Bento et al., 2018; Ladhari et
al., 2019; Sethi et al., 2018). According to the knowledge of the authors of this master thesis, no
study has thereby addressed this concern in regard to customised avatars, or in relation to the
Decomposed Theory of Planned Behaviour (DTPB), or both. Conforming to Taylor and Todd
(1995b), by applying the DTPB, specific salient beliefs of individuals can be identified. Fishbein
and Ajzen (2010) support this approach by stating that “relatively few studies have looked at
background variables in relation to [...] behavior-relevant beliefs” (p. 252). To bridge this literature
gap, the following research question is developed:
Based on the Decomposed Theory of Planned Behaviour, which variables positively
influence the Generation Y’s intention of creating and using a customised avatar
while purchasing fashion online?
1.3 Research Relevance
With the increase of digitalisation, many fashion businesses are working on advanced product
visualisation technologies to provide sensory input in the online shopping environment. Virtual
fitting with a customised avatar can be a solution to growing online customer demands and the
pressure of businesses to stay relevant in the volatile fashion industry. As the technology has
become widely available, its popularity amongst customers and development in the online fashion
industry is increasing (Hauswiesner et al., 2013). Customised avatars can be used for online
strategies to enable digital fitting before purchasing fashion. By doing so, fashion businesses aim
to reduce product realisation risk and enhance customers’ interactive virtual shopping experience
(Daanen & Psikuta, 2018; Flosdorff et al., 2019; Guan et al., 2013; Kim & Forsythe, 2008).
Thereby, customers can easily fit garments on their customised avatars without physically wearing
them, and receive tailored advice during their online purchase (Cordier et al., 2003a). For
businesses, this can lead to a stronger customer-business relationship and increased brand
loyalty. Adding interactive technologies, such as virtual fitting with a customised avatar, has the
potential to offer personalised customer service and improve online conversion rates. This
stresses the importance of customer acceptance towards this technology and contributes to
3
maximising online sales revenue while decreasing online returns (Flosdorff et al., 2019; Hirt, 2012;
IMRG, 2014; Kim & Forsythe, 2008; Kite-Powell, 2011; Whittaker, 2014).
Incorporating the customer point of view is also of high relevance since online shopping in the
fashion industry is growing (IMRG, 2020). Moreover, the Generation Y has an immense
purchasing power, which is paralleled with technical skills, and presents a crucial market for the
success of online retailers (Ladhari et al., 2019). Analysing the Generation Y’s buying behaviour,
particularly in regard to online fashion purchases while creating and using a customised avatar,
provides valuable psychological insights for both, theoretical research and fashion businesses
aiming to learn about the Generation Y’s beliefs. Especially in comparison to other generational
cohorts, it has been proven that the Generation Y has different motivations for online fashion
shopping (Bento et al., 2018; Ladhari et al., 2019; Sethi et al., 2018). Given the value of the
generation for fashion marketers (IMRG, 2020; Ladhari et al., 2020), aiming to target the
Generation Y, or offering the creation and usage of customised avatars, or both, it is vital to get a
comprehensive understanding of the generation’s online purchasing behaviour.
1.4 Research Purpose
The purpose of this research is to gather empirical data concerning the Generation Y’s behavioural
intention in regard to creating and using a customised avatar. In specific, the generation’s
influence of psychological factors towards the behavioural intention of this technology is
investigated based on the DTPB. Thereby, the aim is not to develop the best statistical model
performance, but to assess the real-world dataset’s fit to the theoretical framework. Overall, the
objective is to create a better understanding of the commercial potential of creating and using a
customised avatar for online fashion purchases, formulate managerial implications for fashion
businesses, and thus strengthen business viability.
1.5 Research Outline
Chapter 2 presents a concise literature review about the technology and the Generation Y’s online
purchase behaviour corresponding to the research topic, whereupon the theoretical framework is
developed. In the methodology section, Chapter 3, the research process including data collection
procedure and measure is described. Additionally, the research quality and sample are introduced.
The gathered data are analysed in Chapter 4, where after, in Chapter 5, findings are discussed
and critically reflected upon in relation to the developed hypotheses and literature review of this
study. Lastly, in Chapter 6, the research question is answered, whereby, with respect to the
limitations of this study, theoretical and managerial implications are proposed.
4
2. Literature Review
2.1 Disruptive and Emerging Technologies
According to Diamandis (2016), one of the fundamental things that makes the planet a healthier,
safer, enjoyable, more effective and better educated, is technology. The coming era of prosperity
is powered by a new technology: computational power. In our modern world, growth is stimulated
through this power. Thus, when computing is growing, other computationally driven technologies
are developing alongside it. Networked sensors, robotics, 3D printing, synthetic biology, virtual
and augmented reality as well as artificial intelligence are expanding (Gartner Group, 2018) and
the converging effects of integrating these trends build new business models and future
innovations that one cannot yet imagine (Stamatoula & Kirke, 2019).
Understanding the relationship and difference between disruptive and emerging technologies is
important to discuss the notions between these two, and to position the virtual fitting technology’s
future potential. Li’s et al. (2018) bibliometric study reflects on the relationships between disruptive
and emerging technologies, as these terms are frequently used in literatures, but one must first
understand these concepts. A disruptive technology can be defined as “a technology that changes
the bases of competition by changing the performance metrics along which firms compete” (Bower
& Christenson, 1995, p. 286). This is further supported by Millar et al. (2018), who defines a
disruptive technology as a “change that makes previous products, services and/or processes
ineffective. The implication is therefore one of discontinuity - previous technologies and/or ways
of working are no longer viable” (p. 254). Emerging technologies are defined by Li et al. (2018) as
“a concept that targets various characteristics, including the potentially dramatic impact a new
technology has on the socio-economic system, significant uncertainties, and novel features” (p.
286). While both, disruptive and emerging technologies, involve a degree of innovation and rapid
development, emerging technologies may be capable of being a revolution, but it may also fail or
become a generic technology (Li et al., 2018; Millar et al., 2018; Stamatoula & Kirke, 2019).
The research and consultancy company Gartner Group developed the Gartner Hype Curve in
1995 to help their business clients evaluate technologies, especially regarding the information
systems (Gartner Group, 2018). Gartner’s work dominates the practical side of technology,
however, academics have given it limited attention (O’Leary, 2008). The Gartner Hype Curve is
supported by Diamandis (2016), to understand disruptive technologies, and it is used to describe
a typical development of an emerging technology towards its eventual market (Fenn, 2007). In
practice, the Gartner Hype Curve intents to help companies determine when to invest in a
technology. Moreover, the Gartner Hype Curve helps companies to see beyond the hype and
5
evaluate how many companies are utilizing a technology (O’Leary, 2008). Figure 1 demonstrates
the Gartner Hype Curve and its five stages of technology acceptance. These are technology
trigger, peak of inflated expectations, trough of disillusionment, slope of enlightenment and plateau
of productivity. The technology trigger is defined by Fenn (2007) as the moment of “breakthrough,
public demonstration, product launch or other events generate significant press and industry
interests” (p. 4). Hereafter, the peak of inflated expectations entails the stage where over-
enthusiasm and unrealistic projections, combined with well-publicised activities by technology
leaders show successful results, but more failures. The technology slides into a phase of
disillusionment, where “the technology does not live up to its over inflated expectations” (Fenn,
2007, p. 4) and rapidly loses popularity. After focused experimentation, an increased diverse range
of organisations discover the technology’s applicability, risks and benefits, and slowly commercial
methodologies and tools ease the development process. Finally, reaching the plateau of
productivity, which is described by Fenn (2007) as where “the real-world benefits of the technology
are demonstrated and accepted. Growing numbers of organizations feel comfortable with the
reduced levels of risk, and the rapid growth phase of adoption begins” (p. 4).
Figure 1. Gartner Hype Curve.
Own representation based on (Fenn, 2007; Gartner, 2018)
6
2.2 Fashion as a Social Phenomenon
Fashion is a social phenomenon and has communicational power with the capacity to construct a
social environment, as well as to form social settings through collective intelligence. Comparing
fashion, thus clothing, to other consumer products, one can state that fashion represents a visual
expression of an individual’s identity (Fiske, 1990). Eco (1972) declared that in a social setting
one can ‘‘speak through its clothes’’ (p. 59). Hence, fashion is a nonverbal form of communication
and clothing may be treated as being in some way analogous to spoken or written language
(Barnard, 2002). Yet, social risk for this type of product might occur due to fashion ’s low
semanticity. Due to evolving meanings over time, denotation is overpowered by connotation,
which is very personal (Wittrock, 2020). Based on Eco’s (1972) metaphor, one can argue that
fashion - clothes as an outfit - can be assembled into sentences, in much the same way as words
are assembled into sentences (Lurie, 1992). Thus, fashion product groups need to be
differentiated. For instance, generic pieces of clothing are often worn as an inner layer, which
cannot be seen by others and are therefore less sensitive to social risk (Parment, 2013).
Hernández (2018) adds that, social factors affecting one’s clothing comfort is related to one’s
personal experience and how others respond to the individual. Psychological comfort is attained
when the wearer has the feeling of wearing the appropriate clothes for an occasion (Sontag, 1985).
Based on this, clothes that are more likely to be seen by others are more likely to have higher
return rates, since the external social factor tends to influence the purchase intention and actual
purchase behaviour, as well as the post buying behaviour (Mäntymäki et al., 2014). Owing to its
inherent tension between tradition and creativity, fashion in the contemporary world has a key role
in understanding individual and collective societal behaviour, both offline and online (Kalbaska et
al., 2019).
2.3 Virtual Fashion
With the increasing development of smart textiles and computational technology, the fashion
industry attempts to combine aesthetics and style with functional technology, intersecting different
areas such as design, science and technology. Two-dimensional (2D) and three-dimensional (3D)
tools are used to combine digitalised techniques with traditional analogue working methods
(Kalbaska et al., 2019). The fashion industry has been using 2D Computer Aided Design (CAD)
and Computer Aided Manufacturing (CAM) systems to help designers simplify their work for many
years. In the late 1980s, the computer graphics community became interested in clothing
simulation and work has since flourished in this field opening up a new path for the textile industry
(Weil, 1986). As a result, the industry has started to look into 3D features (Fontana et al., 2005).
7
Virtual fashion is an interplay of digital technology and fashion. Unlike any previous visualisation
tool, a virtual environment in cyberspace provides one a platform where innovative ideas can be
shared at any time, on any scale as a 3D shape. The virtual world is run on user-generated content
(Flosdorff et al., 2019). Terzopoulos et al. (1987) were the first to use 3D models for garment
simulation. Thereafter, Baraff and Witkin (1998) proposed an implicit manner to compute the
garment simulation in real-time. This has elevated the popularity to integrate the equations of
motion in the garment simulation (Meng et al., 2010). An online made-to-measure system was
presented by Cordier et al. (2003) allowing the virtual fitting of garments match according to a
customer’s body measurements. Different colours can be used to illustrate the stretched and
compressed zones, displaying the stretching-stress curves of the chosen garment. With this,
customers are able to predict if the garment fits on the 3D avatar (Cichoka et al., 2007).
2.3.1 Virtual Prototyping and Fitting
Figure 2 exemplifies the typical 3D virtual fitting solution. A process of developing or transforming
2D patterns into 3D virtual patterns and simulate them on a 3D model. Traditionally, all garment
pattern pieces are created as 2D pattern designs, using CAD/CAM software, such as Lectra,
Gerber or Optitex. Hence, the material properties of the garment are essential, as the mechanical
properties of the fabric, such as elasticity, details and embellishments affect the overall
performance of the garment (Boonbrahm et al., 2015; Hu et al., 2017). Thereafter, the 2D pattern
pieces are exported to a virtual 3D CAD/CAM simulation software (Daanen & Psikuta, 2018;
D’Apuzzo, 2009; Hu et al., 2017; Protopsaltou et al., 2002). These patterns are then stitched
together and lifted to 3D, where a physics-based gravitational force field simulation is used to
generate the final garment shape (Hu et al., 2017; Volino & Magnenat-Thalmann, 2000). To
ensure the most realistic clothing simulation and create a virtual clothing prototype, interactive
manipulation tools can be applied: moving, rotating, fixing and dragging. Those tools enable the
movement control and viewing point within the 3D environment.
Figure 2. 3D Virtual Prototyping and Fitting. (D’Appuzo, 2009)
8
Once the garment is virtually simulated on the 3D model, the dynamic behaviour of the shaped
garment can be analysed and additional features evaluated to determine the fit of the clothing
(D’Apuzzo, 2009; Hu et al., 2017). Virtual fitting thereby describes a systematic and objective way
to preview a garment in a 3D simulation before the garment has been physically seen, bought or
made (Hu et al., 2017). With this technology, customers can create their own virtual model based
on their measurements, facial characteristics, hair colour and body shape and it allows them to
effortlessly try on clothes on their digital avatar. Additionally, virtual fitting allows customers to
zoom in on product features, rotate and view the product from different angles and in a variety of
colours. Due to this, the technology can deliver product information similar to the information
obtained during a physical examination in a real-life buying process. By engaging with the
interactive technology, the customers’ value of entertainment enlarges and companies benefit
through an increased conversion rate (Flosdorff et al., 2019; Kim & Forsythe, 2008).
2.3.2 Visual Simulation
Visual virtual fitting simulations can be distinguished between 2D image and 3D model based
processes (Guan et al., 2013). Virtual fitting rooms currently available use 2D garment simulation,
created from CAD/CAM patterns or high-quality images. Virtual fitting rooms enable an overlay of
the virtual garment with a live video feed of a customer. The 3D garment is fitted on front of the
customer’s virtual avatar, displaying the garment digitally. However, due to its 2D image
properties, the downside is the non-rigid garment shape which is usually only attached on the front
side of the customer’s digital body. To achieve a more realistic garment simulation, 3D virtual
fitting along with physical interaction of the fabrics and the environment has been developed
(Boonbrahm et al., 2015). Markers are put on the digital 3D garment which need to be connected
to the 3D avatar. This technology allows customers to wear the markers in order to track motion
and reconstruct the garment on the customer’s 3D avatar. This approach depends on point
correspondences, for which image data is matched to the simulated clothing reconstruction.
Another option is a laser scanner or light dome, which can be used to virtually visualise clothing
in a 3D setting, eliminating both the obtainment of image data and usage of markers. However,
this technology contains an expensive hardware and no real-time processing can be performed
as the shape of the garment needs to be digitalised first (Hauswiesner et al., 2013).
9
2.3.3 Haptic Simulation
Although the animation and rendering techniques employed in the textile simulation domain have
significantly improved over the past two decades, the ability to manipulate and alter virtual textiles
intuitively using ergonomic tools, has certainly been overlooked. Haptic display simulations use
computational systems and applications to provide a VR system that allow haptic interaction by
reproducing the sense of touch artificially (Magnenat-Thalmann et al., 2007). The palm of the hand
and the foot sole are particularly sensitive to the sensation of contact due to the density of
mechanoreceptors present in the glabrous skin (Culbertson et al., 2018). Information obtained by
touching with one's hands is defined by Lund (2015) as ‘‘critical for evaluating items that differ in
terms of texture, hardness, temperature and weight-related material properties” (p. 19), such as a
garment (Kalbaska et al., 2019; Peck & Childers, 2003). Haptics-based systems enable interaction
between humans and computers, exploiting kinesthetics and tactile procedures. These systems
are characterised by Culbertson et al. (2018) and based on the required interaction (graspable,
touchable, wearable, mid-air, contactless), as well as the used mechanisms (kinesthetic, vibration,
skin formation). Haptic technologies present a huge potential towards the textile and fashion
industry, providing customers with a touch evaluation option with this new level in digital
communication. Even though first technologies have been developed, it has not been
commercialised. However, the emerging trend has potential in the virtual fashion world and can
fill the tactile lacuna and narrow the gap between online, virtual experience of fashion and the
physical practice of dress in real life (Entwistle, 2015; Kalbaska et al., 2019; Shinkle, 2013).
2.4 Customised Avatars
An avatar is an intangible virtual representation created by users to embody their identity,
character or alter ego and behave accordingly in the digital world (Ducheneaut et al., 2009;
Meadows, 2008). The avatar can be seen as a customised graphical illustration, which can be
represented either in dynamic 3D, such as in games or virtual worlds, or in static 2D, as an icon
or image (Belisle & Bodur, 2010; Holzwarth et al., 2006). Avatars are widely used on digital
platforms, such as websites, blogs, but also in role-playing games. They function as an integral
part of the digital chat and messaging system in the VR. Avatars can be moved and controlled
through a computer keyboard or mouse, or both. With the growing digitalisation trend, there are
grounds to belief that avatars can contain identity characteristics. Starting with individuals who are
insecure or oppressed in the real world, that view avatars as an opportunity to express their true
selves (Williams et al., 2010). Having this in mind, similar as to how clothes in the real world
convey information about ourselves to others (Barnard, 2002; Eco, 1972; Wittrock, 2020), the
10
clothes customers choose for their avatar, may serve similar function. Based on the idea that
avatars can accurately reflect identity, individuals choose and prefer avatars perceived similar to
themselves (Nowak & Rauh, 2006, 2008). In addition, avatars can also be used for customers to
find the right size of garments, when purchasing fashion items online. Even though all avatars are
considered as customised, difference between personalised avatars (Chapter 2.4.1) via pre-set
features, from scanatars (Chapter 2.4.2) through the use of a 3D body scanning technology is
acknowledged.
2.4.1 Personalised Avatars
In the VR, the 3D avatar, which is controlled by the user, often has a customisable appearance
(Ducheneaut et al., 2009). Some platforms provide users with a selection of pre-set avatar settings
to choose form. However, more often, avatars in a VR are interactive characters, which can be
customised to the user’s likings. The possibility to selectively represent oneself highlights the
importance of first impressions, which in this case are through computer-mediated communication
(Fong & Mar, 2015).
2.4.2 Scanatars
A customer’s virtual representation can be created by using a 3D body scanner. The 3D model,
also known as a “scanatar”, is created with the help of a predefined human model through
measurements which can be obtained through 3D body scanning. 3D body scanning is about
capturing a real-world object or environment, by collecting data on its shape and appearance in
order to create a virtual representation (Lansard, 2020; van den Helder, 2016; Voellinger Griffey
& Ashdown, 2006). An increase in the use of 3D body scanners to derive body dimensions from
a human body, for example, to create made-to-measure clothing, is visible (Daanen & Hong,
2007). Looking at the 3D body scanning technology, the innovation lies in the process of deriving
body measurements. A new manner of obtaining these measurements is used. A 3D body scanner
derives within less time numerous body measurements, instead of manually deriving them.
When modelling a human body, data from the body scan is crucial to respect the human
morphology (Cichoka et al., 2007). During the scanning process (Figure 3), also known as
“Alignment” or “Registration”, the 3D body scanner measures different points from the subject’s
surface to attain the most precise data (Voellinger Griffey & Ashdown, 2006). All these points
collected, with each point having its own 3D coordinate, are called a “Point cloud” (Cichoka et al.,
2007; van den Helder, 2016). These points are analysed and can be filtered through interpolation
11
of the human data. Thereafter, they are linked forming small triangles, through a process that is
called “Triangulation” (Daanen, 2014; van den Helder, 2016). In this phase, the scanatar
resembles a mesh pattern (Guerlain & Durand, 2006). The triangulated model closes, and it is
transformed into a “Polygon model” where depth is added. The polygon model is the final digital
3D model that represents the scanned real-world body. Depending on the application, the scanatar
can have various colours and textures (Lansard, 2020; Stapels et al., 1994; Voellinger Griffey &
Ashdown, 2006).
Figure 3. Scanatar Process. (Daanen & Ter Haar, 2013)
2.4.3 Key Features
In order to understand the implementation of virtual fitting through a customised avatar, one must
research the key features necessary for optimum usage of the technology. 3D prototyping
software shows the interactive manipulations which are move, fix, drag, walk, zoom in and out.
These can be used to control the movements and viewing point of the simulated garment on the
avatar (Meng et al., 2010). The above-mentioned actions, can be transferred to a fashion
business’ online shop, where customers can interact with the avatar and virtually fit the garments.
Besides this, based on the concept that avatars can accurately reflect identity and individuals
choose and prefer avatars perceived similar to themselves (Nowak & Rauh, 2006, 2008), one
must also consider the appearance of the avatar. Thus, key features concerning the realistic
resemblance of the avatar to the customer are crucial. Guan et al. (2013) stress the importance
of the high quality visualisation of hair, as this is a key indicator for a realistic 3D avatar. The
standard techniques used for hair modelling imply physics-based simulations, which typically have
a high computational cost. Next to this, the human models need to include the kinematic (skeleton
and bones) and shape aspects (soft tissue, flesh and muscle) of a human being. The human body
has a kinematic tree, consisting of segmented body parts linked which are linked by joints.
Commonly, kinematic trees are used to model an articulated human pose for 3D avatars.
Geometric primitives are used, and focused on a segment of the body which display an optimum
articulated pose tracking (Guan et al., 2013).
12
2.5 Understanding Information Technology Usage
A variety of theoretical perspectives and research models have been developed to gain a better
understanding of the driving factors to use technology. One important research stream has
employed intention-based models, which consider the behavioural intention to predict technology
usage and, in turn, focus on identifying the determinants of the intention, such as attitudes, social
influences and facilitating conditions (Davis et al., 1989; Hartwick & Barki, 1994; Mathieson, 1991;
Taylor & Todd, 1995b). This research stream, entails social psychology models such as the
Theory of Reasoned Action (TRA) (Fishbein & Ajzen, 2010), and the Theory of Planned Behaviour
(TPB) (Ajzen, 1985, 1991). Where after, the Technology Acceptance Model (TAM) has emerged
as a strong and parsimonious approach, which represents the antecedents of system usage
through beliefs and considers two factors: the perceived ease of use, and the perceived
usefulness of an innovative system (Davis, 1989, 1993; Davis et al., 1989). TAM is an adaption of
the TRA (Ajzen, 1991), whereupon the TPB (Fishbein & Ajzen, 2010) is developed. An even more
advanced intention-based model researching the Behavioural Intention (BI) is the DTPB (Taylor
& Todd, 1995b). Based on innovations characteristics literature, the DTPB explores the
dimensions of Attitude (AT), Subjective Norm (SN) and Perceived Behavioural Control (PBC) by
decomposing them into specific belief dimensions and adding additional factors, such as the
external social influence, perceived ability and control. By doing so, the DTPB identifies specific
salient beliefs that may influence the technology usage. This has proven to be key determinants
of behaviour (Ajzen, 1991), and provides a more complete understanding (Taylor & Todd, 1995b).
To address the research gap and the Generation Y creating and using a customised avatar while
purchasing fashion online behaviour, the DTPB (Ajzen, 1991; Bhattacherjee, 2000; Fishbein &
Ajzen, 2010; Hsieh et al., 2008; Hsu et al., 2006; Mäntymäki et al., 2014; Taylor & Todd, 1995a,
1995b) is applied as the theory to base this research on (Figure 4). It allows the authors to apply
a more comprehensive method of the theory-based decomposition of AT, SN and PBC over
unidimensional belief structures. Finally, the DTPB provides a consistent set of beliefs that can be
implemented across a number of different settings. This overcomes operationalisation issues
noted in relation to the conventional intention-based models (Mathieson, 1991; Taylor & Todd,
1995b).
13
Figure 4. Decomposed Theory of Planned Behaviour. Own representation, based on Ajzen (1985), Ajzen and Fishbein (1980, 2010), Davis (1989), Taylor and Todd (1995b) and Mäntymäki et al. (2014)
2.5.1 Background Factors: Generation Y
It is assumed that human behaviourism results from background factors or beliefs, or both, which
individuals possess about the behaviour in question. Whereby background factors are unlimited,
they can explain an individual’s behaviour. However, a background factor can thereby only be
considered if it is reasonable to believe that individuals showing differences in that factor have
also been exposed to particular experiences. Hence, those individuals have formed other beliefs
influencing their behaviour. Thereby, their information origins from a variety of sources, such as
knowledge, media and interventions with the social environment (Taylor & Todd, 1995a, 1995b).
Individual differences, such as personality and mood, along with social and demographic
circumstances, do not only influence the individuals’ experience but also the sources they are
exposed to and the ways of interpreting the information. Due to this, individuals from different
social backgrounds are more likely to differ in their beliefs and behaviours (Fishbein & Ajzen,
2010).
Since this master thesis conducts a consumer research on the creation and usage of a customised
avatars while purchasing fashion online, background factors of the Generation Y, also known as
millennials (Ladhari et al., 2019), are considered more specifically. Whereas in literature no strict
consensus on the beginning and ending of the generation can be found, this study considers all
people born between the year 1981 and 2000 to the Generation Y (Ladhari et al., 2019; Sethi et
al., 2018; Soares et al., 2017). Regarding the research topic, this generation is appropriate to look
at, since it is also known as the generation of digital natives and technology enthusiasts. In
addition, the Generation Y has become a major force in the market with a high level of spending
power (Ladhari et al., 2019; Ordun, 2015; Parment, 2013). In specific, the generation is identified
as fashion obsessed since they spend two-thirds of their income on clothes (Kim, 2019), whereas
14
they are consumption-oriented (Jackson et al., 2011, Ladhari et al., 2019). Having grown up in a
time characterised by many innovative technological advancements (Bento et al., 2018; Klein,
2015), the generation’s motivations to participate in online activities, such as searching for
information through digital channels, has become common in literature. Thus, online retailers
consider the Generation Y as one of the most important markets (Bolton et al., 2013; Ladhari et
al., 2019; Ordun, 2015; Parment, 2013). Members of the generation tend to be early adopters and
innovators, and not afraid to try new services and products (Jackson et al., 2011, Ladhari et al.,
2019). Moreover, they are highly exposed to social influence (Parment, 2013) and more affected
by the social environment in contrast to other generations (Ordun, 2015). This is also supported
by Giovannini et al. (2015), who state that the public self-consciousness and self-esteem
significantly influence the Generation Y’s status motivation. Klein (2015) adds, that the Generation
Y especially seeks approval from their peers through social media. Moreover, this generation is
also more likely to interact with brands and retailers that use social media platforms (Bolton et al.,
2013). Despite the Generation Y’s quick adaptation to technological innovations (Valentine &
Powers, 2013), which represents a source of information (Ordun, 2015), they rely more on external
influences and word-of-mouth while remaining apprehensive and untrusting to commercial
activities. In comparison to older generational cohorts, they take a more sceptical point of view
towards advertisement, as they consider the online environment as private and exclusive (Ström
et al., 2014; Valentine & Powers, 2013). According to Butcher et al. (2017), the Generation Y
further differs from other cohorts through the products and brands they purchase. Besides
focusing on brand image, product quality and affiliation motivation as a signification of brands,
they emphasis on emotional and entertaining factors as purchase criteria (Bento et al., 2018;
Butcher et al., 2017; Parment, 2013), especially through the interaction with technological
innovations. The use of technologies helps the Generation Y to manage their time more efficiently,
whereas they value customer services the most (Ordun, 2015). This is also supported by Soares
et al. (2017), who add that in comparison to older generations, members of the Generation Y are
most likely to complain about service failures or repurchases from the same provider once an item
is returned. In specific, this generation expects seamless return services and fast refunds for
online purchases. Especially the female members of the Generation Y order multiple products
online while already knowing before placing the order to return some or all of them. This practice,
so called bracketing, describes the high return rates that besides the expected sizes, shoppers
additionally order bigger or smaller ones to ensure the best choice of fit. As clothes come in
different styles and colour options, these elements also drive high return rates due to unwanted
items (IMRG, 2020). According to Klarna (2019), “for [the Generation Y] returns are a part of the
buying experience they can’t live without. The connected world they’ve grown up in means they
expect more from retailers – 88% of Millennial [...] shoppers think returns are now a normal part
of online shopping today” (p. 7). Therefore, a 59 percent of the Generation Y would never shop
15
from a retailer, which does not offer free returns (Klarna, 2019). While most researchers found
age being related to a purchase behaviour, Burkolter and Kluge (2011) conduct a negative
relationship between the age and the online purchase. Nevertheless, according to their study, the
younger the participants, the more the internet is used for the information search and the actual
purchase (Burkolter & Kluge, 2011).
2.5.2 Behavioural Beliefs and Attitude
Behavioural beliefs develop from a favourable or unfavourable evaluation, as well as its outcome
and hence, result in the AT towards a behaviour. Thereby, behavioural beliefs can lead to a
positive or negative attitude towards the behaviour in question. The more positive the AT towards
a behaviour, the more favourable the AT and the stronger the BI to participate in this behaviour
(Fishbein & Ajzen, 2010). Based upon the DTPB, the behavioural beliefs to create and use avatars
for online fashion purchases are categorised in, Perceived Usefulness (PU), Perceived Ease of
Use (PEU), Compatibility (C) (Taylor & Todd, 1995b) and Perceived Enjoyment (PE) (Mäntymäki
et al., 2014).
PU entails the degree to which creating and using avatars for online fashion purchases enhances
the shoppers’ PU to perform the purchase behaviour. Hence, this behavioural belief focuses on
the relevance of creating and using a customised avatar for fashion purchases online. As the
garment can be virtually fitted on the shopper’s personalised avatar, the technology enables
shoppers to combine clothes, check multiple colour combinations and see how the garment
moves, adapt to personal colour preferences, and fits. Where after, the shopper performs the
purchasing behaviour, and the post-evaluation step of the buying process commence (Engel et
al., 1968). The shopper compares the extent to which the purchase decision is satisfying or not.
Therefore, customer satisfaction results when the customers’ expectations match the perceived
performance of the product. Due to this, the extend of the post-purchase satisfaction influences
future behaviour and purchases that can result in brand loyalty (Kotler et al., 2016; Kotler &
Armstrong, 2008; Kotler & Keller, 2006; Mäntymäki et al., 2014; Taylor & Todd, 1995b). Based on
this, the following hypothesis is formulated.
H1: Among the Generation Y, the PU towards creating and using customised avatars for online
fashion purchases is positively related to the AT while using the technology for fashion purchases
online.
Secondly, according to the DTPB, another key determinant of AT is the PEU of performing a
certain behaviour (Ajzen, 1991; Taylor & Todd, 1995a). Based on that, the authors incorporate
PEU as a belief, covering the degree to which one perceives using the system effort-free (Davis
16
et al., 1989). Therefore, features, such as the ability to zoom in, out, turn and walk with the
customised avatar (Flosdorff et al., 2019; Hirt, 2012; IMRG, 2014; Kim & Forsythe, 2008; Kite-
Powell, 2011; Meng et al., 2010; Whittaker, 2014), as well as change clothes easily influence the
customer’s BI. Overall, online shopping allows customers a certain degree of control, through
maximising opportunities for online comparison as products are available 24 hours a day, 365
days a year. Also, customer service, such as telephone representatives, can support customer’s
questions and orders constantly and instantly (Lim & Dubinsky, 2005). PEU can be enhanced by
a customer support through guided instructions, a personal choice helper and a pocket rule to
measure, or webcam to scan, which affect one’s perceptions of ease (Hsieh et al., 2008;
Mathieson, 1991; Pavlou & Fygenson, 2006). However, as the Generation Y is referred to
technology enthusiast (Ordun, 2015), they are intended to have a more innovative mind set to
technology, such as creating and using an avatar for online fashion purchases, which makes the
PEU positive to perform the purchasing behaviour (Mäntymäki et al., 2014; Taylor & Todd, 1995b).
Based on this, the following hypothesis is formulated.
H2: Among the Generation Y, the PEU towards creating and using customised avatars for online
fashion purchases is positively related to the AT while using the technology for fashion purchases
online.
Thirdly, C describes the degree to which the technology matches to the potential user’s existing
values, past experiences and current needs (Hsieh et al., 2008; Rogers, 2003). With the increasing
advantages and compatibility of information technology, and its decreasing complexity, the AT
towards technology is expected to be more positive. Such an outcome is compatible with the
general distribution of literature on technologies (Taylor & Todd, 1995b). Based on this, the
following hypothesis is formulated.
H3: Among the Generation Y, the C towards creating and using customised avatars for online
fashion purchases is positively related to the AT while using the technology for fashion purchases
online.
Lastly, PE refers to the enjoyment of creating and using a customised avatar while purchasing
fashion online, which influences the BI. As this research focuses on creating and using a
customised avatar for online fashion purchases, it is important to understand the Generation Y’s
buying behaviour and thus, study the PE (Mäntymäki et al., 2014). Therefore, the behavioural
belief PE is added to Taylor’s and Todd’s (1995b) DTPB. Schwarz et al. (2012) study discusses
the enjoyment level of virtual worlds, where users experience a sense of pleasure and playfulness.
This could be translated to the use of virtual avatars as these are used in these virtual worlds to
engage with the technology’s system (Mäntymäki et al., 2014). Based on this, the following
hypothesis is formulated.
17
H4: Among the Generation Y, the PE towards creating and using customised avatars for online
fashion purchases is positively related to the AT while using the technology for fashion purchases
online.
Thus, when a consumer holds a positive AT towards a particular behaviour, the favourable manner
results in a higher purchase intention (Fishbein & Ajzen, 2010; Mäntymäki et al., 2014; Taylor &
Todd, 1995a, 1995b). Few studies already investigated the positive relationship between the
Generation Y’s AT and purchase BI towards fashion (Jain et al., 2017; Khan et al., 2016; Valaei &
Nikhashemi, 2017). According to George (2004), as well as Loureiro and Breazeale (2016), the
online attitude is moreover positively related to the online purchase intention. Concluding, having
the behavioural beliefs PU, PEU, C and PE influencing the AT, the following hypothesis is
formulated.
H5: Among the Generation Y, the AT towards creating and using customised avatars for online
fashion purchases is positively related to the online fashion purchase BI while using the
technology.
2.5.3 Normative Beliefs and Subjective Norm
Normative beliefs result in a SN and describe beliefs of how referents and role models, such as
important groups or individuals in one's life, expect an individual to behave. Hence, it refers to
perceived social pressure to express, or to not express a behaviour. The SN also includes
subjective interpersonal beliefs since it depends on one's own perception of how relevant other
individuals’ opinions and expectations are for the individual intending to perform the behaviour.
Generally, the SN, which is likely to get approval of others about the behaviour in question,
indicates a higher social pressure and probability to engage in the implied behaviour (Ajzen, 1991;
Fishbein & Ajzen, 2010; Mäntymäki et al., 2014; Taylor & Todd, 1995a, 1995b). Generally, the
normative beliefs are influenced by Interpersonal Influences (II) and External Influences (EI).
II are defined through the perceived expectation of oneself, family and peers (Hsieh et al., 2008;
Mäntymäki et al., 2014) and the effect of the persuading power in the relationship between the
referents and role models to the individual performing the behaviour in question, as well as to
information stock in one’s own memory (Kotler & Keller, 2006). Hence, II are also referred to as
non-marketer stimuli (Kotler et al., 2016; Kotler & Armstrong, 2008; Kotler & Keller, 2006;
Mäntymäki et al., 2014; Taylor & Todd, 1995b). Based on this, the following hypothesis is
formulated.
18
H6: Among the Generation Y, the II towards creating and using customised avatars for online
fashion purchases is positively related to the SN while using the technology for fashion purchases
online.
The EI come from society and media influences (Mäntymäki et al., 2014), whereas they are known
as marketer stimuli (Kotler et al., 2016; Kotler & Armstrong, 2008; Kotler & Keller, 2006). These
are the drivers of the SN and disseminate awareness of a given innovation (Bhattacherjee, 2000;
Mäntymäki et al., 2014). According to Davis (1993), SN influences the consumers’ decision
making in a weaker manner in regard to their acceptance of new technologies. However, as online
shopping relies on a self-service in nature, Lim and Dubinsky (2005) state that, consumers
purchasing fashion online are less likely to seek approval from others. Yet, according to Parment
(2013), younger individuals, regardless of their cohort, are more worried about how they are
socially perceived in terms of their purchasing behaviour and hence, are more likely to seek the
approval of others. This is also supported by Schroeder (2006), who claim that young individuals
show commitment to their peers through wearing culturally accepted clothes. Based on this, the
following hypothesis is formulated.
H7: Among the Generation Y, the EI towards creating and using customised avatars for online
fashion purchases is positively related to the SN while using the technology for fashion purchases
online.
As described by Fishbein and Ajzen (2010), a SN which is likely to get approval by others about
a certain behaviour, indicates a higher BI. Young individuals are affected by the choices they make
in clothes as they are scrutinised by others in the society (Tan Tsu Wee, 1999). Considering
fashion as a social phenomenon (Fiske, 1990), the Generation Y is more likely to be influenced
by normative beliefs, wherethrough H8 is proposed.
H8: Among the Generation Y, the SN towards creating and using customised avatars for online
fashion purchases is positively related to the online fashion purchase BI while using the
technology.
2.5.4 Control Beliefs and Perceived Behavioural Control
Control beliefs refer to one's own perception of one's ability to perform the BI at ease or in difficulty.
Additionally, PBC reflects previous experiences and anticipated obstacles. Thereby, control
beliefs present the confidence and the perception of an individual to possess the knowledge and
skills for a certain behaviour. Additionally, the beliefs include the availability of tools, which are
necessary for the performance of the behaviour in question. Hence, the perceived behavioural
control does not only affect the BI but also, directly influences the behaviour through actual control
19
(Ajzen, 1991; Fishbein & Ajzen, 2010). The PBC factors, according to the DTPB, are driven by the
individual beliefs about one’s capacity to perform the behaviour in question (Ajzen, 1991; Fishbein
& Ajzen, 2010). As creating and using a customised avatar for online fashion purchases is a digital
technology, the degree of innovation and implementation varies. According to Taylor and Todd
(1995a; 1995b) and Mäntymäki et al. (2014), Self-Efficacy (SE), Technology Facilitating
Conditions (TFC) and Resource Facilitating Conditions (RFC) as control beliefs capture the
characteristic aspects of system controllability.
SE is proposed as a key determinant of the control beliefs (Hsieh et al., 2008; Mäntymäki et al.,
2014; Taylor & Todd, 1995b), and refers to an individual’s degree of self-confidence and ability to
perform an action. With the respect to the subject of this study and the reference of the Generation
Y’s to digital natives and technical enthusiasts (Ordun, 2015), it is anticipated that a higher level
of SE leads to a higher levels of PBC (Mäntymäki et al., 2014; Taylor & Todd, 1995a, 1995b).
Hence, H9 is formulated.
H9: Among the Generation Y, the SE towards creating and using customised avatars for online
fashion purchases is positively related to the PBC while using the technology for fashion
purchases online.
The TFC is related to technology compatibility characteristics, which may aid or constrain during
the creation and usage of a customised avatar for online fashion purchases (Taylor & Todd,
1995b). In regard to the matter of this research, the TFC especially includes actual control factors
(Ajzen & Fishbein, 2010), such as internet accessible devices. As technical compatibility is
ensured, the control belief directly assesses the PBC (Taylor & Todd, 1995b). Based on this, the
following hypothesis is established.
H10: Among the Generation Y, the TFC towards creating and using customised avatars for online
fashion purchases is positively related to the PBC while using the technology for fashion
purchases online.
Additionally, according to Taylor & Todd (1995b), the PBC can also be decomposed into the
control belief RFC, which relates to resource factors such as time and money, enabling the
compatibility of the technology. Essential for the technology in question is the presence of resource
facilitation that constitutes the usage and aids the PBC. Based on this, the following hypothesis is
developed.
H11: Among the Generation Y, the RFC towards creating and using customised avatars for online
fashion purchases is positively related to the PBC while using the technology for fashion
purchases online.
20
Concluding, since the Generations Y is referred to as the generation of digital natives and
technology enthusiasts, who are likely to participate in online activities (Ordun, 2015), the
generation is considered to properly accept the technology of creating and using a customised
avatar. Based on this, it can be said that the Generation Y is likely to have higher control beliefs,
leading to a higher PBC. Hence, the following hypothesis derives.
H12: Among the Generation Y, the PBC towards creating and using customised avatars for online
fashion purchases is positively related to the online fashion purchase BI while using the
technology.
2.5.5 Behavioural Intention and Behaviour
Once the AT, SN, as well as the PBC are formed, they directly assess and guide the BI. The
intention is the central factor of the DTPB and represents an individual’s motivation to perform a
behaviour through a conscious decision. Generally, the stronger the intention, the more likely it is
for an individual to carry out a certain behaviour. The BI can thereby only find expression in the
behaviour, if the behaviour itself lies under a volitional control. Non-motivational factors include
skills, ability and the availability of opportunities and resources, such as time and money, and
represent the individual's’ actual control over the behaviour. In addition, environmental factors can
prevent the performance of the behaviour. However, if an individual has all basic requirements
and holds the necessary resources to perform the behaviour, one’s BI leads to the behaviour in
question (Ajzen, 1991; Fishbein & Ajzen, 2010).
2.6 Theoretical Framework and Hypotheses
As stated above, the theoretical framework is developed upon the DTPB (Ajzen, 1985; Ajzen,
1991; Fishbein & Azjen, 2010; Taylor and Todd, 1995a, 1995b; Mäntymäki et al., 2014), whereby
the authors hypothesised relationships between the variables in regard to creating and using a
customised avatar while purchasing fashion online. Figure 5 illustrates this framework, which
supports the empirical research through a visualisation.
21
Figure 5. Theoretical Framework. Own representation, based on Ajzen (1985, 1991), Fishbein and Azjen (1980, 2010), Taylor and Todd (1995a, 1995b)
and Mäntymäki et al. (2014)
Following hypothesis address the variables of the behavioural beliefs and the AT.
H1: Among the Generation Y, the PU towards creating and using customised avatars for online
fashion purchases is positively related to the AT while using the technology for fashion purchases
online.
H2: Among the Generation Y, the PEU towards creating and using customised avatars for online
fashion purchases is positively related to the AT while using the technology for fashion purchases
online.
H3: Among the Generation Y, the C towards creating and using customised avatars for online
fashion purchases is positively related to the AT while using the technology for fashion purchases
online.
H4: Among the Generation Y, the PE towards creating and using customised avatars for online
fashion purchases is positively related to the AT while using the technology for fashion purchases
online.
H5: Among the Generation Y, the AT towards creating and using customised avatars for online
fashion purchases is positively related to the online fashion purchase BI while using the
technology.
22
The following hypotheses relate to the normative beliefs and the SN.
H6: Among the Generation Y, the II towards creating and using customised avatars for online
fashion purchases is positively related to the SN while using the technology for fashion purchases
online.
H7: Among the Generation Y, the EI towards creating and using customised avatars for online
fashion purchases is positively related to the SN while using the technology for fashion purchases
online.
H8: Among the Generation Y, the SN towards creating and using customised avatars for online
fashion purchases is positively related to the online fashion purchase BI while using the
technology.
The below stated hypotheses address the control beliefs and the PBC.
H9: Among the Generation Y, the SE towards creating and using customised avatars for online
fashion purchases is positively related to the PBC while using the technology for fashion
purchases online.
H10: Among the Generation Y, the TFC towards creating and using customised avatars for online
fashion purchases is positively related to the PBC while using the technology for fashion
purchases online.
H11: Among the Generation Y, the RFC towards creating and using customised avatars for online
fashion purchases is positively related to the PBC while using the technology for fashion
purchases online.
H12: Among the Generation Y, the PBC towards creating and using customised avatars for online
fashion purchases is positively related to the online fashion purchase BI while using the
technology.
23
3. Methodology
3.1 Research Method
Setting up a market research involves multiple steps. For this study, Mooi’s et al. (2018) market
research process is combined with Köksal’s (2018) process, whereby the research passes the
following four phases: Determination of the Research Problem, Development of the Research
Design, Execution of the Research Design and Communication of the Results. This market
research approach is illustrated in Figure 6 and is explained subsequently.
Figure 6. Methodological Framework.
Own representation, based on (Köksal, 2018; Mooi et al., 2018)
24
3.1.1 Phase I: Determination of the Research Problem
Step 1: Determination and Clarification of Information Needs
To determine and clarify information needs, the literature review summarises the reviewed
secondary data for the relevant topic. Besides using the search engine Google Scholar, the
authors also access the library of the University of Borås, Primo and DiVA, and utilise the provided
databases, such as Scopus and Web of Science. The table in Appendix A overviews the search
keywords (virtual fitting, virtual fashion, virtual avatar, customised avatar, Theory of Planned
Behaviour, Decomposed Theory of Planned Behaviour, Generation Y, online buying behaviour)
in regard to their number of results. To collect literature, the primary sources of research studies
are investigated, whereby especially the latest findings are considered. In total, this thesis
incorporates data from 85 scientific journal articles, 23 books, five book sections, seven reports,
five theses, four web pages, one blog post and four presentations. By linking virtual fitting with a
customised avatar to the online buying behaviour of the Generation Y, the research gap is outlined
in Chapter 1.2. The research gap detects a somewhat defined problem since the latent variables
are already known but the relationships are not determined yet (Köksal, 2018; Mooi et al., 2018).
Step 2: Redefinition of the Decision Problem as a Research Problem
In order to fill the research gap, the decision problem is redefined as a research problem, where
through the research question is formulated in Chapter 1.2. Upon theoretical findings, a theoretical
framework, based on the DTPB (Taylor and Todd, 1995a, 1995b; Mäntymäki et al., 2014), is
developed in Chapter 2.6, from which hypotheses derive from. Thus, this study follows a deductive
approach.
Step 3: Establishment of the Research Objectives and Determination of the Information
Value
The research objective is to collect empirical data in order to identify the Generation Y’s online
purchase BI for fashion while creating and using a customised avatar. This allows the statement
of managerial implications (Chapter 6.2.3) for fashion businesses, which is of relevance and yields
high value, as mentioned in Chapter 1.3.
3.1.2 Phase II: Development of the Research Design
Step 4: Determination and Evaluation of the Research Design and Data Sources
A descriptive research design is chosen for the matter of this master thesis. It investigates the
somewhat defined problem and conducts the relationships between the salient beliefs, the AT,
SN, PBC as well as BI. In particular, this research design enables the data collection and the
creation of data structures between the variables (Bryman & Bell, 2015; Köksal, 2018; Kline, 2011;
25
Tarka, 2017). While the salient beliefs, the AT, SN and PBC are the latent and independent
variables, BI is stated as the observed and dependent variable in relation to creating and using a
customised avatar while purchasing fashion online.
After the first part of the data collection, the review of secondary data, the second part of the data
collection refers to primary data, which relates to the information gathered for the specific research
problem (Hox & Boeije, 2005). Therefore, this master thesis uses a single quantitative data
collection, whereby it follows a mono-method (Bryman & Bell, 2015). According to Saunders et al.
(2016), quantitative data is based on meanings deriving from numbers and is commonly used
when collecting samples, analysing greater sets of data and measuring variables.
A self-administered online questionnaire is chosen as the research technique. This technique is
supportive since it enables to reach many individuals of the population of interest in a time and
cost-efficient way. It is also suitable because the questionnaire allows participants to show their
opinions and feelings (Bryman & Bell, 2015) towards creating and using customised avatars while
purchasing fashion online. Since the online questionnaire does not require assistance and ensures
anonymity of the respondents, it is beneficial for gaining valid and reliable answers.
Step 5: Determination of the Sample Plan and Sample Size
The self-administered online questionnaire targets the Generation Y as the population of interest.
Deciding upon the Generation Y, the Generational Cohort Theory is followed. This theory claims
to group populations into generation cohorts on the basis of the years of birth, whereby a
generational cohort is referred to as “a consumer segment that uses an individual's coming-of-age
year as a proxy to postulate his or her value priorities developed through life experiences during
his or her formative years, which may persist throughout that person’s lifetime” (Jackson et al.,
2011, p. 2). The population of interest is appropriate for this study as it is known as the generation
of digital natives and technology enthusiasts, whose motivation to participate in online activities
has become common (Ladhari et al., 2019; IMRG, 2020; Ordun, 2015). Due to the fact, that not
all members of the population are given equally accessible chances to participate in the online
questionnaire, the sampling plan counts as a non-probability sampling. The method selected is a
convenience sampling, as the population is based on the researchers’ convenience (Saunders et
al., 2016). According to Roscoe (1975), a sample size between 30 and 500 respondents is
appropriate for most studies to ensure validity and reliability. As a sample size of 200 or fewer
may be erratic for the analysis applied (Kline, 2011; Tarka, 2017), this study aims to gather a
minimum of 200 responses.
26
Step 6: Determination of the Measurement Issues and Scales
The self-administered online questionnaire is constructed based on the proposed theoretical
framework, hinged upon the DTPB. It consists of 44 items in total and is divided into four main
parts, which are described in the following.
Initially, the background of the questionnaire is stated in order to familiarise the respondents with
the topic and task. After an image and definition of a customised avatar is given, the first item aims
to confirm the respondents’ correct understanding. Therefore, a nominal scale is used.
The second part of the self-administered online questionnaire inquires the participants’ opinion
about the latent construct variables within the theoretical framework of the DTPB in regard to
creating and using a customised avatar while purchasing fashion online. To ensure the
effectiveness of answers (Fishbein & Ajzen, 2010), participants are asked to consider a six-month
timeframe for the BI. Whereby four items are formulated for the control belief of RFC, three items
are designed for each of the remaining construct variables within the theoretical framework,
resulting in 40 items in total. Using multiple indicators for one framework variable, additionally
ensures the reliability of the data (Kline, 2011). All of these are developed from previous studies
on similar topics (Ajzen, 1991; Bhattacherjee, 2000; Fishbein & Ajzen, 2010; Hsieh et al., 2008;
Mäntymäki et al., 2014; Taylor & Todd, 1995a, 1995b), wherethrough reliability and validity is
ensured, as specified in Chapter 3.2. Moreover, all items are self-directed, closed-ended and
individually tailored to the research question and hypotheses. A seven-point bipolar adjective
Likert scale is employed as suggested by Fishbein and Ajzen (2010), which indicates the extent
of belief for a given statement. As the scale includes a neutral midpoint, respondents can rate the
question according to their personal opinion (Backhaus et al., 2016; Fishbein & Ajzen, 2010). The
following table overviews the metric scale format.
27
Table 1. Seven-Point Likert Scale. Own representation, based on (Backhaus et al., 2016; Fishbein & Ajzen, 2010)
(1) (2) (3) (4) (5) (6) (7)
Strongly disagree
Disagree More or less disagree
Neutral More or less agree
Agree Strongly agree
Extremely bad
Bad More or less bad
Neutral More or less good
Good Extremely good
Extremely unpleasant
Unpleasant More or less unpleasant
Neutral More or less pleasant
Pleasant Extremely pleasant
Extremely boring
Boring More or less boring
Neutral More or less interesting
Interesting Extremely interesting
Never true Rarely true Sometimes but infrequently true
Neutral Sometimes true
Usually true Always true
To specify the buying behaviour of the Generation Y more closely, the authors add one more item
regarding the respondents’ past online buying behaviour in general, adapted from Hsu et al.
(2006). This third part of the online questionnaire also uses the metric scale format of the seven-
point Likert scale.
Furthermore, the online questionnaire queries the participants’ demographic profile in order to
ensure the participants belonging to the generational cohort of the Generation Y. It also allows the
researchers to vary across subgroups and further state managerial implications for the subject
applied. In addition, demographics enhance the generalisability of the sample size and the
external validity of the study (Bryman & Bell, 2011). Whereas the age of the respondents is queried
with an open-ended question, the gender is investigated using a nominal measurement scale.
Hence, this fourth and last part of the online questionnaire comprises two demographic items.
In order to check all items according their comprehensibility and adequateness of scales, a pilot
study is conducted. To ensure a representative sample, the pre-test is composed of ten test
participants, belonging to the population of interest (Fishbein & Ajzen, 2010; Bryman & Bell, 2015).
In consideration of their feedback, face validity could be improved. An answering time of
approximately five minutes is recorded according to the participants of the pilot study. Google
Forms is used to develop the online questionnaire “Creating and Using a Customised Avatar while
Purchasing Fashion Online” in English. The following Table 2 overviews the final
operationalisation of the questionnaire.
28
Table 2. Operationalisation of the Online Questionnaire.
Part Theoretical Framework Variables
Items Scale Hypothesis References
I / I1: Do you understand what a customised avatar is? > Yes / No / Not sure
Nominal /
II PU PU1: The creation and usage of a customised avatar while purchasing fashion online is beneficial to me. > Strongly disagree / Strongly agree PU2: Creating and using a customised avatar improves my fashion purchases online. > Strongly disagree / Strongly agree PU3: The advantages of creating and using a customised avatar while purchasing fashion online outweigh the disadvantages. > Strongly disagree / Strongly agree
Metric H1 Taylor & Todd (1995a; 1995b)
PEU PEU1: The web shop’s instructions for creating and using a customised avatar while purchasing fashion online are easy to follow. > Strongly disagree / Strongly agree PEU2: It is easy to learn how to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree PEU3: It is easy to operate the equipment of how to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree
Metric H2 Taylor & Todd (1995a; 1995b)
C C1: Creating and using a customised avatar while purchasing fashion online fits well with the way I shop. > Strongly disagree / Strongly agree
Metric H3 Taylor & Todd (1995a; 1995b)
29
C2: Creating and using a customised avatar while purchasing fashion online fits into my shopping style. > Strongly disagree / Strongly agree C3: The setup of creating and using a customised avatar while purchasing fashion online is compatible with the way I shop. > Strongly disagree / Strongly agree
PE PE1: It is enjoyable to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree PE2: It is fun to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree PE3: It is entertaining to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree
Metric H4 Taylor & Todd (1995a; 1995b), Mäntymäki et al. (2014)
AT Creating and using a customised avatar while purchasing fashion online is AT1: > Extremely bad / Extremely good AT2: > Extremely unpleasant / Extremely pleasant AT3: > Extremely boring / Extremely interesting
Metric H5 Ajzen (1991), Fishbein & Ajzen (2010), Taylor & Todd (1995a; 1995b)
II II1: My family thinks I should create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree II2: My friends think I should create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree II3: People I communicate with most often think I should create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree
Metric H6 Ajzen (1991), Bhattacherjee (2000), Mäntymäki et al. (2014), Taylor & Todd (1995a; 1995b)
30
EI EI1: I feel pressure from media and commercials to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree EI2: I feel encouraged by media and commercials to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree EI3: I feel persuaded by media and commercials to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree
Metric H7 Bhattacherjee (2000), Mäntymäki et al. (2014)
SN SN1: People who are important to me create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree SN2: People who influence me think I should create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree SN3: People who are important to me think I should create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree
Metric H8 Ajzen (1991), Bhattacherjee (2000), Ajzen & Fishbein (2010), Mäntymäki et al. (2014), Taylor & Todd (1995a; 1995b)
SE SE1: I feel comfortable creating and using a customised avatar while purchasing fashion online on my own. > Strongly disagree / Strongly agree SE2: I could easily create and use a customised avatar while purchasing fashion online on my own. > Strongly disagree / Strongly agree SE3: I feel comfortable creating and using a customised avatar while purchasing fashion online even though there is no one around me to tell how to create and use it. > Strongly disagree / Strongly agree
Metric H9 Mäntymäki et al. (2014), Taylor & Todd (1995a; 1995b)
31
TFC TFC1: The equipment (e.g. internet accessible devices) for creating and using a customised avatar while purchasing fashion online is compatible with the other equipment I use. > Strongly disagree / Strongly agree TFC2: Creating and using a customised avatar while purchasing fashion online is compatible with the web shop/brand I shop from. > Strongly disagree / Strongly agree TFC3: I do not have trouble using the equipment when creating and using a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree
Metric H10 Taylor & Todd (1995a; 1995b)
RFC RFC1: There is enough equipment (e.g. internet accessible devices) for everyone to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree RFC2: I am able to use the equipment (e.g. internet accessible devices) for creating and using a customised avatar while purchasing fashion online when I need it. > Strongly disagree / Strongly agree RFC3: There are web shops/brands for everyone to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree RFC4: I am able to use web shops/brands to create and use a customised avatar while purchasing fashion online when I need it. > Strongly disagree / Strongly agree
Metric H11 Taylor & Todd (1995a; 1995b)
PBC PBC1: I can create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree PBC2: I know how to create and use a customised avatar while purchasing fashion online. > Strongly disagree / Strongly agree
Metric H12 Ajzen (1991), Taylor & Todd (1995a; 1995b), Mäntymäki et al. (2014)
32
PBC3: Creating and using a customised avatar while purchasing fashion online is entirely within my control. > Strongly disagree / Strongly agree
BI BI1: I intend to create and use a customised avatar while purchasing fashion online within the next 6 months. > Never true / Always true BI2: I am willing to create and use a customised avatar while purchasing fashion online within the next 6 months. > Never true / Always true BI3: I plan to create and use a customised avatar while purchasing fashion online within the next 6 months. > Never true / Always true
Metric H5, H8, H12
Ajzen (1991), Fishbein & Ajzen (2010), Taylor & Todd (1995a;1995b)
III / P1: In the past 6 months, I have purchased fashion online. > Never true / Always true
Metric / Hsu et al. (2006)
IV Background Factors / Demogra phics
D1: What is your year of birth? > Open question D2: What gender do you identify with? > Female / Male / Other
Nominal / Fishbein & Ajzen (2010)
33
3.1.3 Phase III: Execution of the Research Design
Step 7: Data Collection and Data Process
In order to test the hypotheses, primary data is obtained via the self-administered online
questionnaire. To reach many members of the Generation Y in a fast and cost-efficient way,
respondents were gathered virtually. Therefore, the link of the online questionnaire was distributed
to the population of interest through WhatsApp messages. In addition, the link was posted in
Facebook groups (“Thesis/Survey Questionnaire Filling Group”, “Dissertation Survey Exchange -
Share Your Research Study, Find Participants”, “Research Participation - Dissertation, Thesis,
PhD, Survey Sharing”, “Survey sharing 2020” and “Dissertation Survey Exchange”) and shared
through Facebook (“Novitas”, “Eva de Kam” and “Jacky Diefenbach”) and Instagram
(“studentliviboras”) profiles. Next to this, the researchers actively approached respondents in the
University of Borås, Sweden, in order to draw awareness to the link shared via the mentioned
social media channels.
The questionnaire link was active from the 2nd until the 14th of May, 2020. Subsequently to the
data collection, the gathered results were processed through Google Forms and Microsoft Excel.
As all items were required to submit the online questionnaire, no data is missed, and 227
completed answers were collected. However, eleven responses needed to be excluded due to
invalid generational cohorts, six responses were discarded due to the missing understanding
about a customised avatar and five responses could not be considered due to an unusual
answering pattern, such as a straight liner. After the screening process, a total of 205 qualified
responses were noted, which yield an effective rate of 90.3 percent. The research sample is further
examined in Chapter 3.3.
Step 8: Data Analysis
After the data of the online questionnaire is processed, it is analysed descriptively through
Microsoft Excel and the International Business Management Corporation Statistical Package for
the Social Science (IBM SPSS) for Windows version 26. Thereby, the descriptive statistics include
the mean (M), standard deviation (SD), mode and percentiles to investigate the data and its
distribution of each variable. Structural Equation Modelling (SEM) is used for the statistical
hypotheses’ testing, whereby, the statistical dataset is imported to the IBM SPSS Analysis of a
Moment Structures (AMOS) for Windows version 26. SEM is appropriate for this research as it
conducts a precise, complex and multidimensional analysis of empirical gathered data, while
taking aspects of the examined reality and theoretical constructs into account. Moreover,
conducting a SEM enables the researchers to analyse a set of interrelated items in a systematic
and comprehensive approach by examining the relationships among the multiple latent and the
34
dependent variable simultaneously (Anderson & Gerbing, 1988; Kline, 2011; Tarka, 2017). To
answer the research question, the authors apply the confirmatory factor analysis (CFA), whereby
the standardised factor loadings and the levels of significance support or reject the hypotheses.
Step 9: Transformation of Data Structures into Information
Subsequently to the data analysis, the findings are discussed, and cross checked with the data of
the existing theoretical literature. To conclude, the authors answer the opposed master thesis
research question entailing the Generation Y’s beliefs and BI of creating and using a customised
avatar while purchasing fashion online.
3.1.4 Phase IV: Communication of the Results
Step 10: Preparation and Presentation of the Final Report
Ultimately, this study will be submitted on June 7th, 2020, and presented to the examiner and the
researchers’ opponents at the University of Borås, Sweden.
3.2 Research Quality
Since the reliability, validity and ethics of a study is especially important for a social quantitative
data analysis, this matter is addressed in the paragraphs below. Although reliability and validity
can be differentiated analytically, they are related as validity presumes reliability (Bryman & Bell,
2011).
3.2.1 Reliability
Reliability refers to the consistency of reproducing the measurements (Bryman & Bell, 2011;
Kumar, 2019). The internal consistency of the data is tested with the use of the statistical analysis
Cronbach’s alpha in IBM SPSS Statistics 26. According to Bryman and Bell (2011), “its use has
grown as a result of its incorporation into computer software for quantitative data analysis” (p.
159). Cronbach alpha calculates the average of all possible split-half reliability coefficients, thus
testing internal reliability of the measurement items (Table 5). This is used to measure the strength
of consistency of the DTPB latent variables, thus the data for the hypotheses 1 to 12. Alpha
coefficients range in value between 0 and 1, whereas the higher the alpha coefficient of a
respective construct, the higher the internal consistency and the more reliable the results. A
Cronbach’s alpha of 0.7 indicates an acceptable reliability coefficient, whereas an alpha coefficient
below 0.7 indicates possible problems with the online questionnaire (Cronbach, 1951).
35
3.2.2 Validity
Validity refers to whether or not a measurement item actually measures a certain concept. To
gauge the validity of a measure, the following is considered for internal validity: content, face,
construct and replicability (Bryman & Bell, 2011; Fornell & Larcker, 1981; Hooper et al., 2007; Hu
& Bentler, 1999; Jöreskog & Sörbom, 1993; Kumar, 2019). The statistical analyses to assess
these are performed with IBM SPSS AMOS 26.
Content validity
The authors deduce hypotheses based upon the DTPB, which are relevant to the research topic
(Chapter 2.5). By using a well-established framework from literature and selecting relevant
measurement variables for the study, the content validity of the research is ensured (Ajzen, 1991;
Bhattacherjee, 2000; Fishbein & Ajzen, 2010; Hsu et al., 2006; Mäntymäki et al., 2014; Taylor &
Todd, 1995). The constructs and measurement items used are psychological, therefore, Table 2
visualises the measurement items applied with references. As these studies reflected validity of
content, this study ensures content validity. Next to this, to assure measurement validity, a
multiple-indicator in the form of a seven-point Likert scale per measurement item is applied. By
asking multiple questions that aim for the same DTPB latent variable, the authors also get access
to a wider range of aspects of the theory.
Face validity
Prior to distributing the online questionnaire, a pilot study is conducted. In addition, the
measurement items are adapted to feedback from a professional researcher and peers to improve
the measurement items, leading to face validity.
Construct validity
Construct validity entails how well a measurement item supports the theory behind a certain
research and if the measures behave appropriately as the theory states the measure should within
the construct (Bryman & Bell, 2011; Graziano & Raulin, 2014). According to Messick (1998),
“construct validity becomes the unifying force that makes validity a coherent unitary concept and
validation a unified process for evaluating evidence of the adequacy and appropriateness of
interpretations and actions based on test scores” (p. 39). Thus, construct validity assures the value
of the conclusions, inferences or propositions made from the analysed dataset. This study ensures
construct validity through a CFA, using a maximum likelihood (ML) estimator to examine the
overall scores, which is evaluated through goodness of fit and factorial validity analyses (Jöreskog
& Sörbom, 1993; Kline, 2011).
36
To assess the adequate model fit, a goodness of fit analysis is employed. The chosen analysis
statistical tests are the chi-square statistic divided by the degrees of freedom (CMIN/df), the
comparative fit index (CFI) and the root mean square error of approximation (RMSEA). Table 6
summarizes the tests for the goodness of fit. The chi-square (𝜒²) index statistic is used to check
the relationship between the variables. By employing this test, the goodness of fit relation between
the covariance matrix of the data set and the covariance matrix of the DTPB structure can be
analysed (Fornell & Larcker, 1981). Values closer to 0.00 have a smaller difference between the
items and imply a better fit. To overcome errors concerning the sample size, this study also reports
the CMIN/df, which is the chi-square divided by the degree of freedom (𝜒²/df). The threshold level
of 1.00 < 𝜒²/df < 3.00 is followed to indicated a good model fit (Ahmed & Ward, 2016; Hair et al.,
2010). The CFI analysis the model’s fit by examining the discrepancy between the data and the
hypothesised theory. This test modifies issues concerning possible sample size issues inherent
in the chi-square test. CFI values range from 0.00 to 1.00, with greater values indicating a better
fit. Preferred is a CFI of more than 0.90 to ensure that miss-specified models are not deemed
acceptable. The RMSEA reviews sample size issues by analysing the discrepancy between the
hypothesised model and the optimally selected parameter estimates and the population
covariance matrix. Values for RMSEA range from 0.00 to 1.00, with the lower values indicating a
better fit. A value of less than 0.08 is preferred (Hooper et al., 2008; Kline, 2011).
According to Bryman and Bell (2011), the validity of a measure should be tested by comparing it
to measures of the same concept developed by using other methods. The factorial validity is
assessed through the standardised factor loadings, in order to evaluate the hypothesised
relationships. Here, the latent and observed variables are examined through the loadings of the
multiple measurement items. Factorial validity of the study is ensured when the standardised
factor loadings are over threshold of 0.50 and ideally 0.70 or higher (Fornell & Larcker, 1981;
Kline, 2011) (Table 7).
Replicability
According to Bryman and Bell (2011), “it is often regarded as important that the researcher spells
out clearly his or her procedures so that they can be replicated by others, even if the research
does not end up being replicated” (p. 165). Therefore, to minimise the researchers’ biases and
ambiguities concerning the study and optimise transparency and replicability of the study, an in
depth research process explanation of the research method (Chapter 3.1) is written.
37
3.2.3 Research Ethics
Ethical guidelines can vary from researcher to research area. Notwithstanding the research
method, from the authors’ point of view, everyone involved in the study has to understand the
research ethics, including participants and the readers. Since this research collects primary data
from human participation through the online questionnaire, research ethics must also be taken
into account to minimise potential ethical issues that may rise during the empirical data collection
(Bryman & Bell, 2011; Ekwall, 2019). Based on Diener’s and Crandall’s (1978) four main ethical
principles in business research; harm to participants, lack of informed consent, invasion of privacy
and deception, are used. The following are considered for the research ethics; data collection,
informed consent, incentives, sensitive information, risk of harm and maintaining confidentiality.
Concerning the harm of the participants, the authors incorporate confidentiality of the data through
anonymous responding for the online questionnaire. Prior to participating in the online
questionnaire, the study takes precautions with implementing an informant consent, which informs
the respondents about the research study and the self-administered online questionnaire. By
doing so, the researchers ensure the privacy of the respondents. Finally, deception is minimised
by adopting a transparent research method, purpose and informed consent. The authors need the
respondents to understand the research in order to gain a comprehensive understanding of the
Generation Y’s BI to create and use a customised avatar while purchasing fashion online.
Therefore, both omission (passive deception) and commission (active deception), would not
benefit the research (Bryman & Bell, 2011; Diener & Crandall, 1978; Ekwall, 2019).
3.3 Research Sample
The online questionnaire composes a total of 205 valid responses, whereas the sample has a
population size (N) of 205. Table 3 overviews the research sample more specifically in order to
understand the characteristics of the participants. Respondents are distinguished between the
year of birth and gender. Additionally, the table indicates whether in the last six months, the
questionnaire respondents generally purchased fashion online.
38
Table 3. Research Sample Characteristics.
Characteristics Items Sectioning N=205 N (%)
Year of birth D1 1981-2000 205 100.0
Gender D2 Female 138 67.3
Male 67 32.7
Other 0 0.0
Online fashion purchase in the last six months P1 Never 40 19.5
Almost never 12 5.9
Once in a while 9 4.4
Neutral 9 4.4
Most of the time 37 18.0
Almost always 48 23.4
Always 50 24.4
All 205 respondents are born between 1981 and 2000 and hence, belong to the Generation Y.
The average year of birth is 1994, where through the research sample has an average age of 25.5
years. Female respondents outweigh the number of male respondents. Whereas 67.3 percent of
females participated, only 32.7 percent of males completed the survey. Regarding the question
P1, 19.5 percent of respondents stated that within the last six months, they have not bought any
fashion items online. Whereby the majority (80.5 percent) has bought online fashion apparel in
the last six months, 24.4 percent of all participants even state always having bought fashion
apparel online.
39
4. Research Analysis
4.1 Descriptive Analysis
Table 4 states the descriptive statistics of the measurement items. The table includes the mean,
mode, standard deviation and percentiles of the first and third quartile, as well as the 95th per
measurement item.
Table 4. Descriptive Statistics of the Online Questionnaire.
Construct Variables
Items
Mean
Mode
Standard Deviation
Percentiles
25 75 95
Perceived Usefulness (PU) 5.341 1.352
PU1 5.341 6 1.343 5 6 7
PU2 5.361 6 1.309 5 6 7
PU3 4.990 6 1.404 4 6 7
Perceived Ease of Use (PEU) 5.034 1.187
PEU1 4.961 6 1.192 4 6 7
PEU2 5.083 6 1.191 4 6 7
PEU3 5.059 5 1.178 4 6 7
Compatibility (C) 4.613 1.667
C1 4.600 6 1.728 4 6 7
C2 4.556 5 1.678 3.5 6 7
C3 4.683 6 1.594 4 6 7
Perceived Enjoyment (PE) 5.283 1.497
PE1 5.190 6 1.504 4 6 7
PE2 5.361 6 1.484 4.5 6 7
PE3 5.298 6 1.503 4 6 7
Interpersonal Influence (II) 3.304 1.712
II1 3.049 4 1.647 1 4 6
II2 3.488 4 1.708 2 5 6
II3 3.376 4 1.780 1 4 6
External Influence (EI) 2.649 1.579
40
EI1 2.332 1 1.481 1 3 5
EI2 2.927 1 1.718 1 4 6
EI3 2.688 1 2.688 1 4 6
Self-Efficacy (SE) 5.028 1.552
SE1 4.912 6 1.609 4 6 7
SE2 5.093 6 1.500 4 6 7
SE3 5.078 6 1.545 4 6 7
Technology Facilitating Conditions (TFC) 4.702 1.594
TFC1 5.000 6 1.550 4 6 7
TFC2 4.263 4 1.737 3 6 7
TFC3 4.844 5 1.493 4 6 7
Resource Facilitating Conditions (RFC) 4.566 1.649
RFC1 4.469 6 1.690 4 6 7
RFC2 5.151 6 1.585 4 6 7
RFC3 3.995 4 1.691 3 5 6.7
RFC4 4.468 4 1.632 4 6 7
Attitude (AT) 5.537 1.182
AT1 5.537 6 1.165 5 6 7
AT2 5.346 6 1.197 5 6 7
AT3 5.732 7 1.185 5 7 7
Subjective Norm (SN) 2.668 1.702
SN1 2.498 1 1.635 1 4 6
SN2 2.717 1 1.709 1 4 6
SN3 2.790 1 1.763 1 4 6
Perceived Behavioural Control (PBC) 4.441 1.691
PBC1 4.473 5 1.705 4 6 7
PBC2 4.176 6 1.782 3 6 6
PBC3 4.673 4 1.586 4 6 7
Behavioural Intention (BI) 4.062 1.742
BI1 3.693 4 1.714 2 5 6
41
BI2 4.556 5 1.797 3 6 7
BI3 3.937 5 1.715 3 5 6
Purchase Behaviour (P) P1 4.634 7 2.229 2 6 7
Concerning the behavioural belief PU, data indicates that the usefulness of creating and using a
customised avatar for online purchases is perceived as beneficial and has the ability to improve
one’s online fashion purchases. Overall, the PU of the technology scores a mean of 5.341
(SD=1.352), indicating that the research sample agrees more or less with this perception.
However, the measurement item PU3 indicates a slightly lower agreement to the advantage of the
technology, having a mean score of 4.990 (SD=1.404). In total, 95 percent of the participants
strongly agree with the PU of the technology.
The overall mean score for the construct variable PEU is 5.034 (SD=1.187). Hence, data gathered
shows that respondents more or less agree that the web shops’ instructions to create and use a
customised avatar for online fashion purchases and the equipment operate the technology seems
easy to learn and follow, as per measurement items PEU1, PEU2 and PEU3. Yet, the mode for
measurement items PEU1 and PEU2 is 6, stressing an agreement upon PEU concerning following
web shop’s instructions and learning how to create and use a customised avatar for online fashion
purchases.
Overall, the construct variable C of the technology is more or less agreed upon with a mean score
of 4.613 (SD=1.667). Respondents more or less agree with the compatibility of the technology
suiting into the way the respondents shop (C1), fitting into the respondents’ shopping style (C2)
as well as the setup being compatible (C3). The mode for C2 supports this, whereas modes for
C1 and C3 are 6 (agree), underlining the respondents’ opinion of the technology being compatible.
The behavioural belief construct variable PE scores a mean of 5.283 (SD=1.497), which highlights
that creating and using a customised avatar for online fashion purchases is more or less agreed
upon to be enjoyable (PE1), fun (PE2) and entertaining (PE3). Even though this construct variable
mean scores not too high and the mode for all three measurement items is 6 (agree), it should be
stressed that 95 percent of the respondents strongly agree to the technology’s PE.
Data gathered and analysed from the normative belief II shows for measurement item II1 a mean
score of 3.049 (SD=1.647), stating the more or less disagreement of the respondents’ family
influence to create and use a customised avatar while purchasing fashion online. Even though
42
respondents also state a more or less disagreement towards being influenced by friends (II2) or
people they communicate with (II3), the mean of those measurement items are higher than
compared to family (II1). Data also shows that, 95 percent of the respondents agree with their
families’ and friends’ opinion about them using the technology. Generally, data indicates that the
construct variable II is rather low, scoring a mean of 3.304 (SD=1.712).
In comparison to II, the normative belief EI is perceived even lower as respondents are on average
disagreeing with feeling pressure (EI1) and more or less disagreeing being encouraged (EI2) from
or persuaded (EI3) by media and commercials to create and use a customised avatar while
purchasing fashion online. This is supported by 95 percent of the participants. The construct
variable EI scores an overall mean of 2.649 (SD=1.579), with a mode of 1 (strongly disagree) for
all measurement items.
The control belief SE scores relatively high, with a mean score of 5.028 (SD=1.552) for the
variable, which indicates respondents agreeing on this belief more or less. Explicitly, data shows
that 95 percent of the respondents strongly agree with their SE towards the technology. Also, a
mode of 6 (agree) for all measurement items, indicates that most respondents feel comfortable
(SE1) to create and use a customised avatar while purchasing fashion online easily (SE2), even
on their own (SE3).
Data shows a mean score of 4.702 (SD=1.594), expressing that participants more or less agree
upon the control belief TFC. However, data of the measurement item TFC1 concerning the
compatibility of the technology’s equipment with the equipment used is strongly agreed upon by
95 percent the respondents, as well as having no trouble using the equipment (TFC3).
The construct variable RFC is perceived as neutral (25 percent) to strongly agree (95 percent) by
respondents, with a mean score of 4.566 (SD=1.649). Analysing measurement item RFC3, the
mean score of 3.995 (SD=1.691) underlines the rather neutral opinion of respondents towards
having enough resources in the form of web shops and brands or both supplying the technology.
Besides this, where measurement items RFC3 and RFC4 score a neutral response regarding the
mode of 4, the mode for measurement item RFC1 and RFC2 is 6 (agree). Nevertheless, percentile
data shows that 95 percent of the respondents strongly agree to measurement items RFC1, RFC2
and RFC4.
AT scores an overall mean of 5.537 (SD=1.182), which indicates that the research sample shows
a positive attitude towards the technology. Thereby, this construct variable scores the lowest SD
within the model. In specific, 95 percent of the participants rate creating and using a customised
43
avatar while purchasing fashion online as extremely good (AT1), extremely pleasant (AT2) and
extremely interesting (AT3). The sample thereby stresses the interesting matter of the technology
(AT3) as the most important one with a mode of 7 (extremely interesting).
With an overall mean of 2.668 (SD=1.702), the respondents more or less disagree on being
influenced by SN when creating and using a customised avatar while purchasing fashion online.
However, a large SD within construct variable SN is visible. This is supported by the data, showing
that 95 percent of the sample agrees on being influenced by others, while 25 percent strongly
disagrees. Even though the sample more or less neglects that people who are important to them
use the technology (SN1) with a mean of 2.498 (SD=1.635), they show a higher confirmation that
people who influence them (SN2) and people who are important to them (SN3) think they should
make use of this technology.
Regarding the variable PBC, participants more or less agree on being in control with an overall
mean of 4.441 (SD=1.691). While 95 percent of the research sample agrees on having the
knowledge (PBC2) about creating and using an avatar, 95 percent even strongly agrees on being
able to use the technology (PBC1) and having this entirely within their control (PBC3).
The BI data shows that respondents are neutral towards their intention (BI1) and plan (BI3) to
create and use a customised avatar. The construct variable scores a mean of 4.062 (SD=1.742).
The broad SD for all measurement items indicate that respondents BI ranges from rarely true to
usually true. However, according to 95 percent of the sample, their willingness to use the
technology within the next six months (BI2) is higher.
Reflecting on the data gathered concerning the respondents online fashion purchase behaviour
within the last six months, measurement item P1 indicates that the respondents purchases fashion
online. This is supported by the mode for the measurement item P1, which is 7 (always true).
However, the purchase behaviour scores a mean of 4.634 (SD=2.229), which indicates that
participants sometimes purchase fashion online. With the SD being this broad, 25 percent of the
respondents almost never purchased fashion online, whereas 95 percent always do.
44
4.2 Statistical Analysis
4.2.1 Reliability Analysis
To examine the degree of internal reliability and consistency between the whole construct as well
as the construct variables, Cronbach’s alpha (>0.70) is applied. As Table 5 shows, the overall
construct is internally consistent with a Cronbach’s alpha of 0.951. Additionally, all measurement
constructs hold acceptable alpha values between 0.787 and 0.941, indicating high internal
consistency, where through reliability of the data is ensured.
Table 5. Cronbach's Alpha.
Construct Variables Included Items Cronbach’s Alpha >0.70
Perceived Usefulness (PU) PU1, PU2, PU3 0.825
Perceived Ease of Use (PEU) PEU1, PEU2, PEU3 0.852
Compatibility (C) C1, C2, C3 0.941
Perceived Enjoyment (PE) PE1, PE2, PE3 0.931
Interpersonal Influence (II) II1, II2, II3 0.935
External Influence (EI) EI1, EI2, EI3 0.885
Self-Efficacy (SE) SE1, SE2, SE3 0.824
Technology Facilitating Conditions (TFC) TFC1, TFC2, TFC3 0.787
Resource Facilitating Conditions (RFC) RFC1, RFC2, RFC3, RFC4 0.821
Attitude (AT) AT1, AT2, AT3 0.855
Subjective Norms (SN) SN1, SN2, SN3 0.911
Perceived Behavioural Control (PBC) PBC1, PBC2, PBC3 0.805
Behavioural Intention (BI) BI1, BI2, BI3 0.898
Overall scale PU1, PU2, PU3, PEU1, PEU2, PEU3, C1, C2, C3, PE1, PE2, PE3, II1, II2, II3, EI1, EI2, EI3, SE1, SE2, SE3, TFC1, TFC2, TFC3, RFC1, RFC2, RFC3, RFC4, AT1, AT2, AT3, SN1, SN2, SN3, PBC1, PBC2, PBC3, BI1, BI2, BI3
0.951
45
4.2.2 Validity Analysis
The aim of the CFA is to test the DTPB structure in accordance to the measurement items used
to evaluate the model fit. Whereas the CFI almost reaches the acceptable threshold with 0.862,
the CMIN/df and RMSEA (df: 732; 𝜒²: 1648.691, p<0.0001; CMIN/df 2.252; RMSEA: 0.078) yield
acceptable values above the thresholds. Thus, the model has an adequate fit and construct validity
is confirmed. Table 6 overviews the model fit statistics.
Table 6. Model Fit Statistics in Confirmatory Factor Analysis.
Fit Index Value
Chi-square / Degrees of Freedom (CMIN/df) <3.00 2.252
Comparative Fit Index (CFI) >0.90 0.862
Root Mean Square Error of Approximation (RMSEA) <0.08 0.078
In regard to the factorial validity, the standardised factor loadings are shown in Table 7. The values
vary between 0.598 and 0.956, apart from the SN factor loading, which has a score of 0.480
p<0.0001. Hence, SN is not exceeding the threshold of 0.50, where through factorial validity is not
met. As the ideal factorial threshold of 0.70 is not reached for PEU (0.528 p<0.0001) and PBC
(0.598 p<0.0001), the relationship between PEU and AT, as well as between PBC and BI is
mediocre.
Table 7. Standardised Factor Loadings.
Factors Items Standardised Factor Loadings (>0.50)*
Perceived Usefulness (PU) 0.874
PU1 0.952
PU2 0.916
PU3 0.792
Perceived Ease of Use (PEU) 0.528
PEU1 0.760
PEU2 0.887
PEU3 0.838
Compatibility (C) 0.824
C1 0.942
C2 0.948
46
C3 0.921
Perceived Enjoyment (PE) 0.848
PE1 0.923
PE2 0.956
PE3 0.906
Interpersonal Influence (II) 0.778
II1 0.912
II2 0.928
II3 0.900
External Influence (EI) 0.849
EI1 0.772
EI2 0.873
EI3 0.906
Self-Efficacy (SE) 0.798
SE1 0.678
SE2 0.829
SE3 0.893
Technology Facilitating Conditions (TFC) 0.920
TFC1 0.729
TFC2 0.663
TFC3 0.878
Resource Facilitating Conditions (RFC) 0.915
RFC1 0.716
RFC2 0.757
RFC3 0.638
RFC4 0.793
Attitude (AT) 0.765
AT1 0.903
AT2 0.864
AT3 0.776
47
Subjective Norm (SN) 0.480
SN1 0.791
SN2 0.916
SN3 0.921
Perceived Behavioural Control (PBC) 0.598
PBC1 0.727
PBC2 0.731
PBC3 0.726
Behavioural Intention (BI)
BI1 0.707
BI2 0.791
BI3 0.918
*All factor loadings are significant at p<0.0001
48
4.2.3 Hypotheses Analysis
To evaluate the hypothesised theoretical framework, this master thesis conducts a SEM using the
ML parameter. Whereas Table 7 lists the standardised factor loadings, which indicate strong
positive relations among the latent and observed variables, Figure 7 depicts the result of the
hypothesised theoretical framework.
Figure 7. Result Hypothesised Theoretical Framework. Own representation, based on the DTPB (Taylor & Todd, 1995b)
In regard to the standardised factor loadings, which are used to support or reject the hypotheses,
11 out of 12 exceed the validity threshold of 0.50, whereby nine even pass the ideal threshold of
0.70. All of those 11 standardised factor loadings are significant with a level of p<0.0001 and yield
positive values, where through the variables show a positive relation among each other. Hence,
those hypotheses are supported within the theoretical model of the DTPB and include H1, H2, H3,
H4, H5, H6, H7, H9, H10, H11 and H12. However, the standardised factor loading of H8 (0.480)
49
does not meet the set threshold, which indicates that the relationship between SN and BI is less
strong compared to the other construct variables. Nonetheless, H8 also meets the significant level
of p<0.0001, supporting the hypothesis within the theoretical model of the DTPB. Table 8 gives
an overview of the hypotheses results in regard to the standardised factor loadings.
Table 8. Hypotheses Results.
Hypotheses Standardised Factor Loadings*
Results
H1 Perceived Usefulness (PU) ← Attitude (AT) 0.874 Supported
H2 Perceived Ease of Use ← Attitude (AT) 0.528 Supported
H3 Compatibility (C) ← Attitude (AT) 0.824 Supported
H4 Perceived Enjoyment ← Attitude (AT) 0.848 Supported
H5 Attitude (AT) ← Behavioural Intention (BI) 0.765 Supported
H6 Interpersonal Influence (II) ← Subjective Norm (SN) 0.778 Supported
H7 External Influence (EI) ← Subjective Norm (SN) 0.849 Supported
H8 Subjective Norm (SN) ← Behavioural Intention (BI) 0.480 Supported
H9 Self-Efficacy (SE) ← Perceived Behavioural Control (PBC) 0.798 Supported
H10 Technology Facilitating Conditions (TFC) ← Perceived Behavioural Control (PBC)
0.920 Supported
H11 Resource Facilitating Conditions (RFC) ← Perceived Behavioural Control (PBC)
0.915 Supported
H12 Perceived Behavioural Control (PBC) ← Behavioural Intention (BI)
0.598 Supported
*All standardised factor loadings are significant at p<0.0001
50
5. Discussion
Behavioural Beliefs and Attitude
Even though PU does not have the highest internal consistency, it yields the highest mean
(M=5.341; SD=1.352) and highest standardised factor loading (0.874 p<0.0001) within the
behavioural beliefs. Thereby, the usefulness for online fashion purchases is strongly agreed upon
by 95 percent of the Generation Y respondents. In specific, the research sample agrees on the
technology being beneficial for themselves (PU1). The important matter of PU is in line with
previous investigated studies, clarifying that the Generation Y values the search for information
online (Bolton et al., 2013; Ladhari et al., 2019; Ordun, 2015; Parment, 2013). Thus, especially
technology connected characteristics, such as digitally instead of manually derived body
measurements, are beneficial for customers interested in purchasing made-to-measure clothing
(Daanen & Hong, 2007). According to Ordun (2015), the use of such a technology can thus help
the generation to manage their time more efficiently.
Besides the PU, the respondents also agree (M=5.283; SD=1.497) on the PE when creating and
using a customised avatar while purchasing fashion online with a standardised factor loading of
0.848 p<0.0001. This is supported by Schwarz et al. (2012), who state that users experience a
sense of pleasure and playfulness in virtual worlds. Especially in regard to other generational
cohorts, the Generation Y focuses on emotional and entertaining factors when interacting with
technological innovations (Bento et al., 2018; Butcher et al., 2017; Parment, 2013). This is also
supported by Flosdorff et al. (2019), as well as Kim and Forsythe (2008), who state that by
engaging with interactive technology, customers’ entertainment value increases. In addition,
based on the standardised factor loading of this attitudinal belief, PE highlights the Generation Y’s
motivation to participate in online activities (Bolton et al., 2013; Ladhari et al., 2019; Ordun, 2015;
Parment, 2013).
Whereas the C reaches a lower mean (M=4.613; SD=1.667) than the PEU (M=5.034; SD=1.187),
its standardised factor loading (0.824 p<0.0001) is higher than the one of PEU (0.528 p<0.0001).
In addition, one must acknowledge that the items targeting the construct variable C indicate the
highest internal reliability of Cronbach’s alpha coefficient being 0.941. Thereupon, one can state
that participants have the most consistent answers regarding the relation between C and the AT
to create and use a customised avatar while purchasing fashion online. One can state that, as 95
percent of the research sample strongly agrees on the technology’s PEU, the literature findings
are confirmed. Since the Generation Y is known as the generation of digital natives and technology
enthusiast, it is in the cohort’s nature to know how to operate (Ladhari et al., 2019, Ordun, 2015;
Parment, 2013) and quickly adapt to technological innovations (Valentine & Powers, 2013). In
51
addition, based on the results, one can argue that the technology fits well with the online buying
behaviour of the participants (C1). This is also confirmed by the respondents, as the majority (80.5
percent) has purchased fashion online within the last six months. Moreover, 24.4 percent of all
participants even state always having bought fashion online, where through the C of creating and
using a customised avatar for online fashion purchases increases. Burkolter and Kluge (2011)
state that the younger the participants, the more the internet is used for information search and
the actual online purchase. In a critical light, however, the broad SD of measurement item P1
(M=4.634, SD=2.229) indicates that not all participants, even though they belong to the relatively
young generational cohort, shop online. Here, 19.5 percent of the research sample state not
having bought online fashion apparel. However, one can question this result as the measurement
item only entails the past behaviour in a time span of the previous six months.
Overall, one can state that the construct variable of AT has a positive relation towards the BI
(0.765 p<0.0001) of creating and using a customised avatar while purchasing fashion online. This
does not only support H5, it also confirms the findings of George (2004), as well as Loureiro and
Breazeale (2016). According to them, the online AT is positively related to the online purchase BI.
Moreover, the research finding is in line with Valaei and Nikhashemi (2017), stressing the positive
relation between the Generation Y’s AT and purchase BI towards fashion.
Normative Beliefs and Subjective Norm
It is noted that the mean of II (M=3.304; SD=1.712) is higher than the mean of EI (M=2.649;
SD=1.579), whereas one may argue that the Generation Y is more influenced by interpersonal
factors, such as family and friends. External factors, such as media and commercials, pressure,
encourage and persuade the research sample in a weaker manner. Those findings are in line with
previous investigated studies (Giovannini et al., 2015; Klein 2015; Ordun, 2015; Parment, 2013).
According to their outcomes, the Generation Y is highly exposed to social influence and even more
affected by their personal environment, especially by their peers, in contrast to other generational
cohorts. This is also supported by Barnard (2002), observing the growing trend of customised
avatars used by social media influencers. In addition, one can argue that the low mean of the
variable EI is also supported by Ström et al. (2014), as well as Valentine and Powers (2013), who
state that the generation senses word-of-mouth advertising more trustworthy than commercial
activities. Especially in comparison to older generations, the Generation Y takes a more sceptical
point of view towards advertisement, as they consider the online environment as private and
exclusive. Next to this, fashion can be seen as a social phenomenon with communicational power
and represents a visual expression of an individual’s identity (Fiske, 1990). Thus, social risk for
fashionable products might especially occur due to its’ low semanticity (Wittrock, 2020). According
to Giovannini et al. (2015), the Generation Y’s status motivation is influenced by the public self-
52
consciousness and self-esteem. Hence, this might explain the Generation Y’s normative beliefs
in regard to the BI of creating and using a customised avatar while purchasing fashion online.
Nevertheless, looking at the standardised factor loadings, EI (0.849 p<0.0001) has a stronger
positive effect on the construct variable SN, than II (0.778 p<0.0001). One can argue that the
Generation Y’s external factors, such as media and commercials, have a stronger positive relation
to the construct variable SN, whereas it contradicts to previous literature findings. Nevertheless,
H7 is supported due to the positive relation of EI to the construct variable SN.
As the overall standardised factor loading of SN (0.480 p<0.0001) does not meet the set threshold
of 0.50, it indicates a weaker relationship between the latent construct variables SN and BI. Hence,
one can state that this variable does not influence BI as much as AT and PBC. Accordingly, one
should consider that fashion is a social phenomenon (Fiske, 1990), whereby especially young
individuals value their choice of clothing as important due to their feeling of being scrutinised by
others in the society (Tan Tsu Wee, 1999). However, data questions those literature findings.
Being critical, SN can therefore be seen as a problematic item. Nonetheless, the standardised
factor loading is positive and significant, where through H8 is supported.
Control Beliefs and Perceived Behavioural Control
Studies by Taylor and Todd (1995b), Hsieh et al. (2008) and Mäntymäki et al. (2014) claim that
SE has been long proposed as a key determinant of the control beliefs. Reflecting on the statistical
analysis, SE scores a factor loading of 0.798 (p<0.0001), thus confirming the positive relationship
with the latent construct variable PBC and stressing the research sample’s perception on their
ability to create and use a customised avatar while purchasing fashion online. In addition, 95
percent of the respondents strongly agree with their SE towards the technology. However, one
must acknowledge that SE scores the lowest factor loading within the PBC. Due to the fact that
the research sample rates the SE with a mean of 5.028 (SD=1.552), one can argue that
participants more or less agree on being self-confident regarding creating and using a customised
avatar when purchasing fashion online. Yet, compared to the control beliefs RFC and TFC, the
relationship between SE and PBC is mediocre. Nonetheless, according to Jackson et al. (2011)
and Ladhari et al. (2019), members of the Generation Y tend to be early adopters of technologies
and are not afraid to use new services and products. Additionally, Davis et al. (1989) mention the
ease of information technology, which can support the control belief SE in combination with the
Generation Y’s technically skilled characteristic. Based on this, one can argue that this might
positively affect the PBC.
Concerning the TFC, it can be acknowledged that this belief scores the highest standardised factor
loading (0.920 p<0.0001) of the latent variables within the DTPB, whereupon one can stress the
53
positive perception of TFC among the Generation Y in regard to the technology. Specifically
arguing TFC3, the measurement item scores the highest factor loading (0.878 p<0.0001) within
this latent control belief, indicating that participants do not have trouble using the technology’s
equipment. Here, one must mention Ladhari et al. (2019), Ordun (2015), as well as Parment
(2013), as according to them, the Generation Y is also known as digital natives. Thus, it can be
expected that their perception on the creation and usage of a customised avatar while purchasing
fashion online has high technological facilitating conditions. Following Gartner’s Hype Curve
(2018), one can argue that virtual fitting is a sub trend of the VR technology. Even though the
technology has been present in the fashion industry since the late 1980s (Weil, 1986), virtual
fashion is still relatively new (Fontana et al. 2005) and one can place the technology in between
Gartner’s first step, technology trigger, and the second step, peak of inflated expectations.
According to Boonbrahm et al. (2015), to achieve a more realistic garment simulation, 3D virtual
fitting has been developed. Critically arguing upon the technology itself, haptic abilities are still
very minimal. However, according to Entwistle (2015), Kalbaska et al. (2019) and Shinkle (2013),
haptic technologies present a huge potential towards the textile and fashion industry, providing
customers with a touch evaluation option as a new level in digital communication. Connecting this
to the Gartner Hype Curve (2019), one may argue that after the technology has reached its peak
of success, the further development along with haptic technologies could speed up the process
towards a stable plateau of productivity.
The control belief RFC shows the second highest factor loading of the latent variables within the
DTPB, with a score of 0.915 p<0.0001, supporting H11 and confirming the positive effect of RFC
on PBC. According to Bento et al. (2018) and Klein (2015), the Generation Y has grown up in a
time characterised by many innovative technological advancements. Based on this, one should
mention their motivations to participate in online activities through digital channels and accuracy
of resource understanding, especially concerning online technologies, such as customised
avatars. Standardised factor loadings for measurement item RFC1 (0.716 p<0.0001), questioning
the availability of equipment, and RFC2 (0.757 p<0.0001) and RFC4 (0.793 p<0.0001), regarding
the Generation Y’s ability to use the equipment when they need it, score high. One could state
that the technology and the key features such as move, fix, drag, walk, zoom in and out (Meng et
al. 2010), done through a computer keyboard or mouse, or both (Williams et al. 2010), are self-
explanatory for the generational cohort. However, critically reflecting on the standardised factor
loadings of measurement item RFC3 (0.680 p<0.0001), one must point out that it scores the lowest
factor loading within the SEM, measuring the RFC of the availability of web shops or brands, or
both. Thereupon, one must highlight this weaker relationship between RFC3 and PBC, which
stresses the importance of resources in the form of web shops or brands necessary for the
technology to be used.
54
Overall, one can state that the participants agree on being in control in regard to the system
controllability, as well as their own knowledge and skills of the technology’s characteristic aspects.
The PBC standardised factor loading of 0.598 p<0.0001 shows a significant and positive
relationship with BI, whereby H12 is supported. However, one must mention the rather low factor
loading in comparison to the other construct variable AT towards BI. According to Ström et al.
(2014) and Valentine and Powers (2013), the Generation Y considers the online environment as
private, which might be due to the risk of data security containing the personal information.
Behavioural Intention
The construct variable of BI shows internal consistency and reliability due a Cronbach’s alpha
coefficient of 0.898. Moreover, the mean of BI comprises a value of 4.062 (SD=1.742). This
indicates that the research sample holds a neutral opinion towards creating and using a
customised avatar while purchasing fashion online. Being critical, one may argue that this BI is
due to the fact that the deployment of the technology in online fashion retailers is rather scarce
and the degree of implementation rather low (Gartner, 2018). Nonetheless, 95 percent of
participants are willing (B2) to use the technology within the next six months, highlighting the
potential of customised avatars for online fashion retailers.
55
6. Conclusion and Future Research Directions
6.1 Conclusion
This master thesis reviews which latent variables within the theoretical framework of the
Decomposed Theory of Planned Behaviour positively influence the Generation Y’s behavioural
intention of creating and using a customised avatar while purchasing fashion online, wherefore
the following research question should be answered:
“Based on the Decomposed Theory of Planned Behaviour, which variables positively influence
the Generation Y’s intention of creating and using a customised avatar while purchasing fashion
online?”
The research contributes to a greater psychological understanding of the Generation Y’s
behavioural purchase intention while using this technology. By doing so, the authors aimed at
further deepening the literature in the sphere of the commercial potential of customised avatars in
the fashion industry and fill the gap between the theoretical and managerial implications.
The applied theoretical framework provides preliminary evidence on internal consistency and
reliability. Moreover, based on the model fit indices of CMIN/df and RMSEA, all results yield valid
scores of the set thresholds, where through the theoretical framework has an adequate fit. Based
on the Decomposed Theory of Planned Behaviour, this study reveals the positive influence of all
latent variables (perceived usefulness, perceived ease of use, compatibility, perceived enjoyment,
attitude, interpersonal influence, external influence, subjective norm, self-efficacy, technology
facilitating conditions, resource facilitating conditions and perceived behavioural control) among
the Generation Y in regard to their intention of creating and using a customised avatar for online
fashion purchases. Thus, research findings indicate that all hypotheses are supported. However,
the Generation Y’s subjective norm shows to have a limited relationship towards the behavioural
intention. Notwithstanding this problematic relationship, the external influences are stronger than
the interpersonal influences to the subjective norm. This stresses the relevance of managerial
implications for fashion businesses, which aim to target the Generation Y, or offer the technology,
or both, to increase their influential power. Next to this, results underline the mediocre relationship
between the latent construct variable perceived behavioural control and dependent variable
behavioural intention. However, the relationship of the control beliefs technology facilitating
conditions and resource facilitating conditions towards perceived behavioural control are the
highest among the latent variables within the applied theoretical framework. Thus, this
accentuates the positive perception of the research sample in regard to the technology and
56
resource facilitating conditions. Moreover, research findings imply that the latent construct variable
attitude has the strongest positive influence on the behavioural intention. In specific, the
technology’s usefulness is strongly agreed upon by the research sample and even has the
strongest relation towards the attitude. Hence, those insights into the positive psychological
perception suggest the technology’s commercial potential and create an opportunity for
managerial implications, which are further elaborated on in Chapter 6.2.3.
6.2 Future Research Directions
6.2.1 Research Limitations
This master thesis includes several limitations. Due to time and resource constraints, the sample
size is limited and amounts to a relatively small number of qualified responses, whereby external
validity is compromised. The usage of a non-probability sampling results in an arbitrary selection
of participants, where through it leads to a sample selection error. Moreover, the research sample
of the Generation Y shows variation and an unevenness due to a tendency towards more female
participants. Hence, this contributes to a sampling error. Since the sample is not perfectly
representative of the population from which it is drawn, this study is limited in its
representativeness and does not allow for generalisation.
Another limitation lies in the specific subject of this thesis. As only online fashion purchases are
included, findings cannot be adapted to creating and using a customised avatar while purchasing
fashion offline, such as through the use of a virtual mirror in a traditional brick and mortar store.
Moreover, this study does not distinguish between online retail formats or purchased fashion
product categories, which leaves room for future research.
Even though the self-administered online questionnaire is built on the existing theoretical
framework of the Decomposed Theory Planned Behaviour, the belief constructs are
multidimensional and interdependent, which limits this study. The selection of a seven-point Likert
scale contributes to scale errors, as it is in human nature to choose the neutral midpoint in order
to avoid a decision conflict. Response errors might also lead to a bias of the findings through false
declarations or unconscious misinterpretations of the items. Moreover, respondents may have
overestimated their behavioural intention regarding fashion purchases, as fashion is a social
phenomenon, leading to socially desirable and self-presentation bias. Furthermore, there is a
limitation in monitoring the capacity, which means there is no certainty about the real individuals’
identity. Additionally, no differences are made between the Generation Y’s respondents having
and not having created and used a customised avatar while purchasing fashion online in the past.
57
As participants are more confident in evaluating the items according to their own beliefs if they
have created and used an avatar before, this can contribute to biased responses. By taking the
current market dynamic into consideration, all measurement items could further be biased due to
Covid-19’s influence on the online fashion industry.
The quantitative data collection method is found as another limitation of this thesis. In specific,
using a mono-method approach is not sufficient in providing the full picture of the phenomenon.
Hence, the lack of the explanatory power warrants the need for future research.
6.2.2 Theoretical Implications
The findings as well as limitations of this research require further theoretical inquiries. Future
research is suggested due to the limited sample size, as well as the specified and uneven sample
of the Generation Y. Being able to access a larger sample size, as well as database to distinguish
among more socio-demographic characteristics or other generational cohorts might offer new
insights.
As the overall aim of this master thesis was not to find the perfect model fit but rather to research
to which degree the gathered data fits the theoretical framework of the Decomposed Theory
Planned Behaviour, the authors purposely neglected the adaptation of the dataset in order to
improve the subjective norm towards the behavioural intention. Nonetheless, the outcome of this
relationship suggests research to further examine the Generation Y’s interpersonal and external
influences in regard to creating and using a customised avatar while purchasing fashion online.
As an addition to the quantitative approach of this study, an in-depth examination through
qualitative research might improve the explanatory power of the theoretical framework. Hence,
the authors suggest gathering qualitative data in order to further specify the salient beliefs of the
generation.
As emerging technologies do not guarantee commercial success, future research attention is also
required due to the fact that this research does not include the actual online purchase of the
generation in regard to the technology. To comprise the complete model of the Decomposed
Theory Planned Behaviour, longitudinal research is recommended in order to validate the
behavioural intention towards the behaviour. Beyond this research scope, future research,
specifically focusing on the technology’s commercial potential, should also consider the offline
buying behaviour of the Generation Y within this context.
58
6.2.3 Managerial Implications
Creating and using a customised avatar for online fashion purchases can be seen as an emerging
trend of a new computational power through the lens of the Gartner Hype Curve. Therefore, a
better psychological understanding of the Generation Y, known for their increasing purchasing
power and technology affirmation, is crucial. Research findings highlight the positive perception of
the Generation Y respondents towards the technology and resource facilitating conditions, thus
underlining its great potential which can enhance businesses’ viability by adapting or implementing
such interactive technologies. The outcome of this master thesis draws attention to various
managerial implications to stimulate the Generation Y’s behavioural intention in creating and using
customised avatars while purchasing fashion online.
Based on the research findings of perceived usefulness being highly influential to the behavioural
intention, managers should consider the visualisation of the garment fit indicator. To inform the
customer about the garment fit, different colours can be used in order to illustrate the stretched
and compressed zones of the chosen item. This study additionally stresses the importance of
enjoyment towards the technology, which can be enhanced through interactive manipulation tools
or haptics-based systems, enabling the online customer to feel material textures and haptic effects
through a touchscreen. Furthermore, to enhance perceived ease of use of the technology, fashion
businesses can simplify the customised model by focusing on geometric primitives of smaller
human body parts, such as the torso for upper wear. By providing the same product information
through clothing simulation as in real-life buying processes, shopping experiences and post-
purchase satisfaction can be fulfilled.
The research sample of the Generation Y relies on marketer stimuli and is more likely to interact
with brands being active on social media channels. Thus, fashion businesses are recommended
to implement interactive digital platforms, by employing influencer marketing, in order to endorse
and promote the brand awareness in regard to the technology. This could result in an increased
influencing power and a higher online conversion rate. Furthermore, due to fashion being a social
phenomenon, managers should consider the social risk of sensitive fashion product groups in
order to decrease return rates. In specific, the implementation of this technology is beneficial for
fashion businesses offering outerwear, such as dresses and jackets, or made to-measure items.
Overall, fashion businesses adjusting to the digital trend, which is accelerated due to the Covid-
19 pandemic, and incorporating the emerging technology of creating and using a customised
avatar while purchasing fashion online, are guaranteed a future-proof business model that can
cope with market dynamics. This does not only cater to the Generation Y’s expectations, but also
creates a visible value across the entire chain to scale out and strengthen business’ capabilities.
59
Reference List
Ahmed, E., & Ward, R. (2016). Analysis of factors influencing acceptance of personal, academic
and professional development e-portfolios. Elsevier Ltd. Computers in Human Behavior,
63(1), 152–161. http://dx.doi.org/10.1016/j.chb.2016.05.043
Ajzen, I. (1985). From Intentions to Actions: A Theory of Planned Behavior. In J. Kuhl and J.
Beckmann Action Control: From Cognition to Behavior (pp. 11–39). Springer Verlag.
Ajzen, I. (1991). The Theory of Planned Behavior. Organizational Behavior and Human Decision
Processes, 50(2), 179–211. https://doi.org/10.1016/0749-5978(91)90020-T
Amed, I., & Mellery-Pratt, R. (2017a). The Fashion System. 76–81.
Amed, I., & Mellery-Pratt, R. (2017b). The Fashion System. 76–81.
Anderson, J. C., & Gerbing, D. W. (1988). Structural equation modeling in practice: A review and
recommended two-step approach. Psychological Bulletin, 103(3), 411–423.
http://dx.doi.org.lib.costello.pub.hb.se/10.1037/0033-2909.103.3.411
Backhaus, K., Erichson, B., Plinke, W., & Weiber, R. (2016). Multivariate Analysemethoden (14th
ed.). Springer. https://link.springer.com/content/pdf/10.1007/978-3-662-46076-4.pdf
Baraff, D., & Witkin, A. (1998). Large steps in cloth simulation. ACM Transactions on Graphics
(SIGGRAPH Proceedings), 32, 43–54.
Barnard, M. (2002). Fashion as Communication. Routledge.
https://doi.org/10.4324/9781315013084
Belisle, J., & Bodur, H. O. (2010). Avatars as Information: Perception of consumers based on their
avatars in virtual worlds. Psychology & Marketing, 27, 741–765.
Bento, M., Martinez, L. M., & Martinez, L. F. (2018). Brand engagement and search for brands
on social media: Comparing Generations X and Y in Portugal. Journal of Retailing and
Consumer Services, 43, 234–241. https://doi.org/10.1016/j.jretconser.2018.04.003
Bhattacherjee, A. (2000). Acceptance of e-commerce services: The case of electronic brokerages.
IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans, 30(4),
411–420. https://doi.org/10.1109/3468.852435
60
BoF, & McKinsey & Company. (2020). The State of Fashion 2020 Coronavirus Update (No. 1; pp.
1–24). The Business of Fashion, McKinsey & Company Inc.
Bolton, R. N., Parasuraman, A., Hoefnagels, A., Migchels, N., Kabadayi, S., Gruber, T.,
Komarova Loureiro, Y., & Solnet, D. (2013). Understanding Generation Y and their use of
social media: A review and research agenda. Journal of Service Management, 24(3), 245–
267. https://doi.org/10.1108/09564231311326987
Boonbrahm, P., Kaewrat, C., & Boonbrahm, S. (2015). Realistic Simulation in Virtual Fitting Room
Using Physical Properties of Fabrics. Procedia Computer Science, 75, 12–16.
https://doi.org/10.1016/j.procs.2015.12.189
Bower, J. L., & Christenson, C. M. (1995). Disruptive Technologies: Catching the Wave. Harvard
Business Review, 73(1), 43–53.
Bryman, A., & Bell, E. (2011). Business Research Methods (3rd ed.). Oxford University Press Inc.,
New York.
Bryman, A., & Bell, E. (2015). Business research methods (4th ed.). Oxford University Press.
Burkolter, D., & Kluge, A. (2011). Online consumer behavior and its relationship with socio-
demographics, shopping orientations, need for emotion, and fashion leadership. Journal of
Business and Media Psychology, 2(2), 20–28.
Butcher, L., Phau, I., & Shimul, A. S. (2017). Uniqueness and status consumption in Generation
Y consumers: Does moderation exist? Marketing Intelligence & Planning, 35(5), 673–687.
https://doi.org/10.1108/MIP-12-2016-0216
Cichoka, A., Bruniaux, P., & Koncar, V. (2007). Modelling of Virtual Garment Design in 3D.
Technical University of Lodz, Faculty of Textile Engineering and Marketing, 11(4).
https://search.proquest.com/docview/884791174?accountid=9670&rfr_id=info%3Axri%2Fsid
%3Aprimo
Cie, C. (2011). Tradition and Innovation from New Technology. Paris: Institute Francais de La
Mode (IFM), 5.
61
Cordier, F., Hyewon Seo, & Magnenat-Thalmann, N. (2003). Made-to-measure technologies for
an online clothing store. IEEE Computer Graphics and Applications, 23(1), 38–48.
https://doi.org/10.1109/MCG.2003.1159612
Cronbach, L. J. (1951). Coefficient alpha and the internal structure of tests. Psychometrika,
16(3), 297–334. https://doi.org/10.1007/BF02310555
Culbertson, H., Schorr, S. B., & Okamura, A. M. (2018). Haptics: The Present and Future of
Artificial Touch Sensation. Annual Review of Control, Robotics, and Autonomous Systems,
1(1), 385–409. https://doi.org/10.1146/annurev-control-060117-105043
Cullinane, S., Karlsson, E., browne, michael, & Wang, Y. (2017). Retail clothing returns: A review
of key issues. https://doi.org/10.13140/RG.2.2.35163.46882
D’Apuzzo, N. (2009). Recent Advances in 3D Full Body Scanning With Applications to Fashion
and Apparel. In Optical 3-D Measurement Techniques IX.
Daanen, H. A. M. (2014). Kleding en Mode: Een kritisch-wetenschappelijke beschouwing (p. 73).
Hogeschool van Amsterdam: Amsterdam Fashion Institute (AMFI).
Daanen, H. A. M., & Hong, S.-A. (2007). Made-to-measure pattern development based on 3D
whole body scans (p. 12). Emerald Group Publishing Limited. emeraldinsight.com/0955-6222
Daanen, H. A. M., & Psikuta, A. (2018). 3D body scanning, in: Nayak, R., Padhye, R. (Eds.),
Automation in Garment Manufacturing, The Textile Institute Book Series. Woodhead
Publishing, 237–252. https://doi.org/10.1016/B978 0-08-101211-6.00010-0
Danneels, E. (2004). Disruptive Technology Reconsidered: A Critique and Research Agenda.
Journal of Product Innovation Management, 21(4), 246–258.
Davis, F. D. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of
Information Technology. Management Information Systems Research Center, University of
Minnesota, 13(3), 319–340. https://doi.org/10.2307/249008
Davis, F. D. (1993). User Acceptance of Information Technology: System characteristics, user
perceptions and behavioral impacts. International Journal of Man-Machine Studies, 38(3),
475–487. https://doi.org/10.1006/imms.1993.1022
62
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User Acceptance of Computer Technology:
A Comparison of Two Theoretical Models. Management Science, 35(8), 982–1003. JSTOR.
Diamandis, P. H. (2016). The Road to Abundance; Innovation, Disruption, and Opportunity—
ProQuest. Research Technology Management; Taylor & Francis, 59(6), 20–24.
https://doi.org/10.1080/08956308.2016.1232135
Diener, E., & Crandall, R. (1978). Ethics in Social and Behavioral Research. Chicago, IL:
University of Chicago Press.
Ducheneaut, N., Wen, D. M.-H., Yee, N., & Wadley, G. (2009). Body and mind: A study of avatar
personalization in three virtual worlds. Research Gate, 1151–1160.
https://doi.org/10.1145/1518701.1518877
Eco, U. (1972). Social life as a sign system. Jonathan Cape.
Ekwall, D. (2019). Methodology and the Philosophy of Science in Textile Management: Business
Research Ethics. [Presentation]. University of Borås.
Engel, J. F., Kollat, D. T., & Blackwell, R. D. (1968). Consumer Behavior.
Entwistle, J. (2015). The fashioned body: Fashion, dress and modern social theory. Polity Press.
Fenn, J. (2007). Understanding Gartner’s Hype Cycles. 4.
Fishbein, M., & Ajzen, I. (2010). Predicting and Changing Behavior: The Reasoned Action
Approach. Taylor & Francis Group. http://ebookcentral.proquest.com/lib/boras-
ebooks/detail.action?docID=668501
Fiske, J. (1990). Introduction to Communication Studies. Routledge.
Flosdorff, M., Döring, M., & da Silva Wagner, T. (2019). Virtual Reality in the Product Development
in the Fashion Industry: Application Areas, Opportunities, and Challenges of Virtual Reality in
the Product Development [Master Thesis, University of Borås].
http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-22002
Fong, K., & Mar, R. A. (2015). What Does My Avatar Say About Me? Inferring Personality From
Avatars. Personality and Social Psychology Bulletin, 41(2), 237–249.
https://doi.org/10.1177/0146167214562761
63
Fontana, M., Rizzi, C., & Cugini, U. (2005). 3D virtual apparel design for industrial applications.
Computer-Aided Design, 37(6), 609–622. https://doi.org/10.1016/j.cad.2004.09.004
Fornell, C., & Larcker, D. F. (1981). Evaluating Structural Equation Models with Unobservable
Variable and Measurement Error. Journal of Marketing Research, 18(1), 39–50.
Gartner Group. (2018). Gartner Top 10 Strategic Technology Trends for 2018.
www.gartner.com/smarterwithgartner/gartner-top-10-strategic-technology-trends-for-2019/
George, J. F. (2004). The theory of planned behavior and Internet purchasing. Internet Research,
14(3), 198–212. https://doi.org/10.1108/10662240410542634
Giovannini, S., Xu, Y., & Thomas, J. (2015). Luxury fashion consumption and Generation Y
consumers: Self, brand consciousness, and consumption motivations. Journal of Fashion
Marketing and Management, 19(1), 22–40. https://doi.org/10.1108/JFMM-08-2013-0096
Graziano, A. M., & Raulin, M. L. (2014). Research Methods: Pearson New International Edition
(8th ed.). Pearson Education. https://www-dawsonera-
com.lib.costello.pub.hb.se/abstract/9781292053301
Guan, P., Freifeld, O., & Black, M. J. (2013). A 2D human body model dressed in eigen clothing.
European Conference on Computer Vision, ECCV, Part 1, 285–298.
Guerlain, Ph., & Durand, B. (2006). Digitising and measuring of the human body for the clothing
industry (p. 16). Emerald Group Publishing Limited. emeraldinsight.com/0955-6222.htm
Hair, J., Black, W., Babin, B., & Anderson, R. (2010). Multivariate Data Analysis: A Global
Perspective (7th ed.). Pearson Education.
Hall, A., Towers, N., & Shaw, D. R. (2017). Understanding how Millennial shoppers decide what
to buy: Digitally connected unseen journeys. International Journal of Retail & Distribution
Management, 45(5), 498–517. https://doi.org/10.1108/IJRDM-11-2016-0206
Hartwick, J., & Barki, H. (1994). Explaining the Role of User Participation in Information System
Use. Management Science, 40(4), 440–465. JSTOR.
Hauswiesner, S., Straka, M., & Reitmayr, G. (2013). Virtual Try-On through Image-Based
Rendering. IEEE Transactions on Visualization and Computer Graphics, 19(9), 1552–1565.
https://doi.org/10.1109/TVCG.2013.67
64
Hernández, N. (2018). Does it Really Fit? Improve, Find and Evaluate Garment Fit. University of
Borås.
Hirt, K. (2012). Apparel E-Commerce & Fitting Enabling Technologies. University of Borås.
Holzwarth, M., Janiszewski, C., & Neumann, M. M. (2006). The influence of avatars on online
consumer shopping behavior. Journal of Marketing, 70, 19–36.
Hooper, D., Coughlan, J., & Mullen, M. (2007). Structural Equation Modeling: Guidelines for
Determining Model Fit. The Electronic Journal of Business Research Methods, 6(1), 53–60.
Hox, J., & Boeije, H. (2005). Data collection, primary versus secondary (Vol. 1, pp. 593–599).
https://doi.org/10.1016/B0-12-369398-5/00041-4
Hsieh, J. J. P.-A., Rai, A., & Keil, M. (2008). Understanding Digital Inequality: Comparing
Continued Use Behavioral Models of the Socio-Economically Advantaged and
Disadvantaged. MIS Quarterly, 32(1), 97–126. JSTOR. https://doi.org/10.2307/25148830
Hsu, M.-H., Yen, C.-H., Chiu, C.-M., & Chang, C.-M. (2006). A longitudinal investigation of
continued online shopping behavior: An extension of the theory of planned behavior.
International Journal of Human-Computer Studies, 64(9), 889–904.
https://doi.org/10.1016/j.ijhcs.2006.04.004
Hu, L.-T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis:
Conventional criteria versus new alternatives. Structural Equation Modeling: A
Multidisciplinary Journal, 6(1), 1–55. https://doi.org/10.1080/10705519909540118
Hu, S., Wang, R., & Zhou, F. (2017). An efficient multi-layer garment virtual fitting algorithm based
on the geometric method. International Journal of Clothing Science and Technology, 29(1),
25–38. https://doi.org/10.1108/IJCST-06-2015-0068
IMRG. (2014). IMRG Clear Returns Quarterly Fashion Returns Review. IMRG, 1–11.
IMRG. (2020). IMRG Returns Review 2020. IMRG, 1–39.
Jackson, V., Stoel, L., & Brantley, A. (2011). Mall attributes and shopping value: Differences by
gender and generational cohort. Journal of Retailing and Consumer Services, 18(1), 1–9.
https://doi.org/10.1016/j.jretconser.2010.08.002
65
Jain, S., Khan, M. N., & Mishra, S. (2017). Understanding consumer behavior regarding luxury
fashion goods in India based on the theory of planned behavior. Journal of Asia Business
Studies, 11(1), 4–21. https://doi.org/10.1108/JABS-08-2015-0118
Jöreskog, K. G., & Sörbom, D. (1993). LISREL 8: Structural equation modeling with the SIMPLIS
command language. Scientific Software.
Kalbaska, N., Sádaba, T., Cominelli, F., & Cantoni, L. (2019). Fashion Communication in the
Digital Age FACTUM 19 Fashion Communication Conference (1st ed. 2019.). Springer
International Publishing. https://doi.org/10.1007/978-3-030-15436-3
Khan, N., Hui, L. H., & Chen, T. B. (2016). Impulse Buying Behavior of Generation Y in Fashion
Retail. Canadian Center of Science and Education, 11(1), 144–151.
Kim, J., & Forsythe, S. (2008). Adoption of Virtual Try-on technology for online apparel shopping.
Journal of Interactive Marketing, 22(2), 45–59. https://doi.org/10.1002/dir.20113
Kim, J.-H. (2019). Imperative challenge for luxury brands. International Journal of Retail &
Distribution Management, 47(2), 220–244. https://doi.org/10.1108/IJRDM-06-2017-0128
Kite-Powell, J. (2011). Bodymetrics Creates 3D Body Scanner for New Look. Forbes.
https://www.forbes.com/sites/jenniferhicks/2011/10/24/bodymetrics-creates-3d-body-
scanner-for-new-look/
Klarna. (2019). Re-thinking Returns: The new norm. And it´s here to stay.
Klein, A. V. (2015). The 20 Most Popular Fashion and Beauty Brands With Millennials.
Fashionista. https://fashionista.com/2015/11/top-20-brands-millennials-2015
Kline, R. B. (2011). Principles and practice of structural equation modeling (3rd ed.). Guilford
Press.
Kotler, P., & Armstrong, G. (2008). Principles of Marketing. Pearson Prentice Hall.
Kotler, P., & Keller, K. (2006). Marketing Management. Pearson Prentice Hall.
Kotler, P., Brandy, L., & Hansen, T. (2016). Marketing Management (3rd ed.). Pearson Prentice
Hall.
Kumar, V. (2019). Methodology and the Philosophy of Science in Textile Management
[Presentation]. University of Borås.
66
Köksal, D. (2018). Market Research [Presentation]. University of Reutlingen.
Ladhari, R., Gonthier, J., & Lajante, M. (2019). Generation Y and online fashion shopping:
Orientations and profiles. Journal of Retailing and Consumer Services, 48, 113–121.
https://doi.org/10.1016/j.jretconser.2019.02.003
Lansard, M. (2020, February 26). Aniwaa. Aniwaa.Com. https://www.aniwaa.com/3d-body-
scanning/
Li, M., Porter, A. L., & Suominen, A. (2018). Insights into relationships between disruptive
technology/innovation and emerging technology: A bibliometric perspective. Technological
Forecasting and Social Change, 129, 285–296.
https://doi.org/10.1016/j.techfore.2017.09.032
Lim, H., & Dubinsky, A. J. (2005). The Theory of Planned Behavior in E-Commerce: Making a
Case for Interdependencies between Salient Beliefs. Psychology & Marketing, Published
Online in Wiley InterScience, 22(10), 833–855. https://doi.org/10.1002/mar.20086
Loureiro, S. M. C., & Breazeale, M. (2016). Pressing the Buy Button: Generation Y’s Online
Clothing Shopping Orientation and Its Impact on Purchase. Clothing and Textiles Research
Journal, 34(3), 163–178. https://doi.org/10.1177/0887302X16633530
Lund, C. (2015). Selling through the Senses: Sensory Appeals in the Fashion Retail Environment.
Fashion Practice, 7(1), 9–30. https://doi.org/10.2752/175693815X14182200335619
Lurie, A. (1992). The Language of Clothes. Bloomsbury.
Magnenat-Thalmann, N., Volino, P., Bonanni, U., Summers, I. R., Bergamasco, M., & Salsedo, F.
(2007). From Physics-based Simulation to the Touching of Textiles: The HAPTEX Project. 10.
Mathieson, K. (1991). Predicting User Intentions: Comparing the Technology Acceptance Model
with the Theory of Planned Behavior. Information Systems Research, 2(3), 173–191. JSTOR.
Meadows, M. (2008). I, Avatar. New Riders Press.
Meng, Y., Mok, P. Y., & Jin, X. (2010). Interactive virtual try-on clothing design systems. Computer-
Aided Design, 42(4), 310–321. https://doi.org/10.1016/j.cad.2009.12.004
Messick, S. (1998). Test Validity: A Matter of Consequence. Social Indicators Research, 45(1),
35–44. https://doi.org/10.1023/A:1006964925094
67
Millar, C., Lockett, M., & Ladd, T. (2018). Disruption: Technology, innovation and society.
Technological Forecasting and Social Change, 129, 254–260.
https://doi.org/10.1016/j.techfore.2017.10.020
Mooi, E., Sarstedt, M., & Mooi-Reci, I. (2018). The Market Research Process. In E. Mooi, M.
Sarstedt, & I. Mooi-Reci (Eds.), Market Research: The Process, Data, and Methods Using
Stata (pp. 11–25). Springer. https://doi.org/10.1007/978-981-10-5218-7_2
Mäntymäki, M., Merikivi, J., Verhagen, T., Feldberg, F., & Rajala, R. (2014). Does a contextualized
theory of planned behavior explain why teenagers stay in virtual worlds? International Journal
of Information Management, Elsevier Ltd., 34, 567–576.
Nowak, K. L., & Rauh, C. (2006). The influence of the avatar on the online perceptions of
anthropomorphism, androgyny, credibility, homophily, and attraction. Journal of Computer-
Mediated Communication, 11, 153–178.
Nowak, K. L., & Rauh, C. (2008). Choose your ‘“buddy icon”’ carefully: The influence of avatar
androgyny, anthropomorphism, and credibility in online interactions. Computers in Human
Behavior, 24, 1473–1493.
O’Leary, D. E. (2008). Gartner’s hype cycle and information system research issues. International
Journal of Accounting Information Systems, 9(4), 240–252.
https://doi.org/10.1016/j.accinf.2008.09.001
Ordun, G. (2015). Millennial (Gen Y) Consumer Behavior, Their Shopping Preferences and
Perceptual Maps Associated With Brand Loyalty. Canadian Social Science, 11(4), 40–55.
https://doi.org/10.3968/6697
Parment, A. (2013). Generation Y vs. Baby Boomers: Shopping behavior, buyer involvement and
implications for retailing. Elsevier Ltd. Journal of Retailling and Consumer Services, 20, 189–
199.
Peck, J., & Childers, T. L. (2003). To Have and To Hold: The Influence of Haptic Information on
Product Judgments. Journal of Marketing, 67(2), 35–48.
https://doi.org/10.1509/jmkg.67.2.35.18612
68
Protopsaltou, D., Luible, C., Arevalo, M., & Magnenat-Thalmann, N. (2002). A body and Garment
Creation Method for an Internet Based Virtual Fitting Room. Advances in Modelling, Animation
and Rendering, 105–122. https://doi.org/10.1007/978-1-4471-0103-1_7
Rogers, E. M. (2003). Diffusion of Innovation (5th ed.). Free Press.
Roscoe, J. T. (1975). Fundamental research statistics for the behavioral sciences (2nd ed.). Holt,
Rinehart, Winston.
Saunders, M., Lewis, P., & Thornhill, A. (2016). Research methods for business students (7th
ed.). Pearson.
Schroeder, J. (2006). Brand Culture. Routledge, 1–202. https://doi.org/10.4324/9780203002445
Schwarz, A., Schwarz, C., Jung, Y., Pérez, B., & Wiley-Patton, S. (2012). Towards an
understanding of assimilation in virtual worlds: The 3C approach. European Journal of
Information Systems, 21(3), 303–320.
Sethi, R. S., Kaur, J., & Wadera, D. (2018). Purchase Intention Survey of Millennials Towards
Online Fashion Stores. Academy of Marketing Studies Journal.
https://www.abacademies.org/abstract/purchase-intention-survey-of-millennials-towards-
online-fashion-stores-6880.html
Shinkle, E. (2013). Fashion’s digital body: Seeing and feeling in fashion interactives. In Fashion
Media: Past and Present. Bloomsbury Academic.
Soares, R. R., Zhang, T. T. (Christina), Proença, J. F., & Kandampully, J. (2017). Why are
Generation Y consumers the most likely to complain and repurchase? Journal of Service
Management, 28(3), 520–540. https://doi.org/10.1108/JOSM-08-2015-0256
Sontag, M. S. (1985). Comfort Dimensions of Actual and Ideal Insulative Clothing for Older
Women. Clothing and Textiles Research Journal, 4(1), 9–17.
https://doi.org/10.1177/0887302X8500400102
Stamatoula, B., & Kirke, L. (2019). VIRTUAL AVATARS RISING: The Social Impact Based on A
Content Analysis and Questionnaire in The Context of Fashion Industry [Master Thesis].
University of Borås.
69
Stapels, N., Pargas, R., & Davis, S. (1994). Body scanning in the future: 3D imaging used in the
apparel industry. (pp. 1–48). Apparel Industry Magazine.
Ström, R., Vendel, M., & Bredican, J. (2014). Mobile marketing: A literature review on its value
for consumers and retailers. Journal of Retailing and Consumer Services, 21(6), 1001–
1012. https://doi.org/10.1016/j.jretconser.2013.12.003
Tan Tsu Wee, T. (1999). An exploration of a global teenage lifestyle in Asian societies. Journal of
Consumer Marketing, 16(4), 365–375. https://doi.org/10.1108/07363769910277184
Tarka, P. (2017). An overview of structural equation modeling: Its beginnings, historical
development, usefulness and controversies in the social sciences. Quality & Quantity, 52(1),
313–354. https://doi.org/10.1007/s11135-017-0469-8
Taylor, S., & Todd, P. (1995a). A Decomposition and crossover effects in the theory of planned
behavior: A study of consumer adoption intentions. International Journal of Research in
Marketing, 12(2), 137–155. https://doi.org/10.1016/0167-8116(94)00019-K
Taylor, S., & Todd, P. A. (1995b). B Understanding Information Technology Usage: A Test of
Competing Models. Information Systems Research, 6(2), 144–176. JSTOR.
Terzopoulos, D., Platt, J. J., & Fleischer, K. (1987). Elastically deformable models. In: Proceedings
of the 14th annual conference on computer graphics and interactive techniques. ACM Press,
205–214.
Valaei, N., & Nikhashemi, S. R. (2017). Generation Y consumers’ buying behaviour in fashion
apparel industry: A moderation analysis. Journal of Fashion Marketing and Management,
21(4), 523–543. https://doi.org/10.1108/JFMM-01-2017-0002
Valentine, D. B., & Powers, T. L. (2013). Generation Y values and lifestyle segments. Journal of
Consumer Marketing, 30(7), 597–606. https://doi.org/10.1108/JCM-07-2013-0650
Van den Helder, M. (2016). 3-D Fashion. Amsterdam Fashion Institute.
Weil, J. (1986). The synthesis of cloth objects. ACM Transactions on Computer Graphics
(SIGGRAPH Proceedings), 20, 49–54.
Whittaker, G. C. (2014). Why Microsoft’s Kinect Is the Future of Tailoring. Journal.
https://www.mensjournal.com/style/why-the-kinect-is-the-future-of-tailoring-20140407/
70
Williams, D., Kennedy, T. L. M., & Moore, R. J. (2010). Behind the Avatar: The Patterns, Practices,
and Functions of Role Playing in MMOs: Games and Culture.
https://doi.org/10.1177/1555412010364983
Wittrock, H. (2020). Fashion Retail Marketing and Communication [Presentation]. University of
Borås.
Voellinger Griffey, J., & Ashdown, S. P. (2006). Development of an Automated Process for the
creation of a Basic Skirt Block Pattern from 3D Body Scan data (pp. 1–9). International Textile
& Apparel Association.
Volino, P., & Magnenat-Thalmann, N. (2000). Virtual Clothing: Theory and Practice (1st ed.).
Springer-Verlag Berlin Heidelberg.
71
Appendix
A. Search Keywords
Search keyword Google Scholar Primo DiVA
Virtual fitting 743,000 140,171 9
Virtual fashion 1,410,000 264,147 21
Virtual avatar 168,000 24,887 8
Customized avatar 31,800 3,753 1
Customised avatar 2,800 3,735 0
Theory of Planned Behavior
1,970,000 746,264 7
Theory of Planned Behaviour
1,080,000 746,250 6
Decomposed Theory of Planned Behavior
95,500 26,840 0
Decomposed Theory of Planned Behaviour
55,100 25,659 0
Generation Y 5,780,000 2,728,556 32
Online buying behavior
1,010,000 129,949 17
Online buying behaviour
478,000 129,941 8
72
B. Registration - MSc Textile Management Thesis
Project title* Consumer research on the online buying behaviour for fashion purchases using a
customised avatar
Summary (50 words)* This master thesis is a research project part aims to research consumers on the online buying behaviour for fashion purchases using a customized avatar. In specific, the research conducts a comparison between the buying behaviour of generation Z and
Y. The research project is interdisciplinary between technology and fashion business.
Report number (Obtained from school expedition)
Student name* Eva Lancere de Kam & Jacqueline Diefenbach
Programme* MSc Textile Management (one year)
E-mail* [email protected] & [email protected]
Proposed project starting date March 20th, 2020
Affiliation
Name of company, organization /
Company supervisor /
Address /
Phone, fax, e-mail /
Project Proposal* (400-500 words) including few relevant references and up to 5 keywords
This master thesis is a research project part aims to research consumers on the online buying behaviour for fashion purchases using a customized avatar. In specific, the research conducts a comparison between the buying behaviour of generation Z and
Y. The research project is interdisciplinary between technology and fashion business. As technology evolves, identifying market innovation opportunities and creating the right balance between the competitive trends, market influencers and evolving customers’ needs is necessary. Focusing on virtual fashion, especially generation Z and Y are appropriate to look at because
they are known as the generation of digital natives and technology enthusiasts. The main issue in the fashion industry is the sizing and fit of garments. 3D virtual fitting with a customized avatar can solve the fit issue that most online customers are dealing with. This is both relevant for business and customer. Important is to investigate
how this technology can create ease into customers online purchases, examine the acceptance rate, usefulness and participation readiness. The objective of this master thesis is do consumer research on the online buying behaviour for fashion purchases using a
customized avatar. Overall, the aim is to create a better understanding of the technology’s potential, strengthen business viability and formulate managerial implications for the fashion industry. Thereby, the following research question is created: What are key features for the generation Z and Y when creating and using an online customized avatar for fashion purchases? For this master thesis mainly a quantitative and abductive research approach will be used to gather literature concerning the
main topic of 3D virtual fitting with a customized avatar. Secondary data will be gathered through a profound desk research of the main literature, scientific articles, books, research journals, as well as reliable web databases within the theoretical fields (see keywords). Based on this, hypotheses will derive from the theoretical framework. As this topic will be researched from the
customers´ perspective, primary data will be gathered by developing an online questionnaire. Thereafter, the results of the online questionnaire will be matched with the theoretical conclusions and hypotheses will be revised. The discussion combines the findings of the theoretical framework and online questionnaire. Additionally, it argues the differences of the generations’
online buying behaviour of fashion purchases using a customized avatar. This will lead to a conclusion. The result should give a scientific proof about generation Z and Y online purchase behaviour while using a customized avatar. It is aimed to verify that the incorporating technology in business leads to a beneficial situation for companies and its customers. However, it can als o
be assumed to evidence an attitude-behaviour gap as customers´ participation readiness might lack. After deducting the study, the research assumes that this technology is more beneficial in the mid- to higher segments for more fashionable product categories such as suits, dresses and trousers.
The authors already agreed with Daniel Ekwall on supervising this thesis, especially in regard to the research method and the business perspective. In addition, Niina Hernandez will function as the contact person for the technical background of the research.
References:
Beck, M. (2018). I virtually try it … I want it ! virtual Fitting Room: A tool to increase online and offline exploratory behaviour,
patronage and purchase intentions. Mattila, H. (2016). Digital fashion—How and when? DIGITAL FASHION - HOW AND WHEN?, 6. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-11048
Meng, Y., Mok, P. Y., & Jin, X. (2010). Interactive virtual try-on clothing design systems. Computer-Aided Design, 42(4), 310–321. https://doi.org/10.1016/j.cad.2009.12.004 Keywords:
3D virtual fitting, Customized avatar, Digital customization, Online purchase behaviour.
*compulsory fields
34
Visiting address: Allégatan 1 · Postal address: 501 90 Borås · Phone: 033-435 40 00 · E-mail: [email protected] · Webb: www.hb.se