논문 상세보기

DO CONSUMERS MAKE IMPULSIVE OR REFLECTIVE PURCHASE DECISIONS DURING IMMERSIVE METAVERSE SHOPPING?

  • 언어ENG
  • URLhttps://db.koreascholar.com/Article/Detail/422150
구독 기관 인증 시 무료 이용이 가능합니다. 4,000원
글로벌지식마케팅경영학회 (Global Alliance of Marketing & Management Associations)
초록

Virtual reality (VR) has been set with an expectation of becoming the technology to enable new electronic businesses on metaverse platforms. VR is an application of three-dimensional computer graphics to create a convincing virtual environment where users can interact (Cowan & Ketron, 2019). The most used immersive VR devices are head-mounted displays. Importantly, in addition to visual sense, auditory, haptic, and olfactory senses stimulating devices are used in conjunction with head-mounted displays to reach a multi-sensory VR experience (Xi & Hamari, 2021). VR has been part of the brand strategy for various marketing endeavours (Cowan & Ketron, 2019) such as viewing furniture or kitchen setups by IKEA or creating virtual customer experiences in the real estate sector. However, VR’s impact on the consumer thought model has not been thoroughly examined. This extended abstract contributes to this shortcoming.

저자
  • Tomi Tonteri(University of Eastern Finland, Finland)
  • Jani Holopainen(University of Eastern Finland, Finland)
  • Heli Hallikainen(University of Eastern Finland, Finland)
  • Tommi Laukkanen(University of Eastern Finland, Finland)