Virtual reality consumer experience escapes: preparing for the metaverse

被引:0
作者
Dai-In Danny Han
Yoy Bergs
Natasha Moorhouse
机构
[1] Breda University of Applied Sciences,Academy for Hotel and Facility
[2] Zuyd University of Applied Sciences,Research Centre Future of Food
[3] Manchester Metropolitan University,Faculty of Business and Law
来源
Virtual Reality | 2022年 / 26卷
关键词
Virtual reality experience; Escapism; Consumer-centered design; Research agenda; Metaverse;
D O I
暂无
中图分类号
学科分类号
摘要
Virtual Reality (VR) experience escapes allow individuals to spend hours on end in immersive virtual environments and interact with content in a world that is providing shelter and illusion of an alternative reality – the metaverse. Discussions on possible risks have largely remained limited to usability challenges, while only a few studies reflect on social, psychological and physical implications this immersive technology exposes and the considerations consumers and businesses need to take. This paper critically reviews literature on escapism to discuss issues in the design and employment of virtual reality consumer experience escapes. Key issues relating to VR experience escapes and resulting effects on consumer health and well-being are discussed, emphasizing needed consumer-centered research and design. Future considerations include (1) Self-indulgent escapism through VR consumer experiences, (2) Ethical considerations in the design of VR consumer experience escapes, and (3) Purposeful design of VR consumer experiences escapes. A sequential research agenda is presented that integrates antecedents of VR experience escapes that connect to three main future research streams; designing purpose-driven VR consumer experience escapes, complementing methodologies for VR consumer experience research, and meaningful VR consumer experience escapes.
引用
收藏
页码:1443 / 1458
页数:15
相关论文
共 211 条
[1]  
Alcañiz M(2019)Virtual reality in marketing: a framework, review, and research agenda Front Psychol 10 1530-240
[2]  
Bigné E(2016)The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study Psychol Addict Behav 30 252-113
[3]  
Guixeres J(2006)Heart rate variability as an index of regulated emotional responding Rev Gen Psychol 10 229-741
[4]  
Andreassen CS(2017)Considering virtual reality in children’s lives J Child Media 11 107-668
[5]  
Billieux J(2004)Immersion and emotion: their impact on the sense of presence Cyberpsychol Behav 7 734-15
[6]  
Griffiths MD(2019)Emotions as core building blocks of an experience Int J Contemp Hosp Manag 31 651-607
[7]  
Kuss DJ(2004)Bringing virtual reality for commercial Web sites Int J Hum Comput Stud 60 1-513
[8]  
Demetrovics Z(2008)The pupil as a measure of emotional arousal and autonomic activation Psychophysiology 45 602-268
[9]  
Mazzoni E(2014)Immersion in digital games: review of gaming experience research Handbook of Digital Games 1 767-47
[10]  
Pallesen S(2019)Game play in virtual reality driving simulation involving head-mounted display and comparison to desktop display Virtual Reality. 24 503-143