An Experimental Study to Investigate the Potential of Online Shopping in Immersive Virtual Realities Compared to Conventional Online Shops
暂无分享,去创建一个
Tanja Engelmann | Sabine Wallstein | Dieter Hitzler | Tanja Engelmann | Sabine Wallstein | Dieter Hitzler
[1] Chi-wai Kan,et al. How consumers shop in virtual reality? How it works? , 2013 .
[2] I. Ajzen,et al. Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research , 1977 .
[3] Gerald L. Lohse,et al. Electronic shopping , 1998, CACM.
[4] Fiona Fui-Hoon Nah,et al. Flow in gaming: literature synthesis and framework development , 2014 .
[5] Joschka Mütterlein,et al. The Three Pillars of Virtual Reality? Investigating the Roles of Immersion, Presence, and Interactivity , 2018, HICSS.
[6] Kim Willems,et al. When brands come to life: experimental research on the vividness effect of Virtual Reality in transformational marketing communications , 2017, Virtual Reality.
[7] R. Alarcón,et al. Non‐normal data: Is ANOVA still a valid option? , 2017, Psicothema.
[8] K. Piotrowska,et al. Virtual Reality in Marketing Communication – the Impact on the Message, Technology and Offer Perception – Empirical Study , 2018 .
[9] O. Gambini,et al. First- and Third-Person Perspectives in Psychotic Disorders and Mood Disorders with Psychotic Features , 2010, Schizophrenia research and treatment.
[10] Jonathan Steuer,et al. Defining virtual reality: dimensions determining telepresence , 1992 .
[11] Simon Richir,et al. Towards a Model of User Experience in Immersive Virtual Environments , 2018, Adv. Hum. Comput. Interact..
[12] Tanya Domina,et al. Understanding factors affecting consumer intention to shop in a virtual world , 2012 .
[14] BarnesStuart. Virtual item purchase behavior in virtual worlds , 2009 .
[15] Anne L. Roggeveen,et al. The Future of Retailing , 2017 .
[16] Martin Meißner,et al. Shopping in Virtual Reality Stores: The Influence of Immersion on System Adoption , 2019, J. Manag. Inf. Syst..
[17] E. Pantano,et al. Entertainment in retailing: The influences of advanced technologies , 2010 .
[18] Simon Richir,et al. First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users , 2017, Front. Robot. AI.
[19] Kun Chang Lee,et al. Empirical analysis of consumer reaction to the virtual reality shopping mall , 2008, Comput. Hum. Behav..
[20] Alexander Linden,et al. Top Strategic Predictions for 2017 and Beyond : Surviving the Storm Winds of Digital Disruption , 2016 .
[21] Jayesh S. Pillai,et al. Achieving Presence through Evoked Reality , 2013, Front. Psychol..
[22] Marius Bulearca,et al. Virtual Goods: Insanity or Just a Smart Business Model? , 2012, Int. J. Innov. Digit. Econ..
[23] Mike Molesworth,et al. Concepts and practices of digital virtual consumption , 2010 .
[24] David Edmundson-Bird,et al. Digital Business and e-Commerce Management , 2013 .
[25] N. Jones,et al. Top 10 Strategic Technology Trends for 2019: A Gartner Trend Insight Report , 2018 .
[26] S. Bouchard,et al. Moving from Virtual Reality Exposure-Based Therapy to Augmented Reality Exposure-Based Therapy: A Review , 2014, Front. Hum. Neurosci..
[27] Nicole Fruehauf. Flow The Psychology Of Optimal Experience , 2016 .
[28] Wei-Hua Chieng,et al. Measuring virtual experience in a three-dimensional virtual reality interactive simulator environment: a structural equation modeling approach , 2014, Virtual Reality.
[29] Stuart Barnes,et al. Understanding Virtual Reality in Marketing: Nature, Implications and Potential , 2016 .
[30] Trent J. Spaulding. How can virtual communities create value for business? , 2010, Electron. Commer. Res. Appl..
[31] J. Inman,et al. Shopper-Facing Retail Technology: A Retailer Adoption Decision Framework Incorporating Shopper Attitudes and Privacy Concerns , 2016 .