Table 1.

TCCM framework map

Authors | Theory
ContextCharacteristicsMethodology
Hilken et al. (2021) | Mental imagery theory
USA | Café’s products | 296, 365 and 353 consumers | Online AR holograms on‐screen, online 360° VR video, tablet PC AR holograms, 360° video with VR HMDEffectiveness of AR in stimulating purchase intention compared to VR. Effectiveness of VR in improving brand attitudes compared to AR. Combination of AR and VR in improving purchase intention and brand attitudesOnline and laboratory experiments
Kim et al. (2022) | Flow theory
USA | Apparel | 213 students | VR HMD, online store websiteRole of VR store experience in eliciting shoppers’ interest in the store and intention to visit the physical store. Mediation effect of flowLaboratory experiment
Luangrath et al. (2022)
Coffee, knitting, electronics, shirts, sweater, t-shirts, blankets | 502, 595, 967, 690, 622, 859, 144 consumers | Images, GIFs, Oculus Rift VR HMD, real productsDue to the active nature of product touch, the vicarious touch affects consumers’ psychological ownership and product valuation, that in turn results in body ownership of the virtual handField study, online and laboratory experiments
Alzayat and Lee (2021) | Hedonic and utilitarian values
Tools, clothes | 48 students; 70 and 160 consumers | Oculus Rift HMD, online retail websiteHedonic and utilitarian shopping value in VR vs website. Mediating effect of telepresence on the relationship between VR and hedonic and utilitarian shopping values. Extension of the body and presentation of the body in VR vs website. Moderating effect of need for touchLaboratory and online experiments
Bernritter et al. (2021) | Construal level theory
EU, UK | Fashion retail, food and beverage | 3,384 consumers; 120 and 296 students; 303 consumers | HTC ViveThe role of type of promotion, product category involvement and location targeting on consumers’ reactance and probability to buy in location-based mobile marketing. VR as an immersive environment to capture actual brand choicesField quasi-experiment, laboratory and online experiments
Cowan et al. (2021)
France, Ireland, USA | Ruinart champagne, BMW car | 128, 160, 228, 185 consumers | 360° VR, picture, video, website video, real productsEffect of high presence-inducing media (360° VR) vs low presence-inducing media (video or product presentations) on brand evaluation and purchase intention. Differences among online vs retail-store experiences, and high vs low product category knowledge. Mediating effect of mental imagery on the interaction of product category knowledge and high vs low presence-inducing media on brand evaluations and purchase intention. Effect of haptic instruction on the influence of product category knowledge and media-induced presence on brand evaluations and purchase intentionsField and online experiments
Harz et al. (2021) | Theory of vividness
Kitchen appliances, gardening tools. | 631 and 201 consumers | VR HDM and motion tracking sensors, online VR, real productsVR to improve prelaunch sales forecasting. VR vs traditional studio tests with real products. VR in fostering behavioural consistency between participants’ information search, preferences and buying behaviour. The effect of VR on participants’ perceptions related to presence and vividness and on decision uncertainty and convenienceField studies, laboratory experiment
Huang et al. (2021)
China | Potato chips | 80 consumers | NVIS nVisor SX60 HMD, resting-state fMRIColour–flavour incongruency effect. VR setting as a research tool combined with fMRI and voxel-based morphometry studyLaboratory experiment
Kim et al. (2021) | TAM, Telepresence theory
US | Furniture | 146 students | Google Cardboard VR headsetEffect of interactivity and vividness on perceived usefulness and perceived enjoyment and impacts on consumer behavioural responses, mediating role of telepresence and previous experiences with VRLaboratory experiment
Loureiro et al. (2021b) | Extended S(Stimuli) – O (Organism) – R (Response) framework
Portugal | Shoes | 200 students | Oculus Rift HMDEscapism affects consumers’ cognitive and affective states that increase pleasure. Pleasure heightens vividness and presence, which affect intentions. The role of music in the backgroundLaboratory study
Mishra et al. (2021) | Theory of vividness, hedonic and utilitarian values
India | Chair, paint, tourism experience, car
|128+159+138 students
|VR headset
Consumer responses to VR, AR and mobile apps: ease of use, responsiveness, word-of-mouth recommendation, overall positive experiences, visual appeal, emotional appeal and purchase intention. Moderating effect of product type (hedonic and utilitarian)Laboratory experiments
Park and Kim (2021)
USA | Apparel | 404 consumers, 196 students | 3D VR online store, try-on online store, standard online store, HTC Vive HMD, virtual try-on, static picturesEffect of VR 3D virtual store and AR virtual try-on technology on purchase intention. Mediating role of cognitive elaboration. Interaction of consumers’ shopping goals (searching vs browsing) with the website technology and the influence on their responsesOnline and experiments
Ringler et al. (2021) | Theory in sensory marketing, mental simulation and cue diagnosticity
US | Blender; sports utility vehicle; lawnmower | 427, 476, 270 students, 201 consumers | Vive Pro MVThe effect of consequential product sounds on customers’ perceptions and willingness to pay. Use of consequential product sounds in VR shoppingLaboratory and online experiments
Schnack et al. (2021a) | Big Five personality traits
New Zealand | Food and beverage, magazines | 113 consumers | HTC Vive HMDImpact of Big Five personality traits on product inspection time, the proportion of private label purchases and impulsive buying in immersive VR store environments. Impact on basket size, shopping time and amount spentLaboratory study
Schnack et al. (2021b)
New Zealand | Convenience products | 71 consumers | HTC Vive HMD, ElectroencephalographyDifferent types of locomotion techniques in VR shopping environments (instant teleportation vs motion-tracked walking) and the influence on consumer behaviourLaboratory experiment
van Berlo et al. (2021) | Consumer learning theory
The Netherlands | Chocolate | 81 consumers | HTC Vive HMDThe moderating effect of virtual product appeal of brands in VR on brand attitude and purchase intention. The mediating role of emotional response on the effect of brands in VR games on brand attitude and purchase intentionLaboratory experiment
Han et al. (2020) | Flow theory, TAM
Supermarket | 120 consumers |
VR HMD
Effect of telepresence, challenge, body ownership and control (consumer flow) on playfulness and usefulness (technology acceptance). Intention to adopt VR in consumer setting. Role of technology readiness and time distortion on the relationship between telepresence and playfulnessLaboratory study
Kang et al. (2020) | Affective–cognition model
USA | Office desk, chair | 218 consumers | Picture, video desktop, website 3D, Oculus Rift CV1 HMDInteractivity, visual-spatial cues and graphics quality in enhancing the playfulness and informativeness of the shopping interface and in influencing subsequent product evaluation and purchase intentionOnline and laboratory experiment
Meißner et al. (2020) | Expectation–confirmation theory
Germany | Mueslis |257 students | VR HMD, 3D on desktop screen, real productsHow high immersive VR affect variety-seeking (brand loyalty – taste loyalty), price-sensitivity and satisfaction with the choice madeLaboratory experiment
Naderi et al. (2020) | Model of object recognition
USA | Digital camera | 91, 90 students. | Ultra-HD TV, Oculus Rift CV1 HMDThe effect of product design and environment congruence on the perceived aesthetic, affective responses and purchase intentions. Immersive VR in reducing confounding effects and providing a better understanding of the productLaboratory experiments
Pfeiffer et al. (2020)
Food and beverage | 29 students, 20 consumers | CAVE, eye-tracking, real productsEye movements to classify goal-directed and exploratory search. Comparison between a virtual and real supermarketLaboratory experiment, field study
Schnack et al. (2020)
New Zealand | Food and beverage | 153 consumers | HTC Vive HMDShopper behaviour in an immersive VR store: private label share, private label share per category, shelf positioning, gender differences in purchase behaviour, unplanned purchases, product handling timeLaboratory study
Huang and Wan (2019)
China | Potato chips | 80, 120 consumers | nVisor SX60 HMDColour–flavour incongruency effect in product evaluation and brand perception. Effect of the interaction with the product in VR on colour–flavour incongruencyLaboratory experiments
Lombart et al. (2019) | Cue utilization theory
France | Fruits and vegetables | 142 students | Oculus Rift DK2 HMDThe effects of fruit and vegetable abnormalities on consumer perceptions and purchasing behaviour in an immersive VR store. VR as an environment to study fresh food products with many participantsLaboratory experiment
Martínez-Navarro et al. (2019) | Affective–cognition model, Presence theory
Spain | Beer, water, wine | 178 consumers | Desktop screen, power-wall, HTC Vive HMD, physical marketThe effectiveness of different VR formats and devices in eliciting positive consumer responses compared to a physical store: affective responses (emotions, discomfort, affective appraisal), cognitive responses (presence and band recall) and conative responses (purchase intention)Laboratory and field experiment
Meißner et al. (2019)
Granola, banking mixture | 33 consumers | CAVE, eye-trackingVR as an effective setting to benefit from mobile eye-tracking and laboratory experiment advantagesLaboratory study
Peukert et al. (2019) | Hedonic and utilitarian values
Germany | Mueslis | 257 consumers | HTC Vive HMD, desktop computer screenThe effect of immersion on the intention to reuse the shopping environment via two paths: perceived product diagnosticity - perceived usefulness and perceived telepresence - perceived enjoymentLaboratory experiment
Esmark Jones et al. (2018) | Social identity theory, reactance theory
USA | Embarrassing products | 120, 99, 127 consumers, 44 students | 360° VR video with HMD, real productsPackaging components that influence product anonymity and the relationship between anonymity, embarrassment and purchase intentions. Moderating effect of location and discount. VR as an immersive environment to capture product choicesField study, online and laboratory experiments
Ketelaar et al. (2018)
Denmark | Grocery | 120 consumers | CAVEThe effect of openness in advertising design, in interaction with location congruency of mobile advertising, in a VR supermarket (as a realistic, interactive and controllable environmentLaboratory experiment
Ketelaar et al. (2017)
Denmark | Cola, toilet paper, chocolate sprinkles, crisps | 120 consumers | CAVEThe effects of location congruency and medium type on consumers’ advertising attention and brand choice. VR as an immersive environment to capture actual brand choicesLaboratory experiment
Bigné et al. (2016)  
Spain | Beer | 41 consumers | CAVE, human behaviour tracking, eye-trackingConsumer paths, seeking behaviour, purchase behaviour, attention and time spent in a VR supermarketLaboratory experiment
Source: Authors’ own work

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