Table 2.

Research main variables definitions and aliases

ConstructsDefinitionsAliases/operationalizationsRelated research
ClosenessThe perceived spatial proximity between the user and virtual content during AR or VR interactionCloseness, perceived physical closeness; perceived proximityPoushneh (2021), Rauschnabel et al. (2024) 
TelepresenceA psychological state in which users feel present inside a computer-generated virtual environmentTelepresence, virtual transportation; VR presenceLee et al. (2024) 
Local presenceA psychological state in which users perceive virtual elements as integrated into their immediate physical surroundingsLocal presence, presence in physical environment; AR presenceSchein et al. (2025) 
Mental imageryRepresentation of objects, such as products and services, in the customer’s mind, is facilitated by AR and VR technologiesMental intangibility, tangibilityBogicevic et al. (2019), Heller et al. (2019a)
Decision comfortThe effectiveness of retailers in simplifying customer decision-making for choosing specific products via AR and VR technologiesDecision ease, decision-making comfortHeller et al. (2019a, 2019b)
User experienceThe unique and enjoyable experience customers have during their interaction with AR and VR technologiesUnique experience, enjoyment, excitementAlimamy and Nadeem (2021), Batat (2021) 
FlowThe state of being completely involved in an activity through AR and VR technologies leads to optimal experienceFlow, immersion, cognitive absorptionArghashi and Yuksel, (2022), Brannon Barhorst et al. (2021) 
Perceived ease of useThe degree to which a person believes that using a specific system or technology would be effortlessEase of use, perceived easeArghashi and Yuksel, (2022), Plotkina and Saurel (2019) 
Perceived usefulnessThe extent to which a user believes that using a particular system or technology will enhance their performanceUsefulness, enhancing performanceArghashi and Yuksel (2022); Plotkina and Saurel (2019) 
Privacy concernConcerns about how personal information is collected, accessed, used and protected by AR and VR technologiesPrivacy issues, data protectionFeng and Xie, (2019), Poushneh, (2018) 
Perceived riskThe uncertainty and potential negative consequences associated with the use of a retailer, product or technologyFinancial risk, psychological risk, social risk, risk beliefs, risk perceptionsFeng and Xie, (2019), Poushneh, (2018) 
SatisfactionThe emotional response or affective state resulting from the technology experienceUser satisfaction, emotional reactionButt et al. (2022), Chiu et al. (2021) 
AttitudeThe predisposed emotional response or feelings toward objects, attributes or interests associated with AR and VR technologiesAttitude toward AR and VR technologiesAlimamy and Al-Imamy (2021), Holdack et al. (2022) 
EngagementThe non-financial investment customers make in maintaining a relationship with a brand beyond mere transactionsConsumer engagement, behavioural engagement, WOMArghashi and Yuksel, (2022), Cuomo et al. (2015) 
Behavioural responseThe actions and intentions of customers toward AR and VR technologies, ranging from purchase to active participationPurchase intention, usage, reuse, loyalty, co-creation of value, resource integrationBonnin, (2020), He et al. (2018) 
Source(s): Developed by the author

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