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PurposeGiven the growing use of virtual reality (VR) technology in marketing, our research focuses on the development trajectory of research in the marketing field from 2012 to 2022 to identify essential phases and sub-trends within this topic.Design/methodology/approachThis study employs a main path analysis (MPA) methodology to analyze academic articles related to VR in marketing from the Web of Science database.FindingsThe research on VR in marketing has experienced significant growth over the past 10 years and is projected to continue thriving in the future. During the past decade, research in this field has transitioned from exploring VR affordances in marketing to realizing the potential of VR in marketing. From the information systems perspective, the three primary research trends that have garnered the most attention from researchers are VR technology as an artifact, marketers’ motivational approach and consumers’ motivational approach. With the continual advancement of VR technology, the research trend of Metaverse marketing will gradually displace VR in marketing.Originality/valueTo the best of our knowledge, this is the first research using MPA to explore the development trajectory of VR in marketing and provide a comprehensive picture of it under the Affordance-Actualization theory.
PurposeGiven the growing use of virtual reality (VR) technology in marketing, our research focuses on the development trajectory of research in the marketing field from 2012 to 2022 to identify essential phases and sub-trends within this topic.Design/methodology/approachThis study employs a main path analysis (MPA) methodology to analyze academic articles related to VR in marketing from the Web of Science database.FindingsThe research on VR in marketing has experienced significant growth over the past 10 years and is projected to continue thriving in the future. During the past decade, research in this field has transitioned from exploring VR affordances in marketing to realizing the potential of VR in marketing. From the information systems perspective, the three primary research trends that have garnered the most attention from researchers are VR technology as an artifact, marketers’ motivational approach and consumers’ motivational approach. With the continual advancement of VR technology, the research trend of Metaverse marketing will gradually displace VR in marketing.Originality/valueTo the best of our knowledge, this is the first research using MPA to explore the development trajectory of VR in marketing and provide a comprehensive picture of it under the Affordance-Actualization theory.
The research aimed to examine how religious awareness affects the level of religiosity, with virtual Islamic da’wah content as an intervening variable. Data was collected from respondents using a survey method, and path analysis was used to test the relationship between these variables. The results indicate that religious awareness does not have a direct significant influence on the level of religiosity, with a path coefficient of 0.363. However, religious awareness does significantly influence the content of virtual Islamic da’wah, with a path coefficient of 0.012. Interestingly, the content of virtual Islamic da’wah itself does not significantly affect the level of religiosity, with a path coefficient of 0.880. The analysis of the coefficient of determination (R Square) revealed that the religious awareness model could only explain 1.5% of the variation in the level of religiosity, while the model for virtual Islamic da’wah content could only explain 1.2% of the variation in the da’wah content itself. Additionally, the results of the Sobell test show that virtual Islamic da’wah content is not an intervening variable that significantly mediates the influence of religious awareness on the level of religiosity. The conclusion drawn from this research is that there are likely other factors outside the model that have a greater influence on a person’s level of religiosity. These findings suggest the need for further studies to explore other factors that can influence an individual’s level of religiosity, as well as the role of virtual Islamic da’wah content in different contexts.
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