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

Xi, Nannan; Chen, Juan; Gama, Filipe; Korkeila, Henry; Hamari, Juho (2024-01-26)

 
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Osuva_Xi_Chen_Gama_Korkeila_Hamari_2024.pdf (1.950Mb)
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URI
https://doi.org/10.1108/INTR-05-2022-0334

Xi, Nannan
Chen, Juan
Gama, Filipe
Korkeila, Henry
Hamari, Juho
Emerald
26.01.2024
doi:10.1108/INTR-05-2022-0334
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe2025061267075

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vertaisarvioitu
© Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila and Juho Hamari. Published by Emerald Publishing Limited. This article is published under the Creative Commons Attribution (CC BY 4.0) licence. Anyone may reproduce, distribute, translate and create derivative works of this article (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this licence may be seen at http://creativecommons.org/licences/by/4.0/legalcode
Tiivistelmä
Purpose
In 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/approach
This study conducts a 2 (VR: with vs. without) × 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.

Findings
Results 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/value
This 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.
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