Table 3.

Proposed topics for future research

Proposed topics based on identified research gapsAvenues for future research
Theory
Revisit existing consumer behaviour theories and concepts in the light of VR
Application of marketing theories and concepts not yet considered in VR
Merge theories that can help understand consumers’ interactions with products in VR
Perceptions of space, depth, presence of others and crowdedness
Which theories are best suited to understanding how consumers interact with products in VR? Which theories, not yet considered, can be successfully applied? Do we arrive at different results in VR by applying theories valid in physical reality?
Can dedicated theories be developed to analyse the interaction with products in VR? Which theories of consumer behaviour and product research can be merged for studies in VR?
Do factors such as depth, presence of others and crowdedness influence product evaluation in VR? Do social relationships influence the way consumers interact with products in VR?
Context
Research in different cultural contexts and generational cohorts
Research on non-tangible aspects of the product (novelty, prototypicality, value, sustainability)
Differences among low- and high-involvement products in VR, and among different types of stores in VR
Differences between VR and physical reality
Free navigation and interaction in VR, without the use of controllers
Consequences of using VR devices for an extended period of time
Research comparing several reality technologies and formats (VR, AR, PMR)
Complement behavioural data with biometric measures
Does culture or generational differences affect product evaluation in VR?
What role do non-tangible aspects of products in VR play? Are there differences between the evaluation of non-tangible aspects in VR compared to other conditions and physical reality?
How do consumers evaluate low- and high-involvement products in VR? How does the type of store influence the evaluation of products in VR?
How do consumers evaluate analytical product attributes, such as packaging, in VR? Are virtual products perceived differently than physical products?
Is the possibility of free navigation and interaction in VR relevant in the evaluation of products in VR?
What consequences does the use of VR devices for an extended period of time have when interacting with products?
What peculiarities do technologies, such as VR, AR and PMR, have when interacting with products? What are the differences between them?
How is it possible to complement behavioural data with biometric measures to gain a deeper understanding of consumers’ product evaluations in VR?
Characteristics
The role of cognitive engagement of VR in paying attention to specific stimuli
Research analysing the role and the impact of sensory cues (touch, smell, taste)
Consumer attitudes/behaviour in VR
Product evaluation in VR B2B markets
Does cognitive engagement influence consumers in focussing on specific product stimuli in VR?
How can sensory cues (touch, smell, taste) be analysed in the interaction with products in VR? What implications do they have on consumer response? What differences emerge with physical reality?
What characteristics could product evaluation in VR have in a B2B market? What criticalities?
Methodology
Field studies and non-student samples to increase external validity and generalisability
Longitudinal research to verify changes in consumer response over time
Qualitative studies to complement quantitative research
How to capture actual behaviour in VR? How to increase external validity and generalisability when it comes to product assessment in VR?
Does collecting longitudinal data in VR show a change in consumer response over time?
How can qualitative insights be gained in the study of product evaluation in VR?
Source: Authors’ own work

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