Acceptance of the metaverse: a laboratory experiment on augmented and virtual reality shopping

Acceptance of the metaverse: a laboratory experiment on augmented and virtual reality shopping

Accepted 10 January 2024 | Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila, Juho Hamari
This study investigates the acceptance of metaverse shopping, specifically focusing on the effects of augmented reality (AR) and virtual reality (VR) technologies. The research employs a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. The study constructs three XR shopping conditions using XR devices and a 3D laser scanner to create a physical brick-and-mortar store with approximately 600 products. The findings indicate that XR can offer an experience comparable to or even surpassing traditional shopping in terms of instrumental and hedonic aspects, despite a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. Surprisingly, the lower perceived ease of use did not negatively impact the attitude toward metaverse shopping. The study contributes to the literature by providing experimental evidence on the acceptance of XR shopping and suggesting that low perceived ease of use may not always be detrimental to technology adoption. It also highlights the importance of further randomized controlled studies to explore the effects of technology on adoption. The findings have practical implications for retailers and designers of metaverse platforms, offering insights into how to enhance the shopping experience in the metaverse.This study investigates the acceptance of metaverse shopping, specifically focusing on the effects of augmented reality (AR) and virtual reality (VR) technologies. The research employs a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. The study constructs three XR shopping conditions using XR devices and a 3D laser scanner to create a physical brick-and-mortar store with approximately 600 products. The findings indicate that XR can offer an experience comparable to or even surpassing traditional shopping in terms of instrumental and hedonic aspects, despite a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. Surprisingly, the lower perceived ease of use did not negatively impact the attitude toward metaverse shopping. The study contributes to the literature by providing experimental evidence on the acceptance of XR shopping and suggesting that low perceived ease of use may not always be detrimental to technology adoption. It also highlights the importance of further randomized controlled studies to explore the effects of technology on adoption. The findings have practical implications for retailers and designers of metaverse platforms, offering insights into how to enhance the shopping experience in the metaverse.
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