| Literature DB >> 31333548 |
Mariano Alcañiz1, Enrique Bigné2, Jaime Guixeres1.
Abstract
Marketing scholars and practitioners are showing increasing interest in Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for producing satisfactory consumer experiences that mirror those experienced in physical stores. However, most of the studies published to date lack a certain measure of methodological rigor in their characterization of XR technologies and in the assessment techniques used to characterize the consumer experience, which limits the generalization of the results. We argue that it is necessary to define a rigorous methodological framework for the use of XRs in marketing. This article reviews the literature on XRs in marketing, and provides a conceptual framework to organize this disparate body of work.Entities:
Keywords: 3D user interface; consumer neuroscience; e-commerce; marketing; presence; psychophysiological assessment; virtual commerce; virtual reality
Year: 2019 PMID: 31333548 PMCID: PMC6624736 DOI: 10.3389/fpsyg.2019.01530
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Comparative timeline of developments in VEM.
| 1980–1985 | 2D web | Non-immersive. Desktop based. Computer screens. Mouse/keyboard | At home | Identified several factors 90 that contribute to positive user acceptance of virtual 2D stores |
| 1985–1990 | 3D web | Non-immersive. Desktop based. Computer screens. Mouse/keyboard | At home | Positive influence of dynamic 3D models on brand attitude, product knowledge, and purchase intention |
| Early 1990s | VR and AR | AR: Mobile phone AR interfaces VR: Non-immersive. Desktop based. Computer screens. Mouse/keyboard. First use of HMD for VEM ( | AR: In-store VR: Mainly at home. | AR: Exploratory uses of augmented commerce. VR: Cost reduction for supermarket redesigns. |
| 2000s | VR (within Second Life) AR (non-mobile phone based) | AR: Screen-based AR interfaces (fishtank) VR: Non-immersive. Desktop based. Computer screens. Mouse/keyboard | AR: In-store VR: At home | Early studies of Second Life as a new advertising/communication channel, virtual product sales and marketing research |
| Early 2010s | VR | VR: Non-immersive. Desktop based. Computer screens. Mouse/keyboard | At home | Investigated influence of 3D virtual stores on consumer responses (ease of use, enjoyment, store perception, and consumer satisfaction) |
| 2015s | VR AR (cardboard based) MR (first use of MR interfaces in VEM) | First use of immersive VR interfaces. Mainly fishtank interface. Pioneering works proposing HMD interfaces and 3D navigation/interaction devices (laboratory) VR in-store: Cardboard based interfaces AR: Cardboard based interfaces MR: Microsoft Hololens | VR: Laboratory and in-store (cardboard) AR: In-store (cardboard) MR: In-store | Pioneering works using VEM for consumer behavior research. Early studies of QoE using MR |
FIGURE 1Classification for contents in VEM.
FIGURE 2Methodological framework for VEM.
Most used techniques for implicit measures of consumer behavior.
| ET (eye tracking) | Corneal reflection and pupil dilation | Infrared cameras point toward eyes | Eye movements (gaze, fixation, saccades), blinks, pupil dilation | Visual attention, engagement, drowsiness and fatigue, emotional arousal |
| GSR (galvanic skin response) | Changes in skin conductance | Electrodes attached to fingers, palms or soles | Skin conductance response (SCR) | Emotional arousal, engagement, congruency of self-reports |
| FEA (facial expression analysis) | The activity of facial muscles | Camera points toward the face | Position and orientation of the head. Activation of action units (aus). Emotion channels | Emotional valence, engagement, congruency of self-reports |
| HRV (heart rate variability) | Variability in heart contraction intervals | Electrodes attached to chest or limbs or optical sensor attached to finger, toe or earlobe | Heart rate (hr). Interbeat interval (IBI). Heart rate variability (HRV) | Emotional arousal, stress, physiological activity |
| EEG | ||||
| (electroencephalogram) | Changes in electrical activity of the brain | Electrodes placed on the scalp | Frequency band power, frontal lateralization, event-related potentials, wavelets | Attention, emotional arousal, motivation, cognitive states, mental workload, drowsiness and fatigue |
| fNIRS (functional near-infrared spectroscopy) | Relative changes in hemoglobin concentration | Electrodes placed on the scalp | Frequency band power, frontal lateralization, event-related potentials, wavelets on prefrontal cortex | Attention, emotional arousal, motivation, cognitive states, mental workload, drowsiness, and fatigue |
| fMRI (functional magnetic resonance imaging) | Relative changes of cerebral blood flow | Magnetic resonance imaging | Blood-oxygen-level-dependent (BOLD) contrast | Several cognitive and emotional responses |
| HBT (human behavior tracking) | Body movements (head, hands, rest of the body) and product movements | Cameras placed in front of the subject | Cinematics and dynamics of biomechanical joint movements | Visual attention, engagement, cognitive states, mental workload |