RESEARCH PAPER
RESEARCH PAPER
Abstract:
Purpose: This study aims to assess the impact of Virtual Reality (VR) and
Augmented Reality (AR) technologies on customer behavior in the retail
industry. Specifically, it seeks to evaluate how Virtual Reality (VR) and
Augmented Reality (AR) enhance shopping experiences, influence purchase
decisions, and shape interaction behavior both in physical stores and online.
Additionally, the research aims to identify key factors driving the acceptance
and usage of Virtual Reality (VR) and Augmented Reality (AR) technologies
among customers in retail settings, and propose effective marketing strategies
and tools based on these technologies to optimize business performance.
I. INTRODUCTION:
In the realm of e-commerce, Virtual Reality (VR) and Augmented Reality (AR)
technologies serve as pivotal tools in enriching product visualization and
reducing purchase uncertainty. Research by Chen et al (20) delved into the
efficacy of AR in mitigating purchase uncertainty and enhancing product
visualization in online retail contexts. Through a series of controlled
experiments, Lee and Lee elucidated the tangible benefits of AR-powered
product visualizations in bolstering purchase intent and fostering consumer
satisfaction. Additionally, Wuest and Rauschnabel's study (2016) examined the
impact of AR on online shopping behavior. By leveraging AR to bridge the gap
between online and offline shopping experiences, Wuest and Rauschnabel
demonstrated the potential of AR to deliver personalized and interactive
shopping encounters that resonate with contemporary consumers, thereby
driving higher engagement and conversion rates.
III. Methodology:
1. Research process:
Defining the problem
Planning a research
design
Processing and
Analyzing the data
Formulating conclusions
and writing the report
Figure 1. Steps of research process
2. Research Design:
This study will employ a mixed-methods approach, combining
quantitative surveys and qualitative interviews to gather comprehensive
and primary data on the influence of Virtual Reality (VR) and
Augmented Reality (AR) on customer behavior in the retail industry. A
survey and quick interview was initially conducted in a group of
consumers and sellers from age 18-30 years old using the same
questionnaire. I obtained a total of 20 replies, 13 from the survey, 7 from
the interview.
3. Sampling:
A purposive sampling technique will be used to select participants who
have experience with Virtual Reality (VR) and Augmented Reality (AR)
technologies in retail environments. The sample will include both
customers and retail sellers to ensure diverse perspectives are captured.
4. Data Collection:
● Quantitative Data: A structured survey questionnaire will be
administered to customers to collect quantitative data on their
experiences with Virtual Reality (VR) and Augmented Reality
(AR) technologies, shopping behavior, and purchase decisions. The
survey will utilize Likert scale questions to measure the
effectiveness of Virtual Reality (VR) and Augmented Reality (AR)
in enhancing shopping experiences and influencing purchasing
decisions.
● Qualitative Data: In-depth interviews will be conducted with retail
professionals to gain insights into the implementation of Virtual
Reality (VR) and Augmented Reality (AR) technologies in retail
settings, challenges faced, and strategies for successful integration.
These interviews will provide rich qualitative data to complement
the survey findings.
5. Data Analysis:
● Quantitative Analysis: Descriptive statistics such as mean, standard
deviation, and frequency distributions will be used to analyze the
survey data and prove the hypothesis. Additionally, data from the
survey will be statistically and analyzed in chart form
● Qualitative Analysis: Thematic analysis will be utilized to analyze
the qualitative interview data. This involves identifying recurring
themes and patterns in the responses, allowing for a deeper
understanding of participants' perspectives.
6. Ethical Considerations:
This research will adhere to ethical guidelines, ensuring informed consent
from participants, confidentiality of data, and ethical treatment
throughout the research process.
7. Constraints:
The study could face certain constraints like potential sample bias, biases
arising from self-reporting in survey responses, and the applicability of
findings to wider retail settings. These constraints will be recognized and
mitigated to the fullest extent feasible.
IV. Findings:
Demographics
Shopping regularity
The figure 3 depicts that a significant portion of survey respondents has not yet
experienced Virtual Reality (VR) technology, or has had limited opportunities
to engage with it. The data reveals that over 60% of participants have not
utilized VR, with only approximately 8% of them utilizing it on a regular or
occasional basis
Figure 4: Consumer experience with AR.
2. In-depth Interview
V. Discussion:
VI. Reference:
Fiore, A. M., & Kim, J. (2007). Enhancing the role of virtual product experience
in consumer learning. Journal of Interactive Marketing, 21(2), 50-68.
Bonetti, F., Warnaby, G. and Quinn, L. (2017) ‘Augmented reality and virtual
reality in physical and online retailing: A review, synthesis and research
agenda’, Augmented Reality and Virtual Reality, pp. 119–132.
doi:10.1007/978-3-319-64027-3_9.
Chen, Y. et al. (2015) ‘The joint moderating role of trust propensity and gender
on consumers’ online shopping behavior’, Computers in Human Behavior, 43,
pp. 272–283. doi:10.1016/j.chb.2014.10.020.