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Branding in the time of virtual reality: Are virtual store brand perceptions real?

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  • Pizzi, Gabriele
  • Vannucci, Virginia
  • Aiello, Gaetano

Abstract

This research investigates whether consumers display similar brand perceptions between physical and virtual store environments. Specifically, it explores the set of causal relationships through which the virtual store experience affects consumers’ perceptions and intentions toward the retailer’s brand. The results from an experimental study manipulating the store environment (virtual vs. physical) reveal that individuals exposed to a virtual-reality-based retail environment perceive higher levels of presence than those exposed to a more traditional, physical store environment; moreover, this positive effect does not depend on individuals’ technological self-efficacy perceptions. Higher levels of presence positively affect the shopping experience, which then produces a positive change in value perceptions, which ultimately lead to higher patronage intentions and WOM referral. Despite the presence of inattentional blindness found in the virtual environment, the results show that such an image transfer from the store environment to patronage intention holds even when individuals cannot correctly recall the store brand.

Suggested Citation

  • Pizzi, Gabriele & Vannucci, Virginia & Aiello, Gaetano, 2020. "Branding in the time of virtual reality: Are virtual store brand perceptions real?," Journal of Business Research, Elsevier, vol. 119(C), pages 502-510.
  • Handle: RePEc:eee:jbrese:v:119:y:2020:i:c:p:502-510
    DOI: 10.1016/j.jbusres.2019.11.063
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    Cited by:

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    2. Kuo-Lun Hsiao & Chia-Chen Chen & Kuan-Yu Lin & Hui-Ya Hsu, 2023. "What drives online-to-offline purchase intention in a VR store? An examination of affective and cognitive factors," Quality & Quantity: International Journal of Methodology, Springer, vol. 57(4), pages 3499-3521, August.
    3. Ioannis Krasonikolakis & Adam Vrechopoulos & Sergios Dimitriadis & Nancy Pouloudi, 2021. "User perceptions of 3D online store designs: an experimental investigation," Information Systems and e-Business Management, Springer, vol. 19(4), pages 1321-1354, December.
    4. Yang, Ting & Lai, Ivan Ka Wai & Fan, Zhao Bin & Mo, Qing Min, 2021. "The impact of a 360° virtual tour on the reduction of psychological stress caused by COVID-19," Technology in Society, Elsevier, vol. 64(C).
    5. Aqeel Farooq & Mehdi Seyedmahmoudian & Ben Horan & Saad Mekhilef & Alex Stojcevski, 2021. "Overview and Exploitation of Haptic Tele-Weight Device in Virtual Shopping Stores," Sustainability, MDPI, vol. 13(13), pages 1-13, June.
    6. Sara Poggesi & Michela Mari & Arash Kamangar & Pinalba Schilleci, 2022. "The Role of Virtual Environment in Online Retailing: State of the Art and Research Challenges," Sustainability, MDPI, vol. 14(7), pages 1-17, March.
    7. Bin Kim, Woo & Jung Choo, Ho, 2023. "How virtual reality shopping experience enhances consumer creativity: The mediating role of perceptual curiosity," Journal of Business Research, Elsevier, vol. 154(C).
    8. Chan, Eugene Y. & Northey, Gavin, 2021. "Luxury goods in online retail: How high/low positioning influences consumer processing fluency and preference," Journal of Business Research, Elsevier, vol. 132(C), pages 136-145.

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