Acceptance of the metaverse : a laboratory experiment on augmented and virtual reality shopping

dc.contributor.authorXi, Nannan
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code2602214
dc.converis.publication-id381350979
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/381350979
dc.date.accessioned2025-08-28T03:12:38Z
dc.date.available2025-08-28T03:12:38Z
dc.description.abstractPurposeIn recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.Design/methodology/approachThis study conducts a 2 (VR: with vs. without) x 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.FindingsResults indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.Originality/valueThis study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.
dc.format.pagerange117
dc.format.pagerange82
dc.identifier.eissn2054-5657
dc.identifier.jour-issn1066-2243
dc.identifier.olddbid210367
dc.identifier.oldhandle10024/193394
dc.identifier.urihttps://www.utupub.fi/handle/11111/51377
dc.identifier.urlhttps://www.emerald.com/insight/content/doi/10.1108/INTR-05-2022-0334/full/html
dc.identifier.urnURN:NBN:fi-fe2025082788649
dc.language.isoen
dc.okm.affiliatedauthorKorkeila, Henry
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherEmerald
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.relation.doi10.1108/INTR-05-2022-0334
dc.relation.ispartofjournalInternet Research
dc.relation.issue7
dc.relation.volume34
dc.source.identifierhttps://www.utupub.fi/handle/10024/193394
dc.titleAcceptance of the metaverse : a laboratory experiment on augmented and virtual reality shopping
dc.year.issued2024

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