Neuromarketing, virtual reality, and augmented reality in consumer behaviorRecent studies on consumer behaviors showed that the role of neuroscientific tools in increasing the knowledge of the neural mechanism is involved in the decision and emotional processes (Russo et al., 2022). Neuromarketing refers to the use of such tools in business practices, especially in advertising and marketing research (Ramsøy, 2019). It aims to overcome the limitations of the traditional methodologies by directly investigating emotional and cognitive reactions through electrophysiological and biometric measures (Karmarkar and Plassmann, 2019). In fact, traditional research uses self-report measures to investigate emotions, but this measurement is not sufficient to capture the complexity of the emotional experience since it is based on cognitive processes allowing to only investigate the conscious side of emotions (Micu and Plummer, 2010), and it is subjected to cognitive bias or social desirability (Missaglia et al., 2017). Neuroscience applied to consumer psychology can be crucial in understanding the role of advertising or other stimuli in the consumers' processing phases, wherein emotions can build meaning (Passyn and Sujan, 2006).Nowadays, consumers' needs are not only related to the product/service as such but also to the associated buying experience that must be enchanting, captivating, and fascinating (Kazmi et al., 2021). Virtual Reality (VR) and Augmented Reality (AR) technologies represent suitable candidates, given their abilities to produce intense and enhanced experiences (Slater et al., 2020). In marketing, VR has been investigated in different areas, such as the product and offer perception (Grudzewski et al., 2018), the impact on B2B buyer perceptions (Boyd and Koles, 2019), the evaluation of brands, and how they can be perceived depending on the vividness effect of VR (Van Kerrebroeck et al., 2017), and the tourism sector with highlights for the tourism promotion (Adachi et al., 2020). In marketing, AR is considered "a strategic concept that integrates digital information or objects into the subject's perception of the physical world, often in combination with other media, to expose, articulate, or demonstrate consumer benefits to achieve organizational goals" (Rauschnabel et al., 2019, p.44). Thanks to 3D virtual objects or environments -most of which are interactive (Javornik, 2016a)-placed into the Frontiers in Psychology 01 frontiersin.org