How to promote user purchase in metaverse? A systematic literature review on consumer behavior research and virtual commerce application design

B Shen, W Tan, J Guo, L Zhao, P Qin - Applied Sciences, 2021 - mdpi.com
Virtual commerce applies immersive technology such as augmented reality and virtual
reality into e-commerce to shift consumer perception from 2D product catalogs to 3D …

A dual model of product involvement for effective virtual reality: The roles of imagination, co-creation, telepresence, and interactivity

K Cowan, S Ketron - Journal of business research, 2019 - Elsevier
Virtual reality (VR) is receiving increasing interest from marketers as this technology
provides significant opportunities for enhancing consumer engagement and responses …

Telepresence, time distortion, and consumer traits of virtual reality shopping

SL Han, M An, JJ Han, J Lee - Journal of Business Research, 2020 - Elsevier
Abstract Even though VR (Virtual Reality) shopping provides new opportunities for today's
marketers, it is not readily embraced by consumers. In this research, we aim to understand …

Methods for studying the structure of social representations: A critical review and agenda for future research

G Lo Monaco, A Piermattéo, P Rateau… - Journal for the Theory …, 2017 - Wiley Online Library
This article deals with the methodologies commonly used in the framework of the structural
approach to social representations. It concerns free and hierarchical evocations, the …

Virtual reality and its impact on B2B marketing: A value-in-use perspective

DE Boyd, B Koles - Journal of Business Research, 2019 - Elsevier
The opportunities virtual reality provides for B2B marketing are increasingly recognized by
the trade press in discussions of interesting examples from early adopters like GE, Siemens …

Creating e-shopping multisensory flow experience through augmented-reality interactive technology

TL Huang, SL Liao - Internet Research, 2017 - emerald.com
Purpose Drawing on virtual liminoid theory, the purpose of this paper is to examine factors
that induce a multisensory flow experience in an e-shopping context through the use of …

Try-on experience with augmented reality comforts your decision: Focusing on the roles of immersion and psychological ownership

HK Song, E Baek, HJ Choo - Information Technology & People, 2020 - emerald.com
Purpose The purpose of this paper is to understand how augmented reality (AR) try-on
experiences facilitate consumers' shopping decision. Focusing on the immersion and …

Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption

M Mäntymäki, J Salo - International Journal of Information Management, 2015 - Elsevier
Monetizing the users base is a major business challenge in social media, online social
networking and online entertainment. Many of these services employ the freemium business …

Metaverse-retail service quality: A future framework for retail service quality in the 3D internet

E Gadalla, K Keeling, I Abosag - Journal of Marketing …, 2013 - Taylor & Francis
This study argues that service quality in retailing in 3D Collaborative Virtual Environments
(aka Metaverses) is distinct from service quality in the more familiar 2D, mainly menu-driven …

Virtual luxury in the metaverse: NFT-enabled value recreation in luxury brands

W Bao, L Hudders, S Yu, E Beuckels - International Journal of Research in …, 2024 - Elsevier
With the emergence and popularity of non-fungible tokens (NFTs), the luxury brand industry
has experienced an increase in their use of NFTs. This study employs multiple-case studies …