# Virtual Try-On Systems in Fashion Consumption: A Systematic Review
## 3 Results and Discussion
### Antecedents and Consequences
#### 3.4.1 Influential Factors Essential to Purchase Intention and Adoption Intention
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**Categories** & **Direct Factors** & **Description** \\ \hline \multirow{3}{*}{Medium (ME)} & Design & The design features of virtual fitting rooms include the color, interface, \\  & Design & esthetics and sense of balance. \\ \cline{2-3}  & Presence or not & The presence or absence of IIT. \\ \cline{2-3}  & IIT modalities & Various modalities of IIT (e.g., VR, AR, avatars, etc.). \\ \hline \multirow{3}{*}{Attitude (AT)} & Brand & Attitude towards the brand. \\ \cline{2-3}  & Retailer & Attitude towards the retailer. \\ \cline{2-3}  & Technology & Attitude towards the IIT technologies. \\ \hline \multirow{3}{*}{Symbolic (SG)} & Autonomy & Autonomy represents the need to experience behavior as voluntary. \\ \cline{2-3}  & Competence & Competence refers to the human need to feel that one’s behavior is \\ \cline{2-3}  & Identification & Identification is defined as the process whereby an individual may seek to \\  & & emulate or embody another person as a strategy for constructing and \\  & & sustaining their own identity. \\ \cline{2-3}  & Self-referencing & It is a user’s psychological state when they associate themselves with the \\  & & garments they wear or their appearance in a virtual environment. \\ \cline{2-3}  & Relatedness need fulfillment & It refers to the need to interact, be connected to, and experience caring \\  & & from others. \\ \cline{2-3}  & Social interactivity & It refers to the extent and quality of interactions that occur between users \\  & & within a digital or online environment. \\ \cline{2-3}  & Self-brand connection & The extent to which a consumer has incorporated a brand into his or \\  & & her self-concept. \\  & Self-expression & A social behavior in which an individual with behavioral motivation tries to \\  & & convey personal information and image to others in a planned way. \\ \cline{2-3}  & Self-image threat & An experience that calls into question one’s favorable views about oneself. \\ \cline{2-3}  & Telepresence & The psychological state of \multicolumn{1}{c}{‘being there’ in a computer-mediated environment,} \\  & & augmented by focused attention. \\ \hline \multirow{3}{*}{Technology (TG)} & Perceived diagnosticity (or & It is defined as the ability of an application to convey relevant product \\  & perceived informativeness) & information for evaluating quality and performance. \\ \cline{2-3}  & Fit confidence & The degree of confidence with when using apparel fit system. \\ \cline{2-3}  & Curiosity & An eager wish to know or learn about something. \\ \cline{2-3}  & Novelty & Novelty refers to the quality or state of being new, original, or unusual. \\ \cline{2-3}  & Trendiness & It refers to the quality or state of being fashionable, current, and up-to-date \\  & & with the latest styles, trends, or technologies. \\ \cline{2-3}  & Interactivity & An experiential phenomenon that occurs when a user interacts with a website \\  & & or other computer-mediated communication entities. \\ \hline \multirow{3}{*}{Emotional (EV)} & Decision comfort & Decision comfort reflects a person’s sensation of being \"fine or ok\" while \\  & & engaging in a specific decision. \\ \cline{2-3}  & Immersive experience (or flow & The holistic sensation that people feel when they act with total involvement. \\ \cline{2-3}  & & Satisfaction & The state of pleasure or disappointment that a customer feels by comparing \\ \cline{2-3}  & & the perceived effect of a product or service with its expected value. \\ \hline \hline \end{tabular}
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Table 4: Direct factors of purchase intention (PI) and adoption intention (AI). Technology gratification focuses on the immediate enjoyment and satisfaction users gain from specific technologies, typically derived from the intuitive attributes, versatile  
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capabilities, and engaging user experience [67]. It includes six variables: perceived diagnosticity (or informativeness), fit confidence, curiosity, novelty, trendiness, and interactivity.