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2018, Journal of Business Research
AI
This research investigates the influence of virtual reality (VR) technology in e-commerce, focusing on the effectiveness of different VR devices—PC monitor, powerwall, and head-mounted displays (HMD)—and content formats—3D and 360°. The study establishes that HMD is the most effective device in enhancing consumer responses and demonstrates the superiority of virtual commerce over traditional retail environments. The findings reveal a dual path model that illustrates how VR impacts purchase intentions through factors such as presence and brand recall, offering valuable insights for the development of more effective virtual shopping environments.
International Journal for Research in Applied Science & Engineering Technology (IJRASET), 2023
Purpose: In the last two decades, the internet has altered the way that people purchase, supporting the growth of ecommerce sites and the move from traditional retail to online shopping. The advancement of technology has facilitated shopping in online space, providing a great number of opportunities for both customers and businesses. E-shopping has gotten more attention since the advent of COVID-19 in the year 2020. The pandemic has impacted consumers' lifestyles, buying behavior, and consumption patterns. The proliferation of the internet and technology has helped businesses to survive and sustain the tough tides. Past research has indicated that there are issues of trust, and perceived risks existing in the case of online shopping. To create a strong mechanism against that, online retailers are integrating Virtual Reality technology into their online shopping offerings to attract customers and provide a real-time shopping experience. This research paper aims to understand the role played by VR technology in enhancing the online shopping experience and its overall impact in driving customer satisfaction. Research Design, data, and methodology: Our research design & model hypothesizes the 5 major factors that influence customer buying experience through VR in the e-shopping context: interactivity, escape, flow, personalization and informativeness. Together all these factors determine customer satisfaction in e-shopping. Results: Conclusions: This study focuses on the potential significance of Virtual Reality technology in today's online shopping space and also the fact that VR technology in marketing research is a promising area, with the scope of future research. Through the research model applied, this study found that VR influences customers in an emotional way rather than in a rational way. Finally, these factors drive customer satisfaction which can stimulate the intention to participate in online shopping through VR technology.
Augmented Reality and Virtual Reality
This literature review reveals the current research focus, underlying themes and prominent research gaps in the Virtual Reality (VR) literature. 89 journal articles from the 22 years are thematically analysed in order to non-obvious reveal interconnections and themes, including research focus over time and underlying themes by research discipline. Over half of all papers focus on the need to understand the VR shopping consumer, yet no consensus exists as to what the optimal experience is or how to design effective v-Commerce stores. The most prominent research gaps are related to the unique HCI aspects in v-Commerce that influence shopping behaviours. The impact of this review is establishing the current challenges and future directions for academia in order to make v-Commerce a viable reality. Specifically, future research should focus on develop human factor theory in VR shop design (i.e. social dimension, eye-tracking etc.).
International Journal of Interdisciplinary Research in Arts and Humanities (IJIRAH), 2024
Augmented Reality (AR) and Virtual Reality (VR) technologies are revolutionizing the retail industry by enhancing customer experiences and increasing sales. This study aimed to explore the impact of AR/VR on customer engagement and sales growth. Using a mixed-methods approach, quantitative data was gathered from industry reports, while qualitative insights were drawn from interviews with retail experts. Results indicated that AR/VR adoption in retail is expected to reach a market value of $7.95 billion by 2025, with 40% of consumers willing to pay more for AR experiences. Furthermore, retailers utilizing AR/VR reported a 25% reduction in product returns and a 20% increase in conversion rates. Despite high implementation costs, AR/VR technologies are shown to significantly enhance customer interaction and brand loyalty. The study concludes that immersive technologies are crucial for the future of retail, although barriers such as high costs and consumer skepticism must be addressed.
Computers in Human Behavior, 2008
The Internet shopping mall has received wide attention from researchers and practitioners due to the fact that it is one of the most killing applications customers can find on the Internet. Though numerous studies have been performed on various issues of the Internet shopping mall, some research issues relating to the user interface of VR (virtual reality) shopping malls still await further empirical investigation. The objective of this study is to investigate whether the user interface of the VR shopping mall positively affects customer satisfaction in comparison with the ordinary shopping mall. For this purpose, we developed a prototype of the VR shopping mall for which the user interface consists of both 3D graphics and an avatar, using it as an experimental medium. 102 valid questionnaires were gathered from active student users of the ordinary shopping mall, and two research hypotheses were then tested to prove whether the three explanatory variables such as convenience, enjoyment, quality assurance improve in the VR shopping mall, and whether customer satisfaction is also significantly enhanced in the VR shopping mall in comparison with the ordinary shopping mall. Additionally, we conducted the PLS (partial least square) analysis to test whether the customer satisfaction is explained significantly by the three explanatory variables or not.
World Journal of Engineering , 2021
Purpose-The COVID-19 virus outbreak began in December 2019 and rapidly spread to every continent on Earth. The analysts have predicted that COVID-19 and other similar pandemics will continue in the coming decade and badly affect offline businesses. As a result, the offline platform is also shifting to the online platform and online demands are increasing daily. The traditional two-dimensional E-Commerce websites are designed to provide simple, browser-based interfaces to allow users to access available products and services. Whilst virtual representations are an essential consideration in establishing trust, most virtual representation sites fall short in mimicking real-life human representation. This paper aims to focus on three-dimensional (3D) E-Commerce technology that presents how virtual reality (VR) and augmented reality (AR) can help deal with limitations and improve E-Commerce operations. It is built as an internet-only tool, a person-centred shopping assistant created following user-centred design principles to be used on various computing platforms, including desktop and mobile devices. The paper shows how VR and AR can offer more precise product information in 3D E-Commerce environments. The virtual store experience is also enhanced by an AR assistant that helps the users by giving them all the required information in audio form or using its avatar. Design/methodology/approach-Implementation of VR and AR in E-Commerce will increase customer satisfaction. Sub hypothesisto study the implementation of VR in E-Commerce. To study the implementation of AR in E-Commerce. To study the inclusion of E-Commerce sites in an openworld game. To study the customer satisfaction of users using VR stores. Findings-The scope of work is concentrated on the urban Indian market especially targeting the country's youth who are already or ready to indulge in VR such as video games, cinema and other activities (Mattsson and Barkman, 2019). This demography is more open to learning and using VR. The primary segment of E-Commerce that we are concentrating upon is fashion. Here, the regular user needs to have more immersed knowledge about the product rather than just the written information like how would they look in a dress or will the size available on the website fit me or not. Originality/value-A perfect system does not exist in the world. A terrible disease has landed on the planet. Very soon, it will be impossible to escape from this current situation. The effects of this plague have been felt in every sector of the world. The researchers also claim that physical stores will continue to exist. There will never be anything that replaces the ability to hold and use products or have personal face-to-face interactions with retail professionals. For the time being, brick-and-mortar retail is having a difficult time, but immersive technology is starting to be used to enhance the in-store experience. The good news is that this should help retailers increase their chances of survival. However, the melody of 3D E-Commerce is it would help out the in-store experience.
Information Technology & People, 2017
Purpose The purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions. Design/methodology/approach The method comprised an experiment comparing users’ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove. Findings Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experien...
Virtual Reality, 2023
With the high growth and prosperity of e-commerce, the retail industry needs to explore new technologies that improve digital shopping experiences. In the current technological scenario, Virtual Reality (VR) emerges as a tool and an opportunity for enhancing shopping activities, especially for the fashion industry. This study explores whether using Immersive Virtual Reality (IVR) technologies enhances the shopping experience in the fashion industry compared to Desktop Virtual Reality (DVR). A within-subject experiment was carried out involving a sample of 60 participants who completed a simulated shopping experience. In the first mode (DVR), a desktop computer setup was used to test the shopping experience using a mouse and keyboard for navigation. The second mode (IVR) exploited a Head-Mounted Display (HMD), and controllers, that allowed navigation while seated on a workstation to avoid sickness. Participants had to find a bag in the virtual shop and explore its features until they were ready to purchase it. Post-hoc measures of time duration of the shopping experience, hedonic and utilitarian values, user experience, and cognitive load were compared. Results showed that participants experienced higher hedonism and utilitarianism in the IVR shop compared to DVR. The cognitive load was comparable in both modes, while user experience was higher in IVR. In addition, the time duration of the shopping experience was higher in IVR, where users stayed immersed and enjoyed it for longer. This study has implications for fashion industry research, as the use of IVR can potentially lead to novel shopping patterns by enhancing the shopping experience.
Journal of Management Information Systems, 2019
He received his Bachelor's and Master's degree in Industrial Engineering and Management from the Karlsruhe Institute of Technology. His research interests center on investigating consumer behavior within virtual reality applications as well as on experimental economics. His work has been presented at
Biochemical and Biophysical Research Communications, 2021
The COVID-19 virus outbreak began in December 2019 and rapidly spread to every continent on Earth. The analysts have predicted that COVID-19 and other similar pandemics will continue in the coming decade and badly affect offline businesses. As a result, the offline platform is also shifting to the online platform, and online demands are increasing daily. The traditional 2D E-Commerce websites are designed to provide simple, browser-based interfaces to allow users to access available products and services. While virtual representations are an essential consideration in establishing trust, most virtual representation sites fall short in mimicking real-life human representation. The paper focused on 3D E-Commerce technology that presents how Virtual Reality and Augmented Reality can help deal with limitations and improve E-Commerce operations. It is built as an Internet-only tool, a person-centred shopping assistant created following user-centred design principles to be used on various computing platforms, including desktop and mobile devices. The paper shows how Virtual Reality and Augmented Reality can offer more precise product information in 3D E-Commerce environments. The virtual store experience is also enhanced by an augmented reality assistant that helps the users by giving them all the required information in audio form or using its avatar.
Future Internet, 2022
The choice of furniture in a retail store is usually based on a product catalog and simplistic product renderings with different configurations. We present a preliminary field study that tests a Multi-Sensory In-Store Virtual Reality Customer Journey (MSISVRCJ) through a virtual catalog and a product configurator to support furnishings sales. The system allows customers to stay immersed in the virtual environment (VE) while the sales expert changes the colors, textures, and finishes of the furniture, also exploring different VEs. In addition, customers can experience realistic tactile feedback with in-store samples of furniture they can test. The journey is implemented for a furniture manufacturer and tested in a flagship store. Fifty real customers show positive feedback in terms of general satisfaction, perceived realism, and acceptance. This method can increase purchase confidence, reduce entrepreneurial costs, and leverage in-store versus online shopping.
Journal of Retailing and Consumer Services
While virtual reality's importance is increasingly recognized in marketing, its role in the customer journey remains nebulous. We define virtual reality through the customer journey (VRCJ) as firms' use of computer-mediated interactive environments capable of offering sensory feedback to engage consumers, strengthen consumer/brand relationships, and drive desired consumer behaviors at any stage of their journey. To better understand VRCJ, we classify VR archetypes, formats, and content features, followed by the development of a conceptual framework and an associated set of propositions of VRCJ. We conclude by discussing important theoretical and practical implications that arise from our analyses.
Scientific Reports
E-commerce is a field that changed how consumers purchase and interact with products. Although, inherent limitations such as the difficulty of testing the products “first-hand” before a purchase can compromise consumers’ trust in online purchases. Virtual Reality (VR) has been investigated as a tool to solve limitations in several fields and how we can harness its potential to improve the overall user experience. This study analysed how immersive VR (IVR) could solve these limitations by allowing consumers to test products beforehand. We have studied how the Novelty Factor (evaluated by the users’ past VR experience) and Immersive Tendencies correlate with the users’ Purchase Intention and Memory (how well they remember the product’s characteristics). We have analysed a sample of 38 participants (21 males) from 18 to 28 years old. Participants experienced a refrigerator with an interactive touchscreen in an IVR setup and were guided through its functionalities. Results indicated tha...
International journal of retail & distribution management, 2024
Purpose-The study applied the information system success model (ISSM) to investigate the influence of information system qualities (ISQs) on consumer responses related to sustainable fashion consumption in the context of comparing 3D VR store and 2D website. Design/methodology/approach-This study designed a questionnaire to measure five ISQs (usefulness, diversity, functionality, reliability and tangibility), immersion in messages and purchase intention. 270 data from women consumers of online fashion stores were collected using Macromill Embrain. Structural equation modeling with Amos 21 and process macro model 7 with SPSS 26 were used for analysis. Findings-This study suggested the relevance of usefulness, diversity, reliability and tangibility among ISQs in evoking immersion in sustainable fashion messages and stimulating the purchase intention. In the moderation of website technology types, the effects of usefulness and tangibility on the immersion in sustainable fashion messages were stronger in 3D VR than 2D condition. Originality/value-The study is meaningful as an initial study that identified the ISQs of online fashion stores by dividing the type of technology into 3D VR and 2D. We offer insights about the relevance and applicability of immersive VR technology in promoting sustainable fashion consumption and show the potential of online VR store as a new kind of sustainable fashion retail space.
SSRN Electronic Journal, 2000
Online shopping has thus far tended to be a niche business -highly successful in selling digital products such as shares, software and, increasingly, music and films, it has been less successful in persuading the purchasers of 'traditional' goods such as cars, clothes, toiletries, or household appliances to forsake their physical retailers and move into cyberspace.
2020
In this work, we examine the value that immersive technologies can bring to retailing through the retail practices they facilitate. To that end, a literature review is conducted resulting in the documentation of 28 augmented reality (AR) and virtual reality (VR) applications from 38 publications. After analyzing the applications’ functionality and use in retail, the following AR/VR-enabled retail practices emerged: branding and marketing; sales channel; after-sale customer service; virtual try-on; customer-as-designer; virtual training; and workflow management. A principal observation from the analysis is that current AR/VR applications are used mainly for customer-related innovation, with “branding and marketing” being a dominant practice. Simultaneously, some practices are available to serve organization-related and support-related innovation. Finally, it was observed that AR is a popular technology in the retail environment and of high practical value, being an ideal fit for the ...
Australasian Journal of Information Systems, 2005
Online shopping has thus far tended to be a niche business -highly successful in selling digital products such as shares, software and, increasingly, music and films, it has been less successful in persuading the purchasers of 'traditional' goods such as cars, clothes, toiletries, or household appliances to forsake their physical retailers and move into cyberspace. In this wide-ranging review paper we investigate the issue of the virtual experienceendeavouring to understand what is needed for a successful 'shopping experience' online and what the possible obstacles or pitfalls along the way might be. We initially introduce the concepts of virtual presence (the sense of 'being there') and virtual reality, discussing the possible roles both can play in providing a solution to the problem of effective online shopping. We then consider the Experience Economy, a concept which encapsulates many of the issues related to the problem of online shopping and which suggests ways in which online retailers can enhance the effectiveness of their sites by means of a virtual 'experience'. Having set the scene for online shopping, we discuss eTailing today in terms of direct product experience and the opportunities which cyber-shopping offers to replicate this process. Finally, we identify some of the possibilities and problems of online shopping today, illustrating the current status of virtual presence in retailing with two micro-cases of success and failure.
This paper examines the assumption that the use of virtual reality is able to positively affect customer loyalty by optimizing immersion. To this end, a conceptual model integrating the effect of presence in virtual reality facets on consumer loyalty has been developed. Specifically, through a questionnaire-based survey of 300 Internet users, we found that virtual reality experience significantly increases online consumer loyalty.
2020
Abstract. The research explored the impact of immersive reality technologies, particularly VR and AR, in marketing and sales for the B2B sector. Study interests were fuelled by both an industrial hype and vehement investments on these technologies, especially in the last five years. However, the potential of these technologies is still unexplored and widely misunderstood by businesses as the innovations are slowly taking off. Additionally, existing literature showed a need to clearly define various simulated realities in the continuum, including VR and AR, as well as a general misunderstanding of the potential of immersive reality technologies, and a shortage of studies covering holistically different VR/AR applications in marketing, especially for the B2B sector. Therefore, this research aims to bridge the gap between managerial and academic’ understanding by providing a holistic framework explaining the impact of immersive reality technologies in B2B marketing and sales and provid...
2011
With the proliferation of large screen stereo display systems, major consumer product manufacturers are using this technology to test marketing ideas on consumers. One of the performance factors that is of interest to retailers or manufacturers of retail products is the ability of consumers to quickly and easily locate their products within a retail store. Virtual reality technology can be used to create a virtual store that is easily reconfigurable as a test environment for consumer feedback. The research presented in this paper involves a study that compares the use of a multi-wall immersive environment to a single-wall immersive environment. Users were given a list of products to find in the virtual store. A physical mockup of a shopping cart was created and instrumented in order to be used to navigate throughout the virtual store. The findings indicate that participants in the fivewall immersive environment were significantly faster in locating the objects than the participants using the one-wall immersive environment. In addition, participants in the five-wall condition reported that the shopping cart was easier to use than in the one-wall condition. This study indicates that the use of multiple walls to provide an increased sense of immersion improves the ability of consumers to locate items within a virtual shopping experience.
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