2019
DOI: 10.1016/j.jbusres.2017.09.028
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Combining virtual reality and mobile eye tracking to provide a naturalistic experimental environment for shopper research

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Cited by 189 publications
(126 citation statements)
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“…For example, van't Riet et al (2016) and Ketelaar et al (2018) used a CAVE system to investigate the effect of location-based advertising on attitudes and the intention to buy the advertised product. Moreover, CAVE systems have been combined with eye tracking to examine consumer choice, eye movement, and store navigation (Bigné, Llinares, & Torrecilla, 2016), an approach that has also been discussed in detail by Meißner, Pfeiffer, Pfeiffer, and Oppewal (2019).…”
Section: Validation Of Shopper Metrics In Desktop Vsssmentioning
confidence: 99%
“…For example, van't Riet et al (2016) and Ketelaar et al (2018) used a CAVE system to investigate the effect of location-based advertising on attitudes and the intention to buy the advertised product. Moreover, CAVE systems have been combined with eye tracking to examine consumer choice, eye movement, and store navigation (Bigné, Llinares, & Torrecilla, 2016), an approach that has also been discussed in detail by Meißner, Pfeiffer, Pfeiffer, and Oppewal (2019).…”
Section: Validation Of Shopper Metrics In Desktop Vsssmentioning
confidence: 99%
“…Given the advantages of using VR to understand consumers and predict real-world behavior (Loomis et al, 1999;Meißner et al, 2017) it is surprising that marketers' use of VR remains sparse (Eye Faster, 2017). Thus, how can marketing scholars apply VR to extend the boundaries of knowledge in more realistic and technologically advanced ways?…”
Section: Introductionmentioning
confidence: 99%
“…While there are no existing studies adopting exactly the same marketing and sales funnel items by Kotler et al [69] and by doing so reflecting the marketing and sales potentials of VR, there are some other existing studies and findings showing the marketing and sales benefits of VR technologies. According to a recent literature review [39], research on VR in marketing use covers topics such as store interior analyses [17,24,45] with a focus on customer experiences and responses, new product development [47], service configurations and decision analytics by the help of gaze tracking [42,72], interactions between companies or brand and customers, improving customer experiences by using experiential marketing [60], application feature analysis including avatars, and communication and social media research that is mostly focused on exploring future perspectives associated with social media platforms [32]. Central for the VR use is the flow [18,40] which attributes to increased intention to purchase [2].…”
Section: Framework Evaluationmentioning
confidence: 99%