Research main variables definitions and aliases
| Constructs | Definitions | Aliases/operationalizations | Related research |
|---|---|---|---|
| Closeness | The perceived spatial proximity between the user and virtual content during AR or VR interaction | Closeness, perceived physical closeness; perceived proximity | Poushneh (2021), Rauschnabel et al. (2024) |
| Telepresence | A psychological state in which users feel present inside a computer-generated virtual environment | Telepresence, virtual transportation; VR presence | Lee et al. (2024) |
| Local presence | A psychological state in which users perceive virtual elements as integrated into their immediate physical surroundings | Local presence, presence in physical environment; AR presence | Schein et al. (2025) |
| Mental imagery | Representation of objects, such as products and services, in the customer’s mind, is facilitated by AR and VR technologies | Mental intangibility, tangibility | Bogicevic et al. (2019), Heller et al. (2019a) |
| Decision comfort | The effectiveness of retailers in simplifying customer decision-making for choosing specific products via AR and VR technologies | Decision ease, decision-making comfort | Heller et al. (2019a, 2019b) |
| User experience | The unique and enjoyable experience customers have during their interaction with AR and VR technologies | Unique experience, enjoyment, excitement | Alimamy and Nadeem (2021), Batat (2021) |
| Flow | The state of being completely involved in an activity through AR and VR technologies leads to optimal experience | Flow, immersion, cognitive absorption | Arghashi and Yuksel, (2022), Brannon Barhorst et al. (2021) |
| Perceived ease of use | The degree to which a person believes that using a specific system or technology would be effortless | Ease of use, perceived ease | Arghashi and Yuksel, (2022), Plotkina and Saurel (2019) |
| Perceived usefulness | The extent to which a user believes that using a particular system or technology will enhance their performance | Usefulness, enhancing performance | Arghashi and Yuksel (2022); Plotkina and Saurel (2019) |
| Privacy concern | Concerns about how personal information is collected, accessed, used and protected by AR and VR technologies | Privacy issues, data protection | Feng and Xie, (2019), Poushneh, (2018) |
| Perceived risk | The uncertainty and potential negative consequences associated with the use of a retailer, product or technology | Financial risk, psychological risk, social risk, risk beliefs, risk perceptions | Feng and Xie, (2019), Poushneh, (2018) |
| Satisfaction | The emotional response or affective state resulting from the technology experience | User satisfaction, emotional reaction | Butt et al. (2022), Chiu et al. (2021) |
| Attitude | The predisposed emotional response or feelings toward objects, attributes or interests associated with AR and VR technologies | Attitude toward AR and VR technologies | Alimamy and Al-Imamy (2021), Holdack et al. (2022) |
| Engagement | The non-financial investment customers make in maintaining a relationship with a brand beyond mere transactions | Consumer engagement, behavioural engagement, WOM | Arghashi and Yuksel, (2022), Cuomo et al. (2015) |
| Behavioural response | The actions and intentions of customers toward AR and VR technologies, ranging from purchase to active participation | Purchase intention, usage, reuse, loyalty, co-creation of value, resource integration | Bonnin, (2020), He et al. (2018) |
| Constructs | Definitions | Aliases/operationalizations | Related research |
|---|---|---|---|
| Closeness | The perceived spatial proximity between the user and virtual content during | Closeness, perceived physical closeness; perceived proximity | |
| Telepresence | A psychological state in which users feel present inside a computer-generated virtual environment | Telepresence, virtual transportation; | |
| Local presence | A psychological state in which users perceive virtual elements as integrated into their immediate physical surroundings | Local presence, presence in physical environment; | |
| Mental imagery | Representation of objects, such as products and services, in the customer’s mind, is facilitated by | Mental intangibility, tangibility | |
| Decision comfort | The effectiveness of retailers in simplifying customer decision-making for choosing specific products via | Decision ease, decision-making comfort | |
| User experience | The unique and enjoyable experience customers have during their interaction with | Unique experience, enjoyment, excitement | |
| Flow | The state of being completely involved in an activity through | Flow, immersion, cognitive absorption | |
| Perceived ease of use | The degree to which a person believes that using a specific system or technology would be effortless | Ease of use, perceived ease | |
| Perceived usefulness | The extent to which a user believes that using a particular system or technology will enhance their performance | Usefulness, enhancing performance | |
| Privacy concern | Concerns about how personal information is collected, accessed, used and protected by | Privacy issues, data protection | |
| Perceived risk | The uncertainty and potential negative consequences associated with the use of a retailer, product or technology | Financial risk, psychological risk, social risk, risk beliefs, risk perceptions | |
| Satisfaction | The emotional response or affective state resulting from the technology experience | User satisfaction, emotional reaction | |
| Attitude | The predisposed emotional response or feelings toward objects, attributes or interests associated with | Attitude toward | |
| Engagement | The non-financial investment customers make in maintaining a relationship with a brand beyond mere transactions | Consumer engagement, behavioural engagement, | |
| Behavioural response | The actions and intentions of customers toward | Purchase intention, usage, reuse, loyalty, co-creation of value, resource integration |
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