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The Development Prospect Of Retail Virtual Store

Author

Listed:
  • Patrick Siegfried

    (ISM International School of Management GmbH-Gemeinnützige Gesellschaft, Frankfurt, Germany)

  • Zhu Quankun

    (Mechanical Engineering Faculty, Institute of Technology, MATE Hungarian University of Agriculture and Life Science, Gödöllő, 2100, Hungary)

Abstract

In recent years, the retail virtual store has become the main trend in social services. More and more people tend to shop in retail virtual stores. With the development of 3D virtual reality, this trend is getting stronger and stronger. Therefore, the development prospect of virtual retail stores has attracted much attention. This paper examines the impact of companies’ and users’ popularization of helmet gadgets on in-store traffic and analyzes how virtual reality (VR) could enhance the customer experience throughout the shopping trip. A qualitative research design has been used, which also included conversations with both professionals and consumers. Moreover, this paper seeks to break new ground by attempting to use the current literature to help predict future directions and trends for online shopping.

Suggested Citation

  • Patrick Siegfried & Zhu Quankun, 2022. "The Development Prospect Of Retail Virtual Store," Malaysian E Commerce Journal (MECJ), Zibeline International Publishing, vol. 6(1), pages 14-16, February.
  • Handle: RePEc:zib:zbmecj:v:6:y:2022:i:1:p:14-16
    DOI: 10.26480/mecj.01.2022.14.16
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    References listed on IDEAS

    as
    1. Marius Bulearca & Suzana Bulearca, 2012. "Virtual Goods: Insanity or Just a Smart Business Model?," International Journal of Innovation in the Digital Economy (IJIDE), IGI Global, vol. 3(3), pages 1-9, July.
    2. Xi, Nannan & Hamari, Juho, 2021. "Shopping in virtual reality: A literature review and future agenda," Journal of Business Research, Elsevier, vol. 134(C), pages 37-58.
    3. Alzayat, Ayman & Lee, Seung Hwan (Mark), 2021. "Virtual products as an extension of my body: Exploring hedonic and utilitarian shopping value in a virtual reality retail environment," Journal of Business Research, Elsevier, vol. 130(C), pages 348-363.
    4. Domina, Tanya & Lee, Seung-Eun & MacGillivray, Maureen, 2012. "Understanding factors affecting consumer intention to shop in a virtual world," Journal of Retailing and Consumer Services, Elsevier, vol. 19(6), pages 613-620.
    5. Anouk Regt & Stuart J. Barnes, 2019. "V-Commerce in Retail: Nature and Potential Impact," Progress in IS, in: M. Claudia tom Dieck & Timothy Jung (ed.), Augmented Reality and Virtual Reality, pages 17-25, Springer.
    6. Pantano, Eleonora & Naccarato, Giuseppe, 2010. "Entertainment in retailing: The influences of advanced technologies," Journal of Retailing and Consumer Services, Elsevier, vol. 17(3), pages 200-204.
    7. Farah, Maya F. & Ramadan, Zahy B. & Harb, Dana H., 2019. "The examination of virtual reality at the intersection of consumer experience, shopping journey and physical retailing," Journal of Retailing and Consumer Services, Elsevier, vol. 48(C), pages 136-143.
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    Cited by:

    1. Fabian SCHMIDTKE & Patrick SIEGFRIED, 2022. "Implementation Strategies Of A Modern Showroom Concept For Retailers With A Wide Range Of Products," Management and Marketing Journal, University of Craiova, Faculty of Economics and Business Administration, vol. 0(1), pages 7-22, May.

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