Virtual is so real! Consumers' evaluation of product packaging in virtual reality

Detalhes bibliográficos
Autor(a) principal: Branca, G.
Data de Publicação: 2023
Outros Autores: Resciniti, R., Loureiro, S. M. C.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/27905
Resumo: Virtual Reality (VR) is shaping all human activities, and with the advent of the metaverse, buyers are going to experience new ways of doing shopping. What would happen if consumers will be asked to assess a product's attribute, i.e., packaging, in a virtual environment, instead of being able to physically hold the product, like in a traditional purchasing process? The aim of this study is to analyze consumers' evaluation of packaged products in immersive VR, manipulating packaging structural and haptic cues, and clarify potential differences with the consumers' responses in the real life. We conducted two focus groups (Study 1), with 16 participants, a mixed design experiment (Study 2), involving 167 consumers, to analyze consumers' attitudes, and a choice-based conjoint analysis (Study 3), with 41 individuals, to study actual choice behavior. The main findings reveal that consumer behavior in VR is consistent with everyday life, except for minor variations. VR proves to be an efficient and rigorous research environment, also suitable for testing sensory cues and non-tangible attributes. Finally, the article suggests managers can effectively use VR for product and packaging development, through a more sustainable process that requires fewer resources and time compared to traditional tests
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spelling Virtual is so real! Consumers' evaluation of product packaging in virtual realityConsumer evaluationPackagingSensory cuesStructural cuesSustainabilityVirtual realityWillingness to pay a premium priceVirtual Reality (VR) is shaping all human activities, and with the advent of the metaverse, buyers are going to experience new ways of doing shopping. What would happen if consumers will be asked to assess a product's attribute, i.e., packaging, in a virtual environment, instead of being able to physically hold the product, like in a traditional purchasing process? The aim of this study is to analyze consumers' evaluation of packaged products in immersive VR, manipulating packaging structural and haptic cues, and clarify potential differences with the consumers' responses in the real life. We conducted two focus groups (Study 1), with 16 participants, a mixed design experiment (Study 2), involving 167 consumers, to analyze consumers' attitudes, and a choice-based conjoint analysis (Study 3), with 41 individuals, to study actual choice behavior. The main findings reveal that consumer behavior in VR is consistent with everyday life, except for minor variations. VR proves to be an efficient and rigorous research environment, also suitable for testing sensory cues and non-tangible attributes. Finally, the article suggests managers can effectively use VR for product and packaging development, through a more sustainable process that requires fewer resources and time compared to traditional testsWiley2023-02-15T10:36:58Z2023-01-01T00:00:00Z20232023-02-15T10:38:06Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/27905eng0742-604610.1002/mar.21743Branca, G.Resciniti, R.Loureiro, S. M. C.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T17:58:04Zoai:repositorio.iscte-iul.pt:10071/27905Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:30:08.683861Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Virtual is so real! Consumers' evaluation of product packaging in virtual reality
title Virtual is so real! Consumers' evaluation of product packaging in virtual reality
spellingShingle Virtual is so real! Consumers' evaluation of product packaging in virtual reality
Branca, G.
Consumer evaluation
Packaging
Sensory cues
Structural cues
Sustainability
Virtual reality
Willingness to pay a premium price
title_short Virtual is so real! Consumers' evaluation of product packaging in virtual reality
title_full Virtual is so real! Consumers' evaluation of product packaging in virtual reality
title_fullStr Virtual is so real! Consumers' evaluation of product packaging in virtual reality
title_full_unstemmed Virtual is so real! Consumers' evaluation of product packaging in virtual reality
title_sort Virtual is so real! Consumers' evaluation of product packaging in virtual reality
author Branca, G.
author_facet Branca, G.
Resciniti, R.
Loureiro, S. M. C.
author_role author
author2 Resciniti, R.
Loureiro, S. M. C.
author2_role author
author
dc.contributor.author.fl_str_mv Branca, G.
Resciniti, R.
Loureiro, S. M. C.
dc.subject.por.fl_str_mv Consumer evaluation
Packaging
Sensory cues
Structural cues
Sustainability
Virtual reality
Willingness to pay a premium price
topic Consumer evaluation
Packaging
Sensory cues
Structural cues
Sustainability
Virtual reality
Willingness to pay a premium price
description Virtual Reality (VR) is shaping all human activities, and with the advent of the metaverse, buyers are going to experience new ways of doing shopping. What would happen if consumers will be asked to assess a product's attribute, i.e., packaging, in a virtual environment, instead of being able to physically hold the product, like in a traditional purchasing process? The aim of this study is to analyze consumers' evaluation of packaged products in immersive VR, manipulating packaging structural and haptic cues, and clarify potential differences with the consumers' responses in the real life. We conducted two focus groups (Study 1), with 16 participants, a mixed design experiment (Study 2), involving 167 consumers, to analyze consumers' attitudes, and a choice-based conjoint analysis (Study 3), with 41 individuals, to study actual choice behavior. The main findings reveal that consumer behavior in VR is consistent with everyday life, except for minor variations. VR proves to be an efficient and rigorous research environment, also suitable for testing sensory cues and non-tangible attributes. Finally, the article suggests managers can effectively use VR for product and packaging development, through a more sustainable process that requires fewer resources and time compared to traditional tests
publishDate 2023
dc.date.none.fl_str_mv 2023-02-15T10:36:58Z
2023-01-01T00:00:00Z
2023
2023-02-15T10:38:06Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10071/27905
url http://hdl.handle.net/10071/27905
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 0742-6046
10.1002/mar.21743
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eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Wiley
publisher.none.fl_str_mv Wiley
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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