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Acting on impulse: the role of emotion, gender identity and immersion in driving impulse behavior

Wang, Kai-Yu (författare)
Goodman School of Business, Brock University, St. Catharines, ON, L2S 3A1, Canada
Ashraf, Abdul (författare)
Goodman School of Business, Brock University, St. Catharines, ON, L2S 3A1, Canada
Thongpapanl, Narongsak (författare)
Goodman School of Business, Brock University, St. Catharines, ON, L2S 3A1, Canada; Research Administration Center (RAC), Chiang Mai University, Chiang Mai, Thailand
visa fler...
Ferreira, Caitlin (författare)
Luleå tekniska universitet,Industriell ekonomi,University of Cape Town, Cape Town, South Africa
Selcuk, Cem (författare)
Goodman School of Business, Brock University, St. Catharines, ON, L2S 3A1, Canada
Green, Todd (författare)
Goodman School of Business, Brock University, St. Catharines, ON, L2S 3A1, Canada
visa färre...
Goodman School of Business, Brock University, St Catharines, ON, L2S 3A1, Canada Goodman School of Business, Brock University, St. Catharines, ON, L2S 3A1, Canada; Research Administration Center (RAC), Chiang Mai University, Chiang Mai, Thailand (creator_code:org_t)
2024
2024
Engelska.
Ingår i: Electronic Commerce Research. - 1389-5753 .- 1572-9362.
  • Tidskriftsartikel (refereegranskat)
Abstract Ämnesord
Stäng  
  • Virtual reality (VR), and the profound immersive experiences it generates, has the potential to revolutionize the digital retail landscape, providing numerous advantages for both consumers and retailers. While VR environments can provide consumers with an immersive environment, there is a scarcity of research that considers how certain consumer behaviors, in particular impulse buying behavior, will be impacted in a VR grocery retail environment. This research explored how the VR grocery retail environment impacts the impulse buying behavior of consumers through an experimental design. The research design allowed for an examination of the interaction between the level of immersion, gender identity, and emotional state. The findings suggest that a consumer’s emotional state and gender identity impact the drivers of impulse buying behavior in a high immersion setting (VR environment) but not in a low immersion setting (2D environment). The unique context provides theoretical implications by extending existing VR knowledge by offering insights into the mechanisms through which consumer behavior can be impacted in a high immersion environment. The findings provide valuable insights for marketing professionals looking to incorporate VR technology into their marketing strategies. In particular, the research provides insight into how emotional appeals could impact consumer behavior in a high immersion environment, highlighting safeguards to protect consumer well-being.

Ämnesord

SAMHÄLLSVETENSKAP  -- Ekonomi och näringsliv -- Företagsekonomi (hsv//swe)
SOCIAL SCIENCES  -- Economics and Business -- Business Administration (hsv//eng)

Nyckelord

Consumer behavior
Impulse buying behavior
Virtual reality
Industrial Marketing
Industriell marknadsföring

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