Changing consumer behaviour in virtual reality: A systematic literature review

Virtual Reality (VR) has evolved rapidly and has been increasingly used in research aimed at promoting behaviour change within consumer domains, particularly since the introduction of head-mounted displays (HMDs). The aim of this systematic review is to examine 1) the validity of VR in this type of...

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Autores principales: Danny Taufik, Marvin C. Kunz, Marleen C. Onwezen
Formato: article
Lenguaje:EN
Publicado: Elsevier 2021
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Acceso en línea:https://doaj.org/article/898141ce05394809a9c9fa23d26c058d
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spelling oai:doaj.org-article:898141ce05394809a9c9fa23d26c058d2021-12-01T05:04:04ZChanging consumer behaviour in virtual reality: A systematic literature review2451-958810.1016/j.chbr.2021.100093https://doaj.org/article/898141ce05394809a9c9fa23d26c058d2021-01-01T00:00:00Zhttp://www.sciencedirect.com/science/article/pii/S2451958821000415https://doaj.org/toc/2451-9588Virtual Reality (VR) has evolved rapidly and has been increasingly used in research aimed at promoting behaviour change within consumer domains, particularly since the introduction of head-mounted displays (HMDs). The aim of this systematic review is to examine 1) the validity of VR in this type of research (i.e. is behaviour in VR accurately captured, compared to behaviour in real-life), and 2) the effectiveness of using VR as a tool to change behaviour in consumer domains. 24 articles (27 studies) are included in this review. The findings indicate that VR can potentially be validly used in consumer research aimed at behaviour change in a consumer setting, as findings in real-life were mostly replicated in VR (or vice versa), though the number of studies is relatively low and were mostly conducted in the food domain using student samples. Furthermore, studies which used VR as a behaviour change tool were generally effective in changing consumer behaviour in desired directions, more so than when less immersive (2D), equivalent treatments were used. Future research can focus on extending behavioural research frameworks to include VR in their scope and applying more interactive VR environments to more fully take advantage of VR possibilities for consumer research.Danny TaufikMarvin C. KunzMarleen C. OnwezenElsevierarticleVirtual realityConsumer behaviourBehaviour changeValidityInterventionsExperimental designsElectronic computers. Computer scienceQA75.5-76.95PsychologyBF1-990ENComputers in Human Behavior Reports, Vol 3, Iss , Pp 100093- (2021)
institution DOAJ
collection DOAJ
language EN
topic Virtual reality
Consumer behaviour
Behaviour change
Validity
Interventions
Experimental designs
Electronic computers. Computer science
QA75.5-76.95
Psychology
BF1-990
spellingShingle Virtual reality
Consumer behaviour
Behaviour change
Validity
Interventions
Experimental designs
Electronic computers. Computer science
QA75.5-76.95
Psychology
BF1-990
Danny Taufik
Marvin C. Kunz
Marleen C. Onwezen
Changing consumer behaviour in virtual reality: A systematic literature review
description Virtual Reality (VR) has evolved rapidly and has been increasingly used in research aimed at promoting behaviour change within consumer domains, particularly since the introduction of head-mounted displays (HMDs). The aim of this systematic review is to examine 1) the validity of VR in this type of research (i.e. is behaviour in VR accurately captured, compared to behaviour in real-life), and 2) the effectiveness of using VR as a tool to change behaviour in consumer domains. 24 articles (27 studies) are included in this review. The findings indicate that VR can potentially be validly used in consumer research aimed at behaviour change in a consumer setting, as findings in real-life were mostly replicated in VR (or vice versa), though the number of studies is relatively low and were mostly conducted in the food domain using student samples. Furthermore, studies which used VR as a behaviour change tool were generally effective in changing consumer behaviour in desired directions, more so than when less immersive (2D), equivalent treatments were used. Future research can focus on extending behavioural research frameworks to include VR in their scope and applying more interactive VR environments to more fully take advantage of VR possibilities for consumer research.
format article
author Danny Taufik
Marvin C. Kunz
Marleen C. Onwezen
author_facet Danny Taufik
Marvin C. Kunz
Marleen C. Onwezen
author_sort Danny Taufik
title Changing consumer behaviour in virtual reality: A systematic literature review
title_short Changing consumer behaviour in virtual reality: A systematic literature review
title_full Changing consumer behaviour in virtual reality: A systematic literature review
title_fullStr Changing consumer behaviour in virtual reality: A systematic literature review
title_full_unstemmed Changing consumer behaviour in virtual reality: A systematic literature review
title_sort changing consumer behaviour in virtual reality: a systematic literature review
publisher Elsevier
publishDate 2021
url https://doaj.org/article/898141ce05394809a9c9fa23d26c058d
work_keys_str_mv AT dannytaufik changingconsumerbehaviourinvirtualrealityasystematicliteraturereview
AT marvinckunz changingconsumerbehaviourinvirtualrealityasystematicliteraturereview
AT marleenconwezen changingconsumerbehaviourinvirtualrealityasystematicliteraturereview
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