How Immersive Retailing Affects Consumers' Urge to Buy: Impacts of Self-Imagery, Positive Emotion, and Self-Relevance.

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Bibliographic Details
Title: How Immersive Retailing Affects Consumers' Urge to Buy: Impacts of Self-Imagery, Positive Emotion, and Self-Relevance.
Authors: Jang, Ju Yeun (AUTHOR), Kim, Do Yuon (AUTHOR)
Source: International Journal of Human-Computer Interaction. Apr2025, Vol. 41 Issue 8, p4964-4978. 15p.
Subjects: Clothing stores, Head-mounted displays, Consumer behavior research, Consumers, Computer systems
Abstract: The rise of immersive retailing, which employs cutting-edge technology, such as virtual reality (VR), has accelerated empirical research on consumer behavior in these new retail contexts. This research examines how VR retail experiences cause consumers' impulsive buying through two studies to add knowledge from multiple perspectives, including the dark side of this experience. Study 1 revealed that non-immersive VR fashion stores (i.e., using desktop computer system) can elaborate on consumers' self-imagery processing, which results in pleasure and the urge to buy. In addition, processing varied according to the level of self-relevance to the VR store; higher self-relevance activates a more elaborate self-imagery. However, Study 2, which compared non-immersive and immersive VR system (i.e., using head-mounted display and controllers) for experiencing a virtual fashion store, showed that immersive VR media system can evoke a higher level of self-imagery process of urge to buy even when self-relevance is relatively low, owing to its technological ability to facilitate high telepresence. These findings suggest that the impact of the VR store experience can be expanded to include impulsive/compulsive purchases. [ABSTRACT FROM AUTHOR]
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Database: Psychology and Behavioral Sciences Collection
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