| Literature DB >> 35885352 |
Lina Fogt Jacobsen1, Nora Mossing Krogsgaard-Jensen1, Anne O Peschel1.
Abstract
This study validates a VR supermarket as a research tool by studying the influence of the food shopping setting on consumers' price memory-an important antecedent for price comparisons in the purchase situation. In a quasi-experiment, two groups of consumers were given a shopping task in either a physical supermarket or a virtual reality supermarket setting. Upon task completion, participants' explicit and implicit price memory was measured across three food product categories (pizza sauce, pasta, and dark chocolate). Results revealed no significant difference between the two settings, supporting the comparability between the VR shopping experience and the experience in the physical supermarket. The VR supermarket can therefore be a valid tool for studying consumer food choice behaviour in a shopping context. Further results show that explicit price memory is weaker compared to implicit price memory, that even prices are remembered better than odd prices, and that price memory follows the expected pattern in a VR supermarket as well. Finally, exploratory findings indicate that the feeling of physical presence and self-presence is relatively high for this particular VR supermarket, whereas social presence is weaker.Entities:
Keywords: behavioural pricing; food choice; virtual reality
Year: 2022 PMID: 35885352 PMCID: PMC9316986 DOI: 10.3390/foods11142111
Source DB: PubMed Journal: Foods ISSN: 2304-8158
Figure 1Overview of the data collection procedure.
Figure 2Pictures showing an example of the participant perspective in the VR supermarket.
Figure 3Price recall across product categories at different levels of accuracy.
Percentages of participants’ ability to recall the actual price for each product category.
| Physical Supermarket | VR Supermarket | |
|---|---|---|
| Pasta | 0% | 7% |
| Pizza sauce | 3% | 7% |
| Chocolate | 30% | 51% |
Percentages of the participant’s ability to recognise the actual price paid for the products.
| Percentages of Participants | |||
|---|---|---|---|
| Presented Price Relative to Actual Price | PASTA | PIZZA Sauce | |
| Physical supermarket | −10% | 38% | 29% |
| Actual price | 31% | 34% | |
| +10% | 31% | 37% | |
| VR supermarket | −10% | 40% | 19% |
| Actual price | 50% | 48% | |
| +10% | 10% | 33% | |
Constructs, measurement scales, and descriptive statistics.
| Constructs and Items | Mean (SD) | Λ | b C.R. | c AVE |
|---|---|---|---|---|
|
| 3.85 (0.71) | 0.790 | 0.45 | |
| The virtual environment seemed real to me. | 3.77 (0.94) | 0.558 *** | ||
| I had a sense of acting in the virtual environment rather than operating something from the outside. | 4.40 (0.77) | 0.600 *** | ||
| My experience in the virtual environment seemed consistent with my experiences in the real world. | 3.19 (1.10) | 0.496 ** | ||
| While in the virtual environment, I had a sense of “being there”. | 4.04 (0.91) | 0.751 *** | ||
| I was completely captivated by the virtual world. | 3.83 (1.01) | 0.846 *** | ||
|
| - | - | ||
| a I felt I was in the presence of another person in the virtual environment. | 2.21 (1.07) | - | ||
| a I felt that the people in the virtual environment were aware of my presence. | 1.77 (0.81) | - | ||
| a The people in the virtual environment appeared to be sentient (conscious and alive) to me. | 2.35 (1.12) | - | ||
|
| 3.51 (0.98) | 0.881 | 0.65 | |
| I felt like my virtual embodiment was an extension of my real body within the virtual environment. | 3.56 (1.24) | 0.770 *** | ||
| I felt like my real hand was projected into the virtual environment through my virtual embodiment. | 3.77 (1.10) | 0.716 *** | ||
| I felt like my real hand was inside the virtual environment. | 3.17 (1.25) | 0.893 *** | ||
| During the simulation, I felt like my virtual embodiment, and my real body became one and the same. | 3.54 (1.10) | 0.834 *** |
** p-value < 0.01 *** p-value < 0.001 a item removed due to low or insignificant factor loadings. b CR = c AVE = .