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VR Shopping: A Review of Literature

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VR Shopping: A Review of Literature

VR Shopping: A Review of Literature


Completed Research

Nannan Xi Juho Hamari


University of Turku Tampere University
nannan.xi@utu.fi juho.hamari@tuni.fi

Abstract
Via the recent proliferation of consumer-grade head-mounted VR technologies, the retailers as well as
related scholarly areas have started to increasingly notice the possible potential of virtual reality. However,
there is no coherent understanding of the state-of-the-art of the literature on VR shopping, how VR
shopping has been investigated and what empirically indicated benefits VR has for a variety of marketing
outcomes. Therefore, in this paper, we systematically review the published body of literature on VR
shopping (N = 40). The current study contributes to the VR shopping and marketing literature by
mapping the VR technologies, product types, consumer experiences and research methods in the extant
literature. The review shows that the literature on VR shopping is still in its infancy and there remains
ample room for progression both in breadth and depth in the literature on VR shopping in terms of
methodological rigor and theoretical prowess.

Keywords

Virtual reality, marketing, retail, CAVE, HMD, v-commerce

Introduction
Imagine a day when you wake up in your own small apartment and surprisingly find yourself in the Fifth
Avenue in New York, you can navigate the whole shopping street, try on different clothes, smell the
delicious food and hear the buzzing sounds of the street. With the aid of virtual reality technology such as
the head-mounted display, haptic gloves, body-tracking sensors, motion-tracked controllers, 360-
treadmills (that allow unlimited movement in space while stationary), and other wearables, these visions
of future shopping and retails are ever closer to reality. Virtual reality technology is thus believed to solve
the limitation of space and time and enables the replication and creation of any shopping environment for
consumers that is accessible any time thus providing the benefits of efficiency (Serrano et al. 2016).
While during the last decades, the term “virtual reality” has been loosely used to refer to things such as the
internet as a whole or virtual worlds, today, VR primarily refers to visual output technologies that aim to
approximately fully cover the field of view of the user (and therefore VR is often referred to as immersion
or presence inducing technology). Some prominent examples of VR technology are head-mounted
displays (HMD) and cave automatic virtual environments (CAVE)1. In addition to visual output that
covers the users entire field-of-view (FOV), VR commonly employs stereoscope; i.e. different visual feed is
being outputted to both eyes in order to create a 3-dimensional experience of “being there” (Steuer 1992;
Greenbaum 1992). The possible warranted and unwarranted expectations related to VR are especially
related to this “immersive” human-computer interaction modality that makes it possible to experience an
immersive experience of “being there” from anywhere in the world. These affordances are similarly now
being connected with the hype of increased VR-based shopping.

1 Cave automatic virtual environment: An environment where projectors are directed to between three and six of the walls of a room-sized cube.

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VR Shopping: A Review of Literature

However, while these alluded promising affordances for shopping have become more prominent
(Speicher et al. 2018), there still has been a dearth of pervasive adoption of VR by retail companies as well
as relatively little research on VR in the shopping context especially related to its effects on the consumer
experience. Shopping experience emerges from the interaction in a situation or retail environment (e.g.
online or physical store, shop, shopping mall, supermarket) and during a period of time between an
individual and an object (Arnould & Thomson 2005). Compared with physical and online shopping, the
realized benefits and detriments of VR shopping are still unknown. Therefore, the aim of this paper is to
develop a comprehensive understanding of the current state of literature and knowledge in it on how VR
technology has been wielded, the advantages and disadvantages of VR in shopping context, in what
shopping context it has been used, what effects it has had on customers’ shopping experiences as well as
to derive future research avenues. The systematic literature review covered all identified papers that are
related to VR and shopping (overall 4o manuscripts).

Literature review
We followed an adapted version of PRISMA study selection guidelines (Moher et al. 2009) according to
which the process would include steps of identification of literature, screening of identified literature,
checks for eligibility of screened literature and finally the synthesis of the literature. As a systematic
literature review does not require e.g. harvesting of quantitative data of prior studies at would be the case
with a quantitative meta-analysis, screening and eligibility steps could be combined as thematic fir and
match with quality criteria could be assessed simultaneously. The literature coding and synthesis were
carried out based on the guidelines of Webster & Watson (2002): 1) identification: 1a) exploratory
literature search to map relevant keywords related to the phenomenon of interest, 1b) systematic
literature search, 2) screening and eligibility check procedures, 1c) backward and forward search, 3)
synthesis: 3a) author-centric coding, 3b) concept-centric coding, 3c) reporting of findings.
The literature search was carried out in December 2018. The database of Scopus was queried using the
following search string on 12/12/2018: TITLE-ABS-KEY (“virtual real*” OR “VR”) AND TITLE-ABS-KEY
(shop* OR retail* OR mall OR supermarket OR store) AND (LIMIT-TO (DOCTYPE , “cp”) OR LIMIT-TO
(DOCTYPE , “ar”) OR LIMIT-TO (DOCTYPE , “ch”)). The keyword virtual real* and VR includes all forms
of the word virtual reality and its abbreviation. Keywords shop* OR retail* OR mall OR supermarket OR
store were used to include literature related to consumer’s experience in shopping or retail environment.
The search was limited to peer-reviewed articles in journals, books and conferences. One-thousand-five-
hundred-seventy-two (1572) records were identified.
The screening and eligibility checks proceeded as follows: 1) first, by investigating the titles and abstracts,
24 duplicates were identified. 2) The manuscripts were superficially screened for a thematic match with at
least either VR or shopping to be more closely screened for eligibility. 3) We investigated those records
that had been flagged as pertaining to VR whether they were also related to shopping. The records that did
not hold relevance for shopping were omitted. 4) The same process was conducted for records flagged as
pertaining to shopping. 5) From the remaining pool of 45 eligible records, 7 records were inaccessible
Finally, through 6) forward and backward searches, five more records were identified, screened and
deemed eligible (Table 1). In step 2) for omitted papers, VR matched e.g. with Variable Ratio scheduling,
VR-S and other unrelated terms. For the omitted paper that matched with shopping search terms, words
such as shop floor (related to manufacturing plants), store as a storage of information and other unrelated
terms were common. In steps 3) and 4) in most cases the omission was due to a completely lacking
relevance for VR or shopping, however, in many cases e.g. VR might have referred to virtual worlds or 3D
presentations of a product on a website, such as VRML2, web-based online shop/store and Second-Life. In
accordance with the scope of the study, such records were omitted. In step 4, paper satisfying eligibility in
terms of thematic match with VR but not shopping might have included e.g. a shop as a context of for
other than shopping related study, such as for learning, training, and health-care purposes and pure

2 VRML (Virtual Reality Modelling Language) is independent of HTML and specifically designed to describe 3D scenes (Cao & Hu 2012)

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VR Shopping: A Review of Literature

psychological test (user’s spatial knowledge, spatial object-location memory, collaboration and
competition in navigation tasks, understanding of the spatial layout, etc.). Thus, manuscripts related to
virtual action planning supermarket (VSP-S) 3 were also omitted in this study since they were only web-
based 3D research background (neither virtual reality nor shopping experience). Moreover, during coding
of the extant literature, 3 records were further omitted as they only included a research plan (Step 7).
Step Description Add or delete Amount

Literature search: TITLE-ABS-KEY (“virtual real*” OR “VR”) AND TITLE-ABS-KEY


Step 0 (shop* OR retail* OR mall OR supermarket OR store) AND (LIMIT-TO (DOCTYPE, + 1572 1572
“cp”) OR LIMIT-TO (DOCTYPE, “ar”) OR LIMIT-TO (DOCTYPE , “ch”))
Step 1 Duplicated manuscripts - 224 1548
Step 2 No relation to either VR or shopping - 1053 495
Step 3 Only related to virtual reality but not the shopping experience - 265 230
Step 4 Only related to the shopping experience, but not virtual reality - 185 45
Step 5 Inaccessible -7 38
Step 6 Other relevant (forward and backward) +5 43
Step 7 Omitted due to failing eligibility in the coding phase -3 40

Table 1. Literature search and inclusion

Findings: the synthesis of the literature


Research methods

Experiments have been the most frequently used method in the extant literature (n = 31). This is quite
natural as the emphasis in the discussion on the potential of VR in shopping has focused on psychological
factors and consumer behavior and the difference in them compared with non-VR shopping. In order to
gauge and infer about such differences, laboratory and field experiments are the appropriate
methodologies. Beyond experiments, there are singular studies that have used literature review, case
studies, prototyping and interviewing along with four conceptual papers.
Research method Studies Amount

Altarteer et al. (2016); Bigne et al. (2016); Carlson et al. (2011); Dzardanova et al.
(2017); Ketelaar et al. (2018); Ketoma et al. (2018); Khan et al. (2012); Lau et al.
(2014); Lau & Lee (2018); Liang et al. (2018); Liu & Uang (2011 & 2013 & 2016);
Martínez-Navarro et al. (2018); Meißner et al. (2017); Moes & van Vliet (2017);
Experiment 31
Nordbo et al. (2015); Pantano & Laria (2012); Pfeiffer et al. (2017); Ploydanai et al.
(2017); Siegrist et al. (2018); Sikström et al. (2016); Speicher et al. (2018); Tomono
et al. (2011); Tonkin et al. (2011); Van Kerrebroeck et al. (2017); van Herpen et al.
(2016); Verhulst et al. (2016 & 2017); Zhao et al. (2017 & 2018)
Survey Ohta et al. (2015) 1
Literature review Elradi et al. (2017) 1
Case study Kapusy & Lógó (2017) 1
Interview Ruppert (2011) 1
Prototyping Laria & Pantano (2011) 1
Lui et al. (2007); Pierański & Strykowski (2017); Yaoyuneyong et al. (2014); Zhang
Conceptual studies 4
et al. (2014)

Table 2. Summary of the research methods employed by the reviewed manuscripts

3 The Virtual Action Planning-Supermarket (VAP-S) is a virtual supermarket that was developed to meet the need for a clinically feasible and
ecologically valid tool for planning a component of executive functions (EF). The VAP-S was shown to be a valid assessment for EF for people with
schizophrenia and mild cognitive impairment (Josman et al. 2014)

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VR Shopping: A Review of Literature

Devices and technologies: input and output

After the advent of the current VR trend, HMD has been the most prominent and visible piece of
technology pertaining to VR which is also visible in the extant body of literature where approximately
one-third of the studies (17) have focused on HMD one way or the other. However, VR does not
necessitate a HMD but rather any display technology that can sufficiently create an immersive experience;
i.e. cover the field-of-view of the user. Therefore, as also visible in the extant literature, where
TVs/monitors (7), projectors/powerwalls (7), CAVE (7) and other implementations have been tested as
VR technology. Moreover, headphones, haptic device and smartphone have been used in some studies, to
provide the additional information, sense of sound and touch in addition to the visual output (Table 3).
However, it should be noted that it has not been categorically established what degree of “immersiveness”
is enough for a set of technology to be regarded as.
The input modalities used in the extant literature could be divided between input devices that are
controlled by hands, legs or head/eye-movement. For hand-input, VR controllers were the most
frequently employed input devices. They are wireless controllers that afford (“hand”) position and
movement tracking as well as buttons. Five studies employed gloves or hand trackers which afford similar
interactions but provide increased granularity in the form of finger movement tracking. These controllers
afford e.g. selecting, grabbing, holding and rotating products. In two cases, touchscreen of a mobile device
was used as a mean to make shopping decisions. However, extant literature has also employed the more
traditional input modalities in forms of keyboards, mice and gamepads. This was often the case in
research where the participant would not be movement tracked within the physical space but instead used
input devices to move the virtual representation of the customer in the VR environment. The input
devices controllable by leg movement were used to support stationary walking as an input to move in
the virtual space. Important aspects of navigation and browsing in a store is where the consumer is
looking and focusing their gaze. Head orientation and movement as well as eye tracking are used as
some of the primary modalities of human-computer interaction both as ways to interact with the VR
shop but also to capture important measures of consumer behavior in terms of their attention
allocation. Whereas head movement and orientation are used to capture macro-level attention
allocation, eye tracking devices have been used both inside HMD and attached to a monitor to
capture the micro attention allocation on products (Table 4).
Output devices Source Amount

3D TV set Altarteer et al. (2016);

24’’ PC monitor Martínez-Navarro et al. (2018)

TVs/monitors 3D monitor (with polarized glasses) Liu & Uang (2011) 7

PC with three monitors Ploydanai et al. (2017); van Herpen et al (2016)

TFT LCD (two studies with glass/lens) Liu & Uang (2011 & 2013 & 2016)

One back-projected screen Verhulst et al. (2016)

One large-screen powerwall Martínez-Navarro et al. (2018); Tonkin et al. (2011)

One-wall display of CAVE Carlson et al. (2011)


Projector/ Front projection screen of CAVE (with
Meißner et al. (2017) 7
3D glasses)
powerwall
Two projectors (with polarized
Pantano & Laria (2012)
glasses)

Rear-projected screen with two-


Laria & Pantano (2011)
projectors system (polarized glasses)

Two screens (front and floor forming


CAVE Pfeiffer et al. (2017) 6
an L-shape)

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VR Shopping: A Review of Literature

Three big screens Tomono et al. (2011)

Three walls and one floor Bigne et al. (2016)

Four walls Ketelaar et al. (2018); Khan et al. (2012)

Five walls Carlson et al. (2011)

Smart phone -based Dzardanova et al. (2017); Moes & van Vliet (2017)

Ketoma et al. (2018); Nordbo et al. (2015); Ohta et al.


Oculus Rift (2015); Sikström et al. (2016); Van Kerrebroeck et al.
(2017); Verhulst et al. (2017)
Head-mounted
Ketoma et al. (2018); Martínez-Navarro et al. (2018); 17
display HTC Vive
Siegrist et al. (2018); Speicher et al. (2018)

NVIS nVisor SX60 Zhao et al. (2017)

Lau et al. (2014); Lau & Lee (2018); Liang et al.


Not specified
(2018); Liu & Uang (2011); Zhao et al. (2018)

Smart mirror - Kapusy & Lógó (2017) 1

Laria & Pantano (2011); Sikström et al. (2016); Van


Headphones - 4
Kerrebroeck et al. (2017); Zhao et al. (2018)

Arm Band - Zhao et al. (2018) 1

Table 3. The output devices in VR shopping

Input devices Source Amount

Hand Mouse and keyboard Ploydanai et al. (2017); van Herpen et al (2016) 2
movement -
based input Ketoma et al. (2018); Khan et al. (2012); Pantano & Laria (2012); Lau
VR controller / flystick /
et al. (2014); Lau & Lee (2018); Meißner et al. (2017); Pfeiffer et al. 9
“magic wand” / Wiimote
(2017); Siegrist et al. (2018); Speicher et al. (2018)

Liang et al. (2018); Nordbo et al. (2015); Verhulst et al. (2016);


Gamepad 5
Verhulst et al. (2017); Zhao et al. (2017)

Touchscreen (smart
Ketelaar et al. (2018); Ohta et al. (2015) 2
phone or watch)

Shopping cart handlebar Carlson et al. (2011) 1

(Data) Glove -based Laria & Pantano (2011); Siegrist et al. (2018) 2

Hand movement tracking


Meißner et al. (2017); Sikström et al. (2016); Verhulst et al. (2016) 3
(e.g. leap motion)

Eye/head Bigne et al. (2016); Carlson et al. (2011); Meißner et al. (2017);
movement - Eye tracking Pfeiffer et al. (2017); Siegrist et al. (2018); Tomono et al. (2011); 7
based input Tonkin et al. (2011)

Bigne et al. (2016); Dzardanova et al. (2017); Khan et al. (2012);


Head tracking Nordbo et al. (2015); Pfeiffer et al. (2017); Verhulst et al. (2016 & 6
2017)

Leg Feet pressure sensor Lau et al. (2014); Lau & Lee (2018) 2
movement -
based input Kinect Ketoma et al. (2018); Verhulst et al. (2016) 2

Table 4. The input devices and tracking technologies

Product types

In the reviewed manuscripts, food (n = 10) and beverage (n = 4) such as fruits and vegetables (Verhulst et
al. 2017), cereals (Siegrist et al. 2018), baking mixture (Pfeiffer et al. 2017; ), beer (Martínez-Navarro et al.

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VR Shopping: A Review of Literature

2018; Bigne et al. 2016) and wine (Martínez-Navarro et al. 2018; Zhao et al. 2017) were the most common
products used in the studies as object of shopping. Additionally, seven studies selected clothing as the
purchase object. In the remaining seven manuscripts, the consumers’ interactions with stationary, flower,
book, luxury bag, electronics, portable device, hand-held tools, cleaning products and toiletries were
investigated in the VR shopping context.

The shopping experiences

As shown in table 5, the shopping experience can be further divided into: affective (n = 8), cognitive (11),
usability (13), immersion (12), consumer specific psychology (8) and consumer behavior (24). Most
studies indicate that customers had an enjoyable shopping experience in VR. However, several hindrances
to shopping experience include e.g. difficulty to “walk” around the VR shop and control motion (Lau et al.
2014). When wearing VR devices such as HMD, some participants felt uncomfortable (Martínez-Navarro
et al. 2018) and even felt dizzy (Lau et al. 2014). Thus, some studies paid attention to the cybersickness
experience of elders, which is related to usability aspects in VR shopping context (Liu & Uang 2011 & 2013
& 2016). Besides, cognitive aspects related to information and immersion/VR-assumed dimensions were
commonly examined. Further, over half of studies discussed the behavioral aspects, including the
intention to use system, intention to purchase, navigation, information search, product/brand choice,
purchase decisions, approach/avoidance behaviour, etc. Most of the behaviors are related to
technology and device. For example, participants in the five-wall immersive environment spent less time
finding products than in the one-wall environment (Carlson et al. 2011). Participants were more efficient
in terms of task performance using the gamepad rather than using full body gestures (Verhulst et al. 2016).
Construct Source Amount

Emotional response Dzardanova et al. (2017); Martínez-Navarro et al. (2018)

Affective appraisal Martínez-Navarro et al. (2018)


Affective Ketoma et al. (2018); Moes & van Vliet (2017); Sikström et al. 8
Enjoyment
(2016); Verhulst et al. (2016)

Hedonic Khan et al. (2012); Lau & Lee (2018)

Ketoma et al. (2018); Pfeiffer et al. (2017); Siegrist et al.


Information process /attention
(2018); Tonkin et al. (2011)

Memory call (spatial, store/brand Liang et al. (2018); Martínez-Navarro et al. (2018); Moes &
Cognitive recall) van Vliet (2017); Tomono et al. (2011) 11

Perceived risk Yaoyuneyong (2014)

Perceived value/benefit Altarteer et al. (2016); Kapusy & Lógó (2017)

Carlson et al. (2011); Liu & Uang (2011 & 2013 & 2016); Lau et
Comfortable/cybersickness/stress al. (2014); Martínez-Navarro et al. (2018); Speicher et al.
(2018)

Usability Perceived intrusiveness Ketelaar et al. (2018) 13


Perceived ease of use Ohta et al. (2015)

Khan et al. (2012); Nordbo et al. (2015); Ohta et al. (2015);


Perceived usability
Sikström et al. (2016); Verhulst et al. (2016)

Carlson et al. (2011); Meißner et al. (2017); Nordbo, et al.


Perceived realism
(2015); Tonkin et al. (2011)

Immersion/ Dzardanova et al. (2017); Liu & Uang (2011); Liu & Uang
VR-assumed Perceived presence/immersion (2016); Martínez-Navarro et al. (2018); Sikström et al. (2016); 12
dimensions Speicher et al. (2018); Tonkin et al. (2011)

Perceived novelty/attractiveness Khan et al. (2012); Moes & van Vliet (2017)

Body ownership/awareness of Dzardanova et al. (2017); Sikström et al. (2016)

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VR Shopping: A Review of Literature

own movement

Opinion/evaluation/preference Laria & Pantano (2011); Moes & van Vliet (2017); Pantano &
towards product and shop Laria (2012); Zhao et al. (2017)

Consumer Perception of the point of


Laria & Pantano (2011); van Herpen et al. (2016)
specific sale/price promotion 8
psychology Consumer confidence Yaoyuneyong (2014)

Ketelaar et al. (2018); Moes & van Vliet (2017); Van


Attitude/satisfaction/loyalty
Kerrebroeck et al. (2017)

Intention to use system Ohta et al. (2015)

Lau & Lee (2018); Lui et al. (2007); Martínez-Navarro et al.


Intention to purchase
(2018); Moes & van Vliet (2017)

Navigation Ketoma et al. (2018)

van Herpen et al. (2016); Zhao et al. (2017); Laria & Pantano
Information search
(2011); Tonkin et al. (2011);

Ketelaar et al. (2018); Siegrist et al. (2018); van Herpen et al.


Product/Brand choice
(2016); Zhao et al. (2017)

Behavioral Purchase decisions Bigne et al. (2016); Ketoma et al. (2018); Verhulst et al. (2017) 24
Impulse buying Ketoma et al. (2018)

Approach/avoidance behaviour
Van Kerrebroeck et al. (2017)
towards the mall

Carlson et al. (2011); Ketoma et al. (2018); Khan et al. (2012);


Time spent
Siegrist et al. (2018); Zhao et al. (2018)

Money spent van Herpen et al. (2016); Zhao et al. (2018)

Liang et al. (2018); Liu & Uang (2016); Speicher et al. (2018);
Task performance
Verhulst et al. (2016)

General shopping behavior Pantano & Laria (2012); Ploydanai et al. (2017)

Note: Some manuscripts which appear more than one time in the same category only count once
Table 5. The six aspects of shopping experience in the current literature

Conclusion
The paper presents a systematic review of extant literature on virtual reality applications in the retail
environment. By reviewing 40 papers, we analyzed and discussed the findings according to the research
methods, devices and technologies, product types and shopping experiences in extant literature. The
current study contributes to the VR shopping and marketing literature by mapping the VR technologies,
consumer experiences and research methods in the extant literature. The review shows that the literature
on VR shopping is still in its infancy and there remains ample room for progression both in breadth and
depth in the literature on VR shopping in terms of methodological rigor and theoretical prowess. From
the perspective of theory, future VR shopping research could further investigate the affective reflection
and specific psychology of consumers in VR shopping environment. As for the methodological
agenda, future research should improve the experimental design since many studies did not contain
the control group which reduced the internal validity of experimental result. In addition, future
research could choose different product types such as luxury and hedonic products, which contain
higher experiential value than food and drinks. In terms of the apparatus, future research should
choose advanced HMD for improving the comfortableness and efficiency of shopping as well as
consider to provide multi-sensory experience by using haptic devices, auditory output devices and
others.

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VR Shopping: A Review of Literature

Limitations
Even though we have followed the suggestions by Moher et al. (2009) to ensure the quality of literature
review, the search database might limit the review. Given the literature search was limited to the Scopus,
some publications have been missed. Additionally, some parts have not been reviewed in this paper such
as the related theory, simulated environment, antecedents of VR shopping, which can be further discussed
in the future study.

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VR Shopping: A Review of Literature

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