Literature DB >> 27474194

Can a virtual supermarket bring realism into the lab? Comparing shopping behavior using virtual and pictorial store representations to behavior in a physical store.

Erica van Herpen1, Eva van den Broek2, Hans C M van Trijp3, Tian Yu4.   

Abstract

Immersive virtual reality techniques present new opportunities for research into consumer behavior. The current study examines whether the increased realism of a virtual store compared to pictorial (2D) stimuli elicits consumer behavior that is more in line with behavior in a physical store. We examine the number, variety, and type of products selected, amount of money spent, and responses to price promotions and shelf display, in three product categories (fruit & vegetables, milk, and biscuits). We find that virtual reality elicits behavior that is more similar to behavior in the physical store compared to the picture condition for the number of products selected (Milk: Mstore = 1.19, Mvirtual = 1.53, Mpictures = 2.58) and amount of money spent (Milk: Mstore = 1.27, Mvirtual = 1.53, Mpictures = 2.60 Euro), and for the selection of products from different areas of the shelf, both vertically (purchases from top shelves, milk and biscuits: Pstore = 21.6%, Pvirtual = 33.4%, Ppictures = 50.0%) and horizontally (purchase from left shelf, biscuits: Pstore = 35.5%, Pvirtual = 53.3%, Ppictures = 66.7%). This indicates that virtual reality can improve realism in responses to shelf allocation. Virtual reality was not able to diminish other differences between lab and physical store: participants bought more products and spent more money (for biscuits and fruit & vegetables), bought more national brands, and responded more strongly to price promotions in both virtual reality and pictorial representations than in the physical store. Implications for the use of virtual reality in studies of consumer food choice behavior as well as for future improvement of virtual reality techniques are discussed.
Copyright © 2016 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Consumer; Food; Supermarket; Virtual reality; Virtual store

Mesh:

Year:  2016        PMID: 27474194     DOI: 10.1016/j.appet.2016.07.033

Source DB:  PubMed          Journal:  Appetite        ISSN: 0195-6663            Impact factor:   3.868


  13 in total

1.  Good practice in food-related neuroimaging.

Authors:  Paul A M Smeets; Alain Dagher; Todd A Hare; Stephanie Kullmann; Laura N van der Laan; Russell A Poldrack; Hubert Preissl; Dana Small; Eric Stice; Maria G Veldhuizen
Journal:  Am J Clin Nutr       Date:  2019-03-01       Impact factor: 7.045

2.  Using a Virtual Store As a Research Tool to Investigate Consumer In-store Behavior.

Authors:  Kunalai Ploydanai; Jos van den Puttelaar; Erica van Herpen; Hans van Trijp
Journal:  J Vis Exp       Date:  2017-07-24       Impact factor: 1.355

3.  Visual Search for Wines with a Triangle on the Label in a Virtual Store.

Authors:  Hui Zhao; Fuxing Huang; Charles Spence; Xiaoang Wan
Journal:  Front Psychol       Date:  2017-12-13

4.  Socioeconomic position and the impact of increasing availability of lower energy meals vs. menu energy labelling on food choice: two randomized controlled trials in a virtual fast-food restaurant.

Authors:  Lucile Marty; Andrew Jones; Eric Robinson
Journal:  Int J Behav Nutr Phys Act       Date:  2020-01-31       Impact factor: 6.457

5.  Influence of Being Embodied in an Obese Virtual Body on Shopping Behavior and Products Perception in VR.

Authors:  Adrien Verhulst; Jean-Marie Normand; Cindy Lombart; Maki Sugimoto; Guillaume Moreau
Journal:  Front Robot AI       Date:  2018-10-03

6.  Shifting toward a healthier dietary pattern through nudging and pricing strategies: A secondary analysis of a randomized virtual supermarket experiment.

Authors:  Josine M Stuber; Jody C Hoenink; Joline W J Beulens; Joreintje D Mackenbach; Jeroen Lakerveld
Journal:  Am J Clin Nutr       Date:  2021-08-02       Impact factor: 7.045

7.  Virtual farm tours-Virtual reality glasses and tablets are suitable tools to provide insights into pig husbandry.

Authors:  Aurelia Schütz; Katharina Kurz; Gesa Busch
Journal:  PLoS One       Date:  2022-01-10       Impact factor: 3.240

8.  Using a UK Virtual Supermarket to Examine Purchasing Behavior Across Different Income Groups in the United Kingdom: Development and Feasibility Study.

Authors:  Anja Mizdrak; Wilma Elzeline Waterlander; Mike Rayner; Peter Scarborough
Journal:  J Med Internet Res       Date:  2017-10-09       Impact factor: 5.428

9.  A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability.

Authors:  Margaret Allman-Farinelli; Kiran Ijaz; Helen Tran; Hermes Pallotta; Sidney Ramos; Junya Liu; Lyndal Wellard-Cole; Rafael A Calvo
Journal:  JMIR Form Res       Date:  2019-01-09

10.  Development and Evaluation of a Virtual Reality Puzzle Game to Decrease Food Intake: Randomized Controlled Trial.

Authors:  Yunxin Liu; Angelos Stamos; Siegfried Dewitte; Zeph M C van Berlo; Laura N van der Laan
Journal:  JMIR Serious Games       Date:  2022-02-03       Impact factor: 4.143

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