Table 1.

Theoretical approach to AR and VR

Theoretical frameworkExplanationRelated variablesRepresentative research
Decision fluencyDescribes how vivid mental images and easy information processing improve decision comfort and influence consumer behaviourMental imagery, mental intangibility, processing fluency and decision comfortHeller et al. (2019a), Hilken, Chylinski, et al. (2022) 
Spatial presence theoryExplains how AR and VR shape users’ sense of location. VR creates telepresence (being in the virtual world), while AR creates local presence (virtual objects appearing in the real world), both affecting perceived closenessTelepresence, local presence, closenessWirth et al. (2007), Hilken et al. (2017), Rauschnabel et al. (2024) 
Technology acceptance modelExplains how perceived usefulness and ease of use influence users’ attitudes and intentions to adopt a technologyPerceived usefulness, ease of use and enjoymentManis and Choi (2019), Rese et al. (2014), Saleem et al. (2021) 
Experiential theoryFocuses on how immersive, sensory, and emotional experiences impact customer satisfaction and behavioural responsesCustomer experience, flow, immersionJung et al. (2021), Pizzi et al. (2020), Poushneh and Vasquez-Parraga (2017) 
Dark sideExamines how perceived risks, privacy concerns, and intrusiveness negatively affect customer trust, satisfaction, and usageRisk and privacy and loss of autonomyAlimamy and Gnoth, (2022), Faqih, (2022), Feng and Xie, (2019), Rauschnabel et al., (2018) 
Source(s): Developed by the authors

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