“…Several studies show that the product/brand stimuli can come from consumers´ experiences in virtual reality (e.g., Verhagen et al, 2014;Bigné et al, 2016;Yeh et al, 2017) with concepts such as attachment, engagement and identity being induced by virtual objects (e.g., Koles & Nagy, 2012;Nagy & Koles, 2014;Grewal, Roggeveen & Nordfalt, 2017), as well as purchase behaviours (Krasonikolakis et al, 2014). Thus, studies on this field tend to apply the S(stimuli)-O(organism)-R(response) framework (Eroglu, Machleit & Davis, 2003;Roschk, Loureiro & Breitsohl, 2017). This framework represents the stimuli (as atmospheric cues) influencing consumers' emotional and cognitive states (organism), which, in turn, result in approach or avoidance behaviour (e.g., intention to stay, revisit, purchase or not).…”