Table 1

Extant empirical studies related to the acceptance of metaverse shopping

SourcesTechnologiesDevicesMethodsRelevant variablesSourcesTechnologiesDevicesMethodsRelevant variables
Altarteer and Charissis (2019) VR for online luxury productsProjection screenUser evaluation-based questionnaire (N = 42)Perceived presence, usefulness, ease of use, perceived experience value, attitudesPark and Kim (2022) Virtual try-on (AR) vs. 3D virtual stores (VR)Two mock e-commerce websites/PCBetween-subjects experiment (N = 194, female students)Consumption vision, interactivity, image quality issue, novelty, lack of realism, difficult to use, technological limitations
Javornik (2016a) 
  • -

    IKEA AR app

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    AR virtual try-on for sunglasses

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    Tablet

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    PC with webcamera

Between-subjects experiment (N = 60)Perceived augmentation, flow, affective responses, cognitive responsesPeukert et al. (2019) VR shopping environmentHTC VIVEBetween-subjects experiment (N = 257)Immersion, perceived product diagnosticity, telepresence, usefulness, enjoyment and intention to reuse shopping environment
Huang and Liao (2015) ARIT for online fittingN/AUser evaluation-based questionnaire (N = 220)Presence, ease of use, usefulness, aesthetics, service excellence, playfulness, sustainable relationship, consumer’s cognitive innovativenessRese et al. (2014) IKEA AR appMobile phoneUser evaluation-based questionnaire (N = 275)Perceived informativeness, enjoyment, usefulness, ease of use, attitude toward using and behavioral intention to use
Hwang et al. (2023) Fashion-related (eyewear) AR appsMobile phoneBetween-subjects experiment (N = 114)Perceived ease of use, usefulness, privacy priming, behavioral intention to useRese et al. (2017) Four different AR apps (marker and markerless)- Tablet
- Smartphone
- PC/laptop with webcam
Evaluation-based questionnaires (4 studies, N = 978)Perceived informativeness, enjoyment, usefulness, ease of use, attitude toward using and behavioral intention to use
Kim and Forsythe (2008) Virtual
Try-on technology
N/AFive focus groups and an online survey (N = 491)Usefulness of virtual try-on, ease of use, entertainment value, attitude, technology anxiety, innovativeness, intended use, post-use evaluationSaleem et al. (2022) Eyeglass-wearing AR appsMobile phoneUser evaluation-based questionnaire (N = 363)Vividness, novelty, perceived usefulness, ease of use, enjoyment, attitude toward use, behavioral intention to use
Lee et al. (2022) AR-enhanced virtual try-onsMobile phoneUser evaluation-based questionnaire (N = 352)Perceived interactivity, augmentation, telepresence, utilitarian value, hedonic value, adoption intention, sensation-seeking tendency, technology anxietyShah Alam et al. (2022) AR applications for online buyingN/AOnline questionnaire (N = 265)Social identity, perceived usefulness, ease of use, personal innovativeness, self-efficacy, enjoyment, attitude, intention to use
McLean and Wilson (2019) Three AR apps: ASOS, Amazon and IKEAN/AOnline questionnaire from users of AR apps (N = 441)AR novelty, interactivity and vividness, ease of use, usefulness, enjoyment, subjective norms, brand engagement, satisfaction and brand usage intentionSikström et al. (2016) VR shelfOculus Rift DK2Within-subjects experiment (N = 22)Presence, body ownership, awareness of movements, usability and enjoyment
Ohta et al. (2015) AR and VR for electronic product- Oculus Rift
DK1-VR
- Desktop PC-AR
User evaluation-based questionnaire (N = 11)Usefulness and ease of useSpreer and Kallweit (2014) AR application for booksTabletExperimental field study (N = 96)Perceived ease of use, usefulness, enjoyment and intention to reuse
Oyman et al. (2022) AR apps virtually trying-on cosmetic productsMobile phoneUser evaluation-based questionnaire (N = 278, all females)Novelty seeking, perceived augmented reality, enjoyment, usefulness, informativeness and ease of use, behavioral intention to useVan Kerrebroeck et al. (2017) VR Christmas experienceOculus Rift DK2Between-subjects experiment (N = 183)Attitude toward the mall, approach behavior, mall satisfaction and loyalty intention
Pantano and Servidio (2012) VR clothing storeLarge screen with polarized glassesUser evaluation-based questionnaire (N = 150)Ease of use, enjoyment, store perception and consumer satisfactionVerhulst et al. (2016) VR supermarketFull HD 3D 1080p ProjectorBetween-subjects experiment (N = 80)Performance (task completion time and the traveled distance) and NASA Task Load Index
Pantano et al. (2017) Virtual try-on system for sunglassesPC with webcameraUser evaluation-based questionnaire (n = 150, Italy; n = 168, Germany)Aesthetic quality, interactivity, response time, quality of information, ease of use, enjoyment, usefulness, attitude and behavioral intentionThe current studyAR, VR and AV (AR + VR) shops compared to self-built physical shopValve Index VR headset & Microsoft HoloLens AR headset; allow body movement and interactionBetween-subjects experiment (N = 157)Perceived enjoyment, perceived ease of use (NASA Task Load Index), perceived usefulness, attitude and intention to visit

Source(s): Author’s own creation/work

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