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“那看起来像我的厨房!”——使用频率和熟悉度的个性化背景会影响消费者对 VR 鸡块的感知和喜好。

"That Looks Like My Kitchen!" - Personalized context by usage frequency and familiarity influences consumer perception and liking of chicken nuggets in VR.

机构信息

Department of Food Science & Technology, The Ohio State University, 2015 Fyffe Rd., Columbus, OH 43210, United States.

Advanced Computing Center for the Arts and Design, The Ohio State University, 1813 N High St, Columbus, OH 43210, United States.

出版信息

Food Res Int. 2024 Oct;193:114865. doi: 10.1016/j.foodres.2024.114865. Epub 2024 Aug 7.

Abstract

Restoring relevant context during consumer sensory testing using virtual reality (VR) technologies may facilitate evaluations reflective of real-world experiences, enabling reliable data collection to better predict product success. Prior research has applied the same consumption scenario to all participants without accounting for variations in individual consumption habits. Thus, a consumption scenario of low personal relevance can lead to misleading conclusions. This study aimed to investigate how personal relevance (usage frequency and similarity) of a consumption environment influences consumer perception and acceptance during product evaluations. Using a VR system, 63 consumers evaluated four commercial frozen chicken nuggets in three virtual environments one week apart: sensory booth, high-relevance kitchen, and low-relevance kitchen. Participants assessed the products virtually on overall liking, Check-All-That-Apply (CATA) on 20 attributes, and purchase intent. They also completed a virtual presence and engagement questionnaire after testing. Results found better product discrimination in both kitchen environments compared to the booth as demonstrated in more post-hoc statistical subgroups (p's < 0.05) on liking and purchase intent. Additionally, more significant product differences were found among CATA attributes in the kitchens. CATA penalty-lift analyses indicated that sensory attributes had more pronounced positive and negative impacts on liking in the high relevance kitchen, followed by the low relevance kitchen, and lastly the booth. Consumers were equally present and engaged during testing across conditions (p's > 0.05). Results suggest providing a personally relevant consumption environment via VR technologies for consumer testing generated more discriminating data that can improve the quality of consumer insights.

摘要

在消费者感官测试中使用虚拟现实 (VR) 技术恢复相关背景信息,可以促进更能反映实际体验的评估,从而可靠地收集数据,更好地预测产品的成功。先前的研究将相同的消费场景应用于所有参与者,而没有考虑到个人消费习惯的差异。因此,个人相关性较低的消费场景可能会导致误导性的结论。本研究旨在探讨消费环境的个人相关性(使用频率和相似性)如何影响产品评估过程中的消费者感知和接受度。使用 VR 系统,63 名消费者在三周内分三次在三个虚拟环境中评估了四种商业冷冻鸡块:感官亭、高相关性厨房和低相关性厨房。参与者在虚拟环境中对整体喜好、20 个属性的“全选”(CATA)以及购买意向进行评估。测试后,他们还完成了一份虚拟存在和参与度问卷。结果发现,与感官亭相比,在两个厨房环境中产品的区分度更好,这在更多的事后统计亚组(p 值均小于 0.05)中得到了证明,包括喜好度和购买意向。此外,在厨房中 CATA 属性之间发现了更显著的产品差异。CATA 罚分提升分析表明,在高相关性厨房中,感官属性对喜好度的正面和负面影响更为明显,其次是低相关性厨房,最后是感官亭。在不同条件下,消费者在测试过程中的存在度和参与度相当(p 值均大于 0.05)。结果表明,通过 VR 技术为消费者测试提供个人相关性较高的消费环境,可以生成更具区分度的数据,从而提高消费者洞察的质量。

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