How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design
Abstract
:1. Introduction
- (Model Identification) From behavior papers, synthesize conceptual models concerning consumer purchase behaviors.
- (Factor Identification) From each identified model, extract influential factors of purchase that can be improved by design science research.
- (Mapping Identification) From design papers, identify emergent design artifacts of virtual commerce applications that can promote user purchase, and connect the artifacts with the identified factors.
- (Design Analysis) Analyze the implications of the identified mappings to virtual commerce application design.
- (Gap Analysis) Based on the factors, artifacts, and mappings, analyze any research gap observed.
2. Background
2.1. Immersive Technology
2.2. Virtual Commerce
2.3. Consumer Purchase Model
3. Methodology
- How are consumer purchase behaviors conceptualized in virtual commerce?
- What are the influential factors of purchase that can guide application design?
- How can application designs promote purchase in virtual commerce?
- What are the implications for virtual commerce application design?
- What are the research gaps?
- Inclusion criteria:
- A full-text version of the paper is available.
- The paper is related to virtual commerce.
- The paper is written in English.
- Exclusion criteria:
- A full-text version of the paper is not available.
- The paper is not related to virtual commerce.
- The paper is not written in English.
- An extended version of the paper is available.
- Eligibility criteria:
- Be an original research paper published in an academic journal or conference.
- Be a complete research paper, presenting the research issue, process, and results.
- Address a research topic related to virtual commerce.
- Relatedness criteria:
- Answer question Q1 and either Q2 and Q3 or Q4 or Q5.
4. Findings and Discussion
4.1. Conceptual Framework of Purchase in Virtual Commerce
- Step 1.
- From a conceptual model in a reviewed paper, look for the purchase decision construct or the post-purchase evaluation construct, or a construct closely and positively related to purchase decision or post-purchase evaluation, as a final outcome.
- Step 2.
- Identify all the positive constructs leading/related to the final outcome.
- Step 3.
- Record these constructs and their relations.
- Step 4.
- Infer and integrate all the identified models leading to the same final outcome to construct the unified conceptual framework.
- Step 5.
- Reduce the constructs to those that reflect the stimulus or organism in the SOR view of consumer behavior (in Table 2).
4.2. Influential Factors Essential to Virtual Commerce Design
- Concretization. Primitive constructs in the models from Figure 4, Figure 5, Figure 6, Figure 7, Figure 8 and Figure 9 were first inspected and those that were deemed subjective by all researchers, i.e., capturing the cumulated events and preferences of an individual, were excluded since they cannot be enhanced via technical improvement.
- Signification. From the remaining constructs in Step 1, multiple constructs were merged as one if they shared a common connotation. To exemplify, perceived informativeness in the consumer’s attitudes toward innovative technologies model was similar to 3D information quality in the consumer’s product attitudes model: both characterized the extent to which 3D models provide accurate, relevant, complete, and precise information regarding the presented products. Thus, they were considered as one boundary factor.
- Categorization. Multiple primitive constructs were categorized into a boundary factor if it can include their senses, simplifying the mapping process to application design. As an example, intimacy, sense of understanding, dominance, involvement, and positivity can be categorized into the boundary factor of social presence.
4.3. Promoting Purchase through Application Design
4.4. Implications to Virtual Commerce Application Design
4.5. Research Gaps
4.6. Discussion on Future Research Avenues
4.6.1. Investigation on the Diversity of Boundary Factors
4.6.2. Investigation on the Diversity of Immersive Technology
4.6.3. An Organic Behavior–Design Research Circle
4.6.4. Paying Attention to Virtual Consumption
4.6.5. Consideration of Metaverse Evolution Trends
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Concept | Definition |
---|---|
Augmented reality (AR) | Realtime display of computer-generated content over a real-world scene [31]. |
Virtual reality (VR) | Computer-simulated, interactive, and immersive virtual environments that isolate the user from the surrounding physical environment [39], using various immersion methods [6]. |
Mixed reality (MR) | The dynamic coexistence of virtual and real content in the same space [27]. |
Extended reality (XR) | An umbrella term for AR, VR, and MR [33]. |
Virtual world (VW) | Synthetic, persistent, immersive, and networked multi-users environments, allowing users represented as avatars to interact with other users and in-world content in (nearly) realtime [38]. |
Environmental Factors | Buyer’s Black Box | Buyer’s Responses | ||
---|---|---|---|---|
Marketing Stimuli | Environmental Stimuli | Buyer’s Characteristics | Decision Process | |
Product | Economic | Attitudes | Problem recognition | Product |
Price | Technical | Motivation | Information search | Brand |
Place | Political | Perceptions | Evaluation of alternatives | Dealer |
Promotion | Cultural | Personality | Purchase decision | Purchase amount |
Lifestyle | Post-purchase evaluation | Purchase timing |
Database | Search Term |
---|---|
EBSCO | Title or Abstract contains: virtual and commerce and (world or reality or augment or mixed or environment) |
Proquest | ti(commerce) AND ab(commerce) AND ab((virtual AND (realit* OR environment OR world*)) OR ((mix* OR augment*) AND reality)) AND ti((virtual AND (realit* OR environment OR world*)) OR ((mix* OR augment*) AND reality)) |
ScienceDirect | title, abstract, keywords: commerce AND ((virtual AND (reality OR environment OR world)) OR ((mix OR augment) AND reality)) |
Scopus | TITLE(commerce AND ((virtual AND (realit* OR environment OR world)) OR ((mix* OR augment*) AND realit*))) AND ABS(commerce AND ((virtual AND (realit* OR environment OR world)) OR |
SpringerLink | commerce AND ((virtual AND (reality OR environment OR world)) OR ((mix OR augment) AND reality)) |
Web of Science | (TI = (commerce AND ((virtual AND (reality OR environment OR world)) OR ((mix OR augment) AND reality))) AND AB = (commerce AND ((virtual AND (reality OR environment OR world)) OR ((mix OR augment) AND reality))) AND (AK = (commerce AND ((virtual AND (reality OR environment OR world)) OR ((mix OR augment) AND reality))) OR KP = (commerce AND ((virtual AND (reality OR environment OR world)) OR ((mix OR augment) AND reality))))) AND LANGUAGE: (English) |
Emerald | (content-type:article) AND (title: “commerce AND ((virtual AND (reality OR environment OR world)) OR ((mix OR augment) AND reality)))” AND (abstract: “commerce AND ((virtual AND (reality OR environment OR world)) OR ((mix OR augment) AND reality)))”)) |
Wiley | “commerce AND ((virtual AND (realit* OR environment OR world)) OR ((mix* OR augment*) AND realit*))” in Title and “commerce AND ((virtual AND (realit* OR environment OR world)) OR ((mix* OR augment*) AND realit*))” in Keywords and “commerce AND ((virtual AND (realit* OR environment OR world)) OR ((mix* OR augment*) AND realit*))” in Abstract |
Construct | Definition |
---|---|
Primitive construct | Used only as source or component in relation to other constructs. |
Intermediate construct | Serves as outcome in relation to a primitive construct, as either source or outcome in relation to other intermediate constructs, or as source in relation to final outcome. |
Final outcome | Used only as outcome in relation to other constructs. |
Relation | Definition |
---|---|
Causality/Mediation | The outcome is expected when the source exists or the outcome is mediated by the source. Represented as a single arrow connector, with the arrow pointing to the outcome. |
Inclusion | The source can be regarded as a facet of the outcome. Represented as a dash-dot-line connector, with the arrow pointing to the source. |
Moderation | The source modifies the strength of a causal relation. Represented as a dash-line connector, with the arrow pointing to the causal/mediation relation. |
Outcome | Abbreviation | Description |
---|---|---|
Attitudes toward technology (AT) | AT | Consumers’ feeling toward the innovativeness of immersive technology. |
Brand attitude | BA | Consumers’ feeling toward the products and services of a brand. |
Endowment effect | Nil | The bias of a consumer’s evaluation of owned products. |
Enjoyment experience | EE | The joy of shopping stimulated by immersive technology. |
Product attitude | PA | Consumers’ evaluation of products presented with immersive technology. |
Trust | Nil | Consumers’ willingness to further interact with a virtual shopping environment. |
User satisfaction | US | Consumers’ evaluation of a virtual shopping environment on satisfying their needs. |
Utilitarian value of product | UV | The perceived usefulness of a product. |
Boundary Factor | Description | Reference(s) | Related Immersive Technology | Impacted Final Outcome(s) |
---|---|---|---|---|
3D authenticity | The extent to which online sensory information approximates the real world stimulus, generated from control, color vividness, and graphic vividness. | [75] | VR, VW | PA, US |
3D authenticity | The extent to which online sensory information approximates the real world stimulus, generated from control, color vividness, and graphic vividness. | [75] | VR, VW | PA, US |
3D information quality (or perceived informativeness) | The extent to which 3D models provide accurate, relevant, complete, and precise information regarding the presented products, reflecting the content and form of the presented product, which users look for. | [76,88,93,94,95] | AR, VR, VW | AT, EE, PA, US |
Control | The ability to control the relationship of one’s senses to the stimulus, i.e., the ability to modify the stimulus. | [75] | VR | US |
Ease of use (or challenge, skill) | The degree to which a person believes that using a particular system would be free from effort. | [76,79,81,82,93,94,95,96] | AR, VR, VW | AT, BA, US |
Experienced realism | The degree of familiarity in virtual online shopping, which is relative to an authentic off-line shopping experience. | [82] | VR | EE, Trust |
Hedonic value (enjoyment, positivity) | Concerns the emotional state emerging from the experience and may include all elements that cause a state of pleasure, such as color, graphics, animation, and other design elements. | [75,76,79,88,93,94,95] | AR, VR, VW | AT, Trust, US |
Layout (3D environment) | The material, look and feel, or architectural design artifact applied in a 3D online shopping environment. | [78] | VR, VW | EE, PD, US |
Object interactivity | The ability of a user to directly manipulate an object within a virtual environment, measured by speed (i.e., responsiveness), mapping (i.e., realism), and range (i.e., dimension). | [16,41,85,92,96,97,105,107] | AR, VR, VW | AT, PA |
Social presence | The shopping site conveys a feeling of human contact, sociability, and sensitivity in the attempt to approximate the in-store consumer experience. | [41,81,82] | VW | EE, Trust |
Spatial presence | User’s sense of being there, feeling transported to another environment, component of telepresence. | [40,49,82,85] | VR, VW | EE, Trust |
Trusting belief predictability | The willingness of a customer to be vulnerable to the actions of a seller based on the expectation that the seller will perform a particular action important to the customer. | [76] | VR | Trust, US |
Usability (usefulness, utilitarian value) | The extent to which a system, product, or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. | [75,81,82,92,93,94,95,104] | AR, VR, VW | AT, US, UV |
User engagement (physical immersion) | Consists of a psychological state including involvement and effective usage of cognitive capabilities, as well as creativity, classified into two different levels: low and high. | [81,82] | VW | BA, PA, Trust, US |
Virtual agent | Represent a seller in a virtual environment to provide a customer service experience closer to the physical one, which helps to create an atmosphere of trust. | [97] | VW | BA |
Vividness (color vividness, graphic vividness, modality richness) | Refers to the quality of product presentations to sensorially enrich consumers’ experience in depth and/or breadth in e-commerce. | [92,96,107,108] | AR, VW | EE, PA, US |
Category | Design Artifact | Definition | Reference(s) | Related Immersive Technology |
---|---|---|---|---|
AR | Direct product information presentation | In AR applications, display product information at appropriate positions of the graphical user interface. | [109,110,111,112,113,114] | AR |
Fashionable facial accessories try-on | In AR applications, use algorithms to track the position and movements of a human face to accurately display virtual facial accessories. | [113,115,116] | ||
Feature matching accuracy improvement | In AR applications, improve the accuracy of virtual object positioning. | [112] | ||
Marker-free | The design of AR applications without using markers for tracking. | [110,111,117,118,119] | ||
Mobile AR | The design of mobile platform AR applications. | [109,115,118,119] | ||
Stand-alone AR | AR technologies that integrate tracking, displays, calculation, and other AR-related tasks in a single device. | [110,111,118,119] | ||
Client design | 3D representation of a multi-agent system | The design of 3D VWs populated by agents that are either autonomous or human-controlled. | [120,121,122] | VW |
Accessibility | The use of standard protocols, software, procedures, and so on to deliver the designed artifact to a broad audience. | [123,124,125] | AR, VR, VW | |
Combining virtual environment and Sociality | The design of a 3D virtual shopping mall for collaborative shopping. | [121] | VR | |
Intuitive virtual shop interface | The design of the user interface that provides natural interaction with the virtual objects. | [123,126,127] | AR, VR, VW | |
Scalability | The capability of an application to handle large-scale concurrent access to its services. | [46,124] | VW | |
Social commerce system design framework | The design principles and practices that consider multi-user activities. | [46,128] | VW | |
Virtual mall | An integrated solution to 3D virtual mall creation, operation, and navigation. | [129] | VW | |
VR Shopping experience enhancement | Design principles and practices that generate an enjoyable shopping experience in a VR shop. | [130,131] | VR | |
Customization | Product customization | The capability to dynamically display products based on a user’s characteristics and inputs. | [117,118,132] | AR, VR |
Product searchability and recommendation | The capability to accurately provide or recommend products based on user inputs or activities. | [121,127,130,133,134,135,136] | AR, MR, VR | |
User-designed virtual environments for product visualization | A framework that allows customers to personalize a 3D virtual room and certain properties of the pre-defined products. | [137] | VR | |
Virtual shop personalization, customization, or consumer adaption | Dynamic generation of 3D virtual shop based on a user’s characteristics and preferences. | [18,46,138,139,140,141] | VR, VW | |
Software agent | Navigation agent | The design of software agents for navigation in 3D virtual environment. | [140] | VR |
Sales agent for price negotiation | Software agents that users can interact with to negotiate price. | [46] | VW | |
Semantic agent for information query | The use of semantic technologies to develop virtual retailing environments that support information query. | [142] | VW | |
VR-driven shopping agent for decision support | A combination of VR avatars and decision support system for VR shopping. | [135] | VR | |
Function design | Navigability | The design of functions to navigate the users to a specific product in a 3D virtual environment. | [119,129,138,139] | AR, VR |
Realistic product modeling | Methods to render a product such that it is perceived to be real by users. | [133] | VR | |
Reputation mechanism | A method to objectively evaluate a seller’s reputation based on user reviews using VR. | [143] | VR, VW | |
Trust-building interaction design | The design principles and practices of a VR-based e-commerce environment using an empirically-tested trust-building model. | [136] | VR, VW |
Design Artifact Category | Design Artifact | Related Influential Factor(s) | Impacted Final Outcome(s) |
---|---|---|---|
AR | Direct product information presentation | 3D information quality | AT, EE, PA, US |
Fashionable facial accessories try-on | Ease of use, User engagement | AT, BA, PA, Trust, US | |
Feature matching accuracy improvement | Ease of use | AT, BA, US | |
Marker-free | Ease of use | AT, BA, US | |
Mobile AR | Ease of use | AT, BA, US | |
Stand-alone AR | Ease of use | AT, BA, US | |
Client design | 3D representation of a multi-agent system | Social presence, Virtual agent | BA, EE, Trust |
Accessibility | Ease of use | AT, BA, US | |
Combining virtual environment and Sociality | Experienced realism, Social presence | BA, EE, Trust | |
Intuitive virtual shop interface | Ease of use, Experienced realism | AT, BA, EE, Trust, US | |
Scalability | Social presence | EE, Trust | |
Social commerce system design framework | Social presence | EE, Trust | |
Virtual mall | Layout, Spatial presence | EE, PD, Trust, US | |
VR Shopping experience enhancement | Experienced realism, Usability, User engagement | AT, BA, EE, PA, Trust, US, UV | |
Customization | Product customization | Control, Object interactivity, Usability | AT, PA, US, UV |
Product searchability and recommendation | Ease of use, Usability | AT, BA, US | |
User-designed virtual environments for product visualization | Ease of use, Usability | AT, BA, US | |
Virtual shop personalization, customization, or consumer adaption | Ease of use, Usability | AT, BA, US | |
Software agent | Navigation agent | Ease of use, Usefulness, Virtual agent | AT, BA, US |
Sales agent for price negotiation | Virtual agent | BA | |
Semantic agent for information query | Ease of use, Usability, Virtual agent | AT, BA, US | |
VR-driven shopping agent for decision support | Ease of use, Usability, Virtual agent | AT, BA, US | |
Function design | Navigability | Ease of use, Usability | AT, BA, US |
Realistic product modeling | 3D authenticity, Experienced realism, Vividness | EE, PA, Trust, US | |
Reputation mechanism | Trusting belief predictability | Trust, US | |
Trust-building interaction design | Trusting belief predictability | Trust, US |
Requirement | Description | Related Artifact Category |
---|---|---|
Forms of immersive technology | The choice of immersive technology for an application, e.g., AR/VR/VW | AR |
Interface | Appearance and function of a user interface for different user groups, e.g., client interface for consumer | Client design |
Performance | Efficiency of given tasks, e.g., customizing product presentation and the appearance of a virtual shopping environment | Customization |
Intelligence | Provision of intelligent tools to automate certain tasks, e.g., software agent for various retailing tasks | Software agent |
Function | The special purposes of an application, e.g., reputation enhancing mechanism | Function design |
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Shen, B.; Tan, W.; Guo, J.; Zhao, L.; Qin, P. How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design. Appl. Sci. 2021, 11, 11087. https://doi.org/10.3390/app112311087
Shen B, Tan W, Guo J, Zhao L, Qin P. How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design. Applied Sciences. 2021; 11(23):11087. https://doi.org/10.3390/app112311087
Chicago/Turabian StyleShen, Bingqing, Weiming Tan, Jingzhi Guo, Linshuang Zhao, and Peng Qin. 2021. "How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design" Applied Sciences 11, no. 23: 11087. https://doi.org/10.3390/app112311087
APA StyleShen, B., Tan, W., Guo, J., Zhao, L., & Qin, P. (2021). How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design. Applied Sciences, 11(23), 11087. https://doi.org/10.3390/app112311087