111
Views
0
CrossRef citations to date
0
Altmetric
Research Article

How Immersive Retailing Affects Consumers’ Urge to Buy: Impacts of Self-Imagery, Positive Emotion, and Self-Relevance

& ORCID Icon
Received 13 Oct 2023, Accepted 13 May 2024, Published online: 24 May 2024

References

  • Alyahya, M., & McLean, G. (2022). Examining tourism consumers’ attitudes and the role of sensory information in virtual reality experiences of a tourist destination. Journal of Travel Research, 61(7), 1666–1681. https://doi.org/10.1177/00472875211037745
  • Babin, L. A., & Burns, A. C. (1997). Effects of print ad pictures and copy containing instructions to imagine on mental imagery that mediates attitudes. Journal of Advertising, 26(3), 33–44. https://doi.org/10.1080/00913367.1997.10673527
  • Black, J. B., Turner, T. J., & Bower, G. H. (1979). Point of view in narrative comprehension, memory, and production. Journal of Verbal Learning and Verbal Behavior, 18(2), 187–198. https://doi.org/10.1016/S0022-5371(79)90118-X
  • Bogicevic, V., Seo, S., Kandampully, J. A., Liu, S. Q., & Rudd, N. A. (2019). Virtual reality presence as a preamble of tourism experience: The role of mental imagery. Tourism Management, 74, 55–64. https://doi.org/10.1016/j.tourman.2019.02.009
  • Bone, P. F., & Ellen, P. S. (1992). The generation and consequences of communication-evoked imagery. Journal of Consumer Research, 19(1), 93–104. https://doi.org/10.1086/209289
  • Bridges, E., & Florsheim, R. (2008). Hedonic and utilitarian shopping goals: The online experience. Journal of Business Research, 61(4), 309–314. https://doi.org/10.1016/j.jbusres.2007.06.017
  • Burns, A. C., Biswas, A., & Babin, L. A. (1993). The operation of visual imagery as a mediator of advertising effects. Journal of Advertising, 22(2), 71–85. https://doi.org/10.1080/00913367.1993.10673405
  • Burroughs, J. E. (1996). Product symbolism, self meaning, and holistic matching: The role of information processing in impulsive buying. Advances in Consumer Research, 23(1), 463–469.
  • Bywaters, M., Andrade, J., & Turpin, G. (2004). Determinants of the vividness of visual imagery: The effects of delayed recall, stimulus affect and individual differences. Memory, 12(4), 479–488.
  • Chan, T. K., Cheung, C. M., & Lee, Z. W. (2017). The state of online impulse-buying research: A literature analysis. Information & Management, 54(2), 204–217. https://doi.org/10.1016/j.im.2016.06.001
  • Chebat, J. C., & Michon, R. (2003). Impact of ambient odors on mall shoppers’ emotions, cognition, and spending: A test of competitive causal theories. Journal of Business Research, 56(7), 529–539. https://doi.org/10.1016/S0148-2963(01)00247-8
  • Chen, J. V., Ha, Q. A., & Vu, M. T. (2023). The influences of virtual reality shopping characteristics on consumers’ impulse buying behavior. International Journal of Human–Computer Interaction, 39(17), 3473–3491.
  • Chen, J. V., Ruangsri, S., Ha, Q. A., & Widjaja, A. E. (2022). An experimental study of consumers’ impulse buying behaviour in augmented reality mobile shopping apps. Behaviour & Information Technology, 41(15), 3360–3381. https://doi.org/10.1080/0144929X.2021.1987523
  • Chen, C., & Yao, M. Z. (2022). Strategic use of immersive media and narrative message in virtual marketing: Understanding the roles of telepresence and transportation. Psychology & Marketing, 39(3), 524–542. https://doi.org/10.1002/mar.21630
  • Dahl, D. W., & Hoeffler, S. (2004). Visualizing the self: Exploring the potential benefits and drawbacks for new product evaluation. Journal of Product Innovation Management, 21(4), 259–267. https://doi.org/10.1111/j.0737-6782.2004.00077.x
  • Donovan, R. J., Rossiter, J. R., Marcoolyn, G., & Nesdale, A. (1994). Store atmosphere and purchasing behavior. Journal of Retailing, 70(3), 283–294. https://doi.org/10.1016/0022-4359(94)90037-X
  • Drenik, G. (2023). Retailers need immersive CX to meet customer expectations in 2023. Forbes, April 25. https://www.forbes.com/sites/garydrenik/2023/04/25/retailers-need-immersive-cx-to-meet-customer-expectations-in-2023/?sh=14161c6c2866
  • Elboudali, A., Aoussat, A., Mantelet, F., Bethomier, J., & Leray, F. (2020). A customised virtual reality shopping experience framework based on consumer behaviour: 3DR3CO. International Journal on Interactive Design and Manufacturing, 14(2), 551–563. https://doi.org/10.1007/s12008-020-00645-0
  • Elder, R. S., & Krishna, A. (2022). A review of sensory imagery for consumer psychology. Journal of Consumer Psychology, 32(2), 293–315. https://doi.org/10.1002/jcpy.1242
  • Eroglu, S. A., Machleit, K. A., & Davis, L. M. (2001). Atmospheric qualities of online retailing: A conceptual model and implications. Journal of Business Research, 54(2), 177–184. https://doi.org/10.1016/S0148-2963(99)00087-9
  • Escalas, J. E. (2004). Imagine yourself in the product: Mental simulation, narrative transportation, and persuasion. Journal of Advertising, 33(2), 37–48.
  • Fenton-O’Creevy, M., Dibb, S., & Furnham, A. (2018). Antecedents and consequences of chronic impulsive buying: Can impulsive buying be understood as dysfunctional self‐regulation? Psychology & Marketing, 35(3), 175–188. https://doi.org/10.1002/mar.21078
  • Flight, R. L., Rountree, M. M., & Beatty, S. E. (2012). Feeling the urge: Affect in impulsive and compulsive buying. Journal of Marketing Theory and Practice, 20(4), 453–466. https://doi.org/10.2753/MTP1069-6679200407
  • Frigerio, M., Ottaviani, C., & Vandone, D. (2020). A meta‐analytic investigation of consumer over‐indebtedness: The role of impulsivity. International Journal of Consumer Studies, 44(4), 328–342. https://doi.org/10.1111/ijcs.12570
  • Gibson, J. J. (1979). The ecological approach to visual perception. Houghton Mifflin.
  • Graa, A., & Dani, E. K. M. (2012). Application of stimulus & response model to impulse buying behavior of Algerian consumers. Serbian Journal of Management, 7(1), 53–64. https://doi.org/10.5937/sjm1201053G
  • Han, S. L., An, M., Han, J. J., & Lee, J. (2020). Telepresence, time distortion, and consumer traits of virtual reality shopping. Journal of Business Research, 118, 311–320. https://doi.org/10.1016/j.jbusres.2020.06.056
  • Hashmi, H. B. A., Shu, C., & Haider, S. W. (2020). Moderating effect of hedonism on store environment-impulse buying nexus. International Journal of Retail & Distribution Management, 48(5), 465–483. https://doi.org/10.1108/IJRDM-09-2019-0312
  • Hausman, A. (2000). A multi‐method investigation of consumer motivations in impulse buying behavior. Journal of Consumer Marketing, 17(5), 403–426. https://doi.org/10.1108/07363760010341045
  • Hayes, A. F. (2012). PROCESS: A versatile computational tool for observed variable mediation, moderation, and conditional process modeling [White paper]. Retrieved from http://www.afhayes.com/public/process2012.pdf
  • Hilken, T., Chylinski, M., Keeling, D. I., Heller, J., de Ruyter, K., & Mahr, D. (2022). How to strategically choose or combine augmented and virtual reality for improved online experiential retailing. Psychology & Marketing, 39(3), 495–507. https://doi.org/10.1002/mar.21600
  • Holbrook, M. B., & Hirschman, E. C. (1982). The experiential aspects of consumption: Consumer fantasies, feelings, and fun. Journal of Consumer Research, 9(2), 132–140. https://doi.org/10.1086/208906
  • Houston, M. B., & Walker, B. A. (1996). Self-relevance and purchase goals: Mapping a consumer decision. Journal of the Academy of Marketing Science, 24(3), 232–245. https://doi.org/10.1177/0092070396243004
  • Hsieh, J. K., Hsieh, Y. C., Chiu, H. C., & Yang, Y. R. (2014). Customer response to web site atmospherics: Task-relevant cues, situational involvement and PAD. Journal of Interactive Marketing, 28(3), 225–236. https://doi.org/10.1016/j.intmar.2014.03.001
  • Hsu, W. C., Lee, M. H., & Zheng, K. W. (2024). From virtual to reality: The power of augmented reality in triggering impulsive purchases. Journal of Retailing and Consumer Services, 76, 103604. https://doi.org/10.1016/j.jretconser.2023.103604
  • Jang, J. Y., Hur, H. J., & Choo, H. J. (2019). How to evoke consumer approach intention toward VR stores? Sequential mediation through telepresence and experiential value. Fashion and Textiles, 6(1), 1–16. https://doi.org/10.1186/s40691-018-0166-9
  • Ji, J. L., Heyes, S. B., MacLeod, C., & Holmes, E. A. (2016). Emotional mental imagery as simulation of reality: Fear and beyond—A tribute to Peter Lang. Behavior Therapy, 47(5), 702–719. https://doi.org/10.1016/j.beth.2015.11.004
  • Jiang, Y., Adaval, R., Steinhart, Y., & Wyer, R. S. Jr. (2014). Imagining yourself in the scene: The interactive effects of goal-driven self-imagery and visual perspectives on consumer behavior. Journal of Consumer Research, 41(2), 418–435. https://doi.org/10.1086/676966
  • Joshi, Y., & Rahman, Z. (2015). Factors affecting green purchase behaviour and future research directions. International Strategic Management Review, 3(1–2), 128–143. https://doi.org/10.1016/j.ism.2015.04.001
  • Kacprzak, A., & Hensel, P. (2023). Exploring online customer experience: A systematic literature review and research agenda. International Journal of Consumer Studies, 47(6), 2583–2608. https://doi.org/10.1111/ijcs.12966
  • Kang, J., Liu, C., & Kim, S. H. (2013). Environmentally sustainable textile and apparel consumption: The role of consumer knowledge, perceived consumer effectiveness and perceived personal relevance. International Journal of Consumer Studies, 37(4), 442–452. https://doi.org/10.1111/ijcs.12013
  • Kang, H. J., Shin, J. H., & Ponto, K. (2020). How 3D virtual reality stores can shape consumer purchase decisions: The roles of informativeness and playfulness. Journal of Interactive Marketing, 49(1), 70–85. https://doi.org/10.1016/j.intmar.2019.07.002
  • Kim, J. H., Kim, M., Park, M., & Yoo, J. (2021). How interactivity and vividness influence consumer virtual reality shopping experience: The mediating role of telepresence. Journal of Research in Interactive Marketing, 15(3), 502–525. https://doi.org/10.1108/JRIM-07-2020-0148
  • Kim, J. H., Kim, M., Yoo, J., & Park, M. (2021). Consumer decision-making in a retail store: The role of mental imagery and gender difference. International Journal of Retail & Distribution Management, 49(3), 421–445. https://doi.org/10.1108/IJRDM-10-2019-0353
  • Kim, D., & Ko, Y. J. (2019). The impact of virtual reality (VR) technology on sport spectators’ flow experience and satisfaction. Computers in Human Behavior, 93, 346–356. https://doi.org/10.1016/j.chb.2018.12.040
  • Kosslyn, S. M., Ganis, G., & Thompson, W. L. (2001). Neural foundations of imagery. Nature Reviews. Neuroscience, 2(9), 635–642. https://doi.org/10.1038/35090055
  • Kovacova, M., Horak, J., & Popescu, G. H. (2022). Haptic and biometric sensor technologies, deep learning-based image classification algorithms, and movement and behavior tracking tools in the metaverse economy. Analysis and Metaphysics, 21, 176–192.
  • Kumar, V., Ramachandran, D., & Kumar, B. (2021). Influence of new-age technologies on marketing: A research agenda. Journal of Business Research, 125, 864–877. https://doi.org/10.1016/j.jbusres.2020.01.007
  • Lee, G. Y., & Yi, Y. (2008). The effect of shopping emotions and perceived risk on impulsive buying: The moderating role of buying impulsiveness trait. Seoul Journal of Business, 14(2), 67–92.
  • Loureiro, S. M. C., Correia, C., & Guerreiro, J. (2023). Mental imagery, product involvement and presence at virtual reality supermarket. Journal of Creative Communications, 18(1), 79–92. https://doi.org/10.1177/09732586221086655
  • Loureiro, S. M. C., Guerreiro, J., Eloy, S., Langaro, D., & Panchapakesan, P. (2019). Understanding the use of virtual reality in marketing: A text mining-based review. Journal of Business Research, 100, 514–530. https://doi.org/10.1016/j.jbusres.2018.10.055
  • Luceri, B., Bijmolt, T. T., Bellini, S., & Aiolfi, S. (2022). What drives consumers to shop on mobile devices? Insights from a meta-analysis. Journal of Retailing, 98(1), 178–196. https://doi.org/10.1016/j.jretai.2022.02.002
  • MacInnis, D. J., & Price, L. L. (1987). The role of imagery in information processing: Review and extensions. Journal of Consumer Research, 13(4), 473–491. https://doi.org/10.1086/209082
  • Mazaheri, E., Richard, M. O., & Laroche, M. (2011). Online consumer behavior: Comparing Canadian and Chinese website visitors. Journal of Business Research, 64(9), 958–965. https://doi.org/10.1016/j.jbusres.2010.11.018
  • McLean, G., & Barhorst, J. B. (2022). Living the experience before you go… but did it meet expectations? The role of virtual reality during hotel bookings. Journal of Travel Research, 61(6), 1233–1251. https://doi.org/10.1177/00472875211028313
  • McMillen, J. (2023). Virtual store fronts are expanding. ‘Avamalls’ could be next. Forbes, June 26. https://www.forbes.com/sites/jennmcmillen/2023/06/26/virtual-store-fronts-are-expanding-avamalls-could-be-next/?sh=24f3bc4d1f4e
  • Mehrabian, A., & Russell, J. A. (1974). An approach to environmental psychology. The MIT Press.
  • Miao, L. (2011). Guilty pleasure or pleasurable guilt? Affective experience of impulse buying in hedonic-driven consumption. Journal of Hospitality & Tourism Research, 35(1), 79–101. https://doi.org/10.1177/1096348010384876
  • Mollen, A., & Wilson, H. (2010). Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives. Journal of Business Research, 63(9–10), 919–925. https://doi.org/10.1016/j.jbusres.2009.05.014
  • Mueller, S. (2022). The future of retail is contactless and immersive. Forbes, April 6. https://www.forbes.com/sites/forbestechcouncil/2022/04/06/the-future-of-retail-is-contactless-and-immersive/?sh=78db4b6e6187
  • Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22–42. https://doi.org/10.1287/mksc.19.1.22.15184
  • Nyrhinen, J., Lonka, K., Sirola, A., Ranta, M., & Wilska, T. A. (2023). Young adults’ online shopping addiction: The role of self‐regulation and smartphone use. International Journal of Consumer Studies, 47(5), 1871–1884. https://doi.org/10.1111/ijcs.12961
  • Overmars, S., & Poels, K. (2015). Online product experiences: The effect of simulating stroking gestures on product understanding and the critical role of user control. Computers in Human Behavior, 51, 272–284. https://doi.org/10.1016/j.chb.2015.04.033
  • Ozok, A. A., & Komlodi, A. (2009). Better in 3D? An empirical investigation of user satisfaction and preferences concerning two-dimensional and three-dimensional product representations in business-to-consumer e-commerce. International Journal of Human–Computer Interaction, 25(4), 243–281. https://doi.org/10.1080/10447310802546724
  • Parboteeah, D. V., Valacich, J. S., & Wells, J. D. (2009). The influence of website characteristics on a consumer’s urge to buy impulsively. Information Systems Research, 20(1), 60–78. https://doi.org/10.1287/isre.1070.0157
  • Park, E. J., Kim, E. Y., & Forney, J. C. (2006). A structural model of fashion‐oriented impulse buying behavior. Journal of Fashion Marketing and Management: An International Journal, 10(4), 433–446. https://doi.org/10.1108/13612020610701965
  • Petrova, P. K., & Cialdini, R. B. (2005). Fluency of consumption imagery and the backfire effects of imagery appeals. Journal of Consumer Research, 32(3), 442–452.
  • Peukert, C., Pfeiffer, J., Meißner, M., Pfeiffer, T., & Weinhardt, C. (2019). Shopping in virtual reality stores: The influence of immersion on system adoption. Journal of Management Information Systems, 36(3), 755–788. https://doi.org/10.1080/07421222.2019.1628889
  • Pleyers, G., & Poncin, I. (2020). Non-immersive virtual reality technologies in real estate: How customer experience drives attitudes toward properties and the service provider. Journal of Retailing and Consumer Services, 57, 102175. https://doi.org/10.1016/j.jretconser.2020.102175
  • Poliak, M., Poliakova, A., & Nica, E. (2023). Context modeling and ambient scene detection tools, machine learning-based object recognition and distributed sensing technologies, and immersive visualization and haptic augmented reality systems in the decentralized metaverse. Review of Contemporary Philosophy, 22, 261–277.
  • Preacher, K. J., & Hayes, A. F. (2004). SPSS and SAS procedures for estimating indirect effects in simple mediation models. Behavior Research Methods, Instruments, & Computers, 36(4), 717–731. https://doi.org/10.3758/bf03206553
  • PwC (2021). Global consumer insights pulse survey: The global consumer: Changed for good. PwC. https://www.pwc.com/gx/en/consumer-markets/consumer-insights-survey/2021/gcis-june-2021.pdf
  • Rauschnabel, P. A., Felix, R., Hinsch, C., Shahab, H., & Alt, F. (2022). What is XR? Towards a framework for augmented and virtual reality. Computers in Human Behavior, 133, 107289. https://doi.org/10.1016/j.chb.2022.107289
  • Redine, A., Deshpande, S., Jebarajakirthy, C., & Surachartkumtonkun, J. (2023). Impulse buying: A systematic literature review and future research directions. International Journal of Consumer Studies, 47(1), 3–41. https://doi.org/10.1111/ijcs.12862
  • Ricci, M., Evangelista, A., Di Roma, A., & Fiorentino, M. (2023). Immersive and desktop virtual reality in virtual fashion stores: A comparison between shopping experiences. Virtual Reality, 27(3), 1–16. https://doi.org/10.1007/s10055-023-00806-y
  • Rodríguez-Ardura, I., & Martínez-López, F. J. (2014). Another look at ‘being there’ experiences in digital media: Exploring connections of telepresence with mental imagery. Computers in Human Behavior, 30, 508–518. https://doi.org/10.1016/j.chb.2013.06.016
  • Rook, D. W. (1987). The buying impulse. Journal of Consumer Research, 14(2), 189–199. https://doi.org/10.1086/209105
  • Royo-Vela, M., & Black, M. (2020). Drone images versus terrain images in advertisements: Images’ verticality effects and the mediating role of mental simulation on attitude towards the advertisement. Journal of Marketing Communications, 26(1), 21–39. https://doi.org/10.1080/13527266.2018.1425896
  • Samala, N., & Singh, S. (2019). Millennial’s engagement with fashion brands: A moderated-mediation model of brand engagement with self-concept, involvement and knowledge. Journal of Fashion Marketing and Management: An International Journal, 23(1), 2–16. https://doi.org/10.1108/JFMM-04-2018-0045
  • Schuemie, M. J., Van Der Straaten, P., Krijn, M., & Van Der Mast, C. A. (2001). Research on presence in virtual reality: A survey. Cyberpsychology & Behavior, 4(2), 183–201. https://doi.org/10.1089/109493101300117884
  • Skard, S., Knudsen, E. S., Sjåstad, H., & Thorbjørnsen, H. (2021). How virtual reality influences travel intentions: The role of mental imagery and happiness forecasting. Tourism Management, 87, 104360. https://doi.org/10.1016/j.tourman.2021.104360
  • Steinmann, S., Kilian, T., & Brylla, D. (2014). Experiencing products virtually: The role of vividness and interactivity in influencing mental imagery and user reactions. In ICIS.
  • Steuer, J. (1995). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73–93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
  • Thompson, C. J., & Hirschman, E. C. (1995). Understanding the socialized body: A poststructuralist analysis of consumers’ self-conceptions, body images, and self-care practices. Journal of Consumer Research, 22(2), 139–153. https://doi.org/10.1086/209441
  • Turley, L. W., & Milliman, R. E. (2000). Atmospheric effects on shopping behavior: A review of the experimental evidence. Journal of Business Research, 49(2), 193–211. https://doi.org/10.1016/S0148-2963(99)00010-7
  • Van Damme, K., All, A., De Marez, L., & Van Leuven, S. (2019). 360 Video journalism: Experimental study on the effect of immersion on news experience and distant suffering. Journalism Studies, 20(14), 2053–2076. https://doi.org/10.1080/1461670X.2018.1561208
  • Vanwesenbeeck, I., Ponnet, K., & Walrave, M. (2016). Go with the flow: How children’s persuasion knowledge is associated with their state of flow and emotions during advergame play. Journal of Consumer Behaviour, 15(1), 38–47. https://doi.org/10.1002/cb.1529
  • Verhagen, T., & Van Dolen, W. (2011). The influence of online store beliefs on consumer online impulse buying: A model and empirical application. Information & Management, 48(8), 320–327. https://doi.org/10.1016/j.im.2011.08.001
  • Vieira, V. A. (2013). Stimuli–organism-response framework: A meta-analytic review in the store environment. Journal of Business Research, 66(9), 1420–1426. https://doi.org/10.1016/j.jbusres.2012.05.009
  • Weber, S., Weibel, D., & Mast, F. W. (2021). How to get there when you are there already? Defining presence in virtual reality and the importance of perceived realism. Frontiers in Psychology, 12, 628298. https://doi.org/10.3389/fpsyg.2021.628298
  • Xi, N., & Hamari, J. (2021). Shopping in virtual reality: A literature review and future agenda. Journal of Business Research, 134, 37–58. https://doi.org/10.1016/j.jbusres.2021.04.075
  • Xiao, S. H., & Nicholson, M. (2013). A multidisciplinary cognitive behavioural framework of impulse buying: A systematic review of the literature. International Journal of Management Reviews, 15(3), 333–356. https://doi.org/10.1111/j.1468-2370.2012.00345.x
  • Yi, S., & Jai, T. (2020). Impacts of consumers’ beliefs, desires and emotions on their impulse buying behavior: Application of an integrated model of belief-desire theory of emotion. Journal of Hospitality Marketing & Management, 29(6), 662–681. https://doi.org/10.1080/19368623.2020.1692267
  • Yim, M. Y. C., Cicchirillo, V. J., & Drumwright, M. E. (2012). The impact of stereoscopic three-dimensional (3-D) advertising. Journal of Advertising, 41(2), 113–128. https://doi.org/10.2753/JOA0091-3367410208
  • Yim, M. Y. C., Kim, Y. K., & Lee, J. (2021). How to easily facilitate consumers’ mental simulation through advertising: The effectiveness of self-referencing image dynamics on purchase intention. International Journal of Advertising, 40(5), 810–834. https://doi.org/10.1080/02650487.2020.1801014
  • Yoo, J., & Kim, M. (2014). The effects of online product presentation on consumer responses: A mental imagery perspective. Journal of Business Research, 67(11), 2464–2472. https://doi.org/10.1016/j.jbusres.2014.03.006
  • Yoo, K., Welden, R., Hewett, K., & Haenlein, M. (2023). The merchants of meta: A research agenda to understand the future of retailing in the metaverse. Journal of Retailing, 99(2), 173–192. https://doi.org/10.1016/j.jretai.2023.02.002
  • Zhao, W., Cheng, Y., & Lee, Y. I. (2023). Exploring 360-degree virtual reality videos for CSR communication: An integrated model of perceived control, telepresence, and consumer behavioral intentions. Computers in Human Behavior, 144, 107736. https://doi.org/10.1016/j.chb.2023.107736
  • Zheng, X., Men, J., Yang, F., & Gong, X. (2019). Understanding impulse buying in mobile commerce: An investigation into hedonic and utilitarian browsing. International Journal of Information Management, 48, 151–160. https://doi.org/10.1016/j.ijinfomgt.2019.02.010
  • Zhu, J., Jiang, Y., Jiang, Y., Wang, Y., & Yang, Q. (2023). The effectiveness of social elements in virtual reality tourism: A mental imagery perspective. Journal of Hospitality and Tourism Management, 56, 135–146. https://doi.org/10.1016/j.jhtm.2023.05.024
  • Zvarikova, K., Trnka, M., & Lăzăroiu, G. (2023). Immersive extended reality and remote sensing technologies, simulation modeling and spatial data acquisition tools, and cooperative decision and control algorithms in a real-time interoperable decentralized metaverse. Linguistic and Philosophical Investigations, 22, 43–59.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.