Creating a Customer Journey for Immersive Virtual Reality Shopping Environments: Investigating Customer Touchpoints and Purchase Phases

Author:

Erensoy Aysu1ORCID,Mathrani Anuradha2ORCID,Schnack Alexander3ORCID,Elms Jonathan4ORCID,Baghaei Nilufar5ORCID

Affiliation:

1. School of Mathematical and Computational Sciences, Massey University, New Zealand

2. School of Natural and Computational Sciences, Massey University, New Zealand

3. Massey Business School, Massey University, New Zealand and Stakeholder & Consumer Intelligence, The New Zealand Institute for Plant and Food Research, New Zealand

4. Business School, Massey University, New Zealand

5. Extended Reality Lab, School of ITEE, University of Queensland, Australia

Publisher

ACM

Reference75 articles.

1. Customer experience management and business performance

2. Constituents and consequences of smart customer experience in retailing

3. Influence of innovation capability and customer experience on reputation and loyalty

4. F. Bonetti, G. Warnaby, and L. Quinn, "Augmented Reality and Virtual Reality in Physical and Online Retailing: A Review, Synthesis and Research Agenda," Augmented Reality and Virtual Reality: Empowering Human, Place and Business, T. Jung and M. C. tom Dieck, eds., pp. 119-132, Cham: Springer International Publishing, 2018.

5. N. Moorhouse, M. C. tom Dieck, and T. Jung, "Technological Innovations Transforming the Consumer Retail Experience: A Review of Literature," Augmented Reality and Virtual Reality: Empowering Human, Place and Business, T. Jung and M. C. tom Dieck, eds., pp. 133-143, Cham: Springer International Publishing, 2018.

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