The Place of Virtual Reality in E-Retail: Viable Shopping Environment or Just a Game
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F46747885%3A24310%2F22%3A00008990" target="_blank" >RIV/46747885:24310/22:00008990 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.4018/978-1-7998-8294-7.ch005" target="_blank" >http://dx.doi.org/10.4018/978-1-7998-8294-7.ch005</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.4018/978-1-7998-8294-7.ch005" target="_blank" >10.4018/978-1-7998-8294-7.ch005</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
The Place of Virtual Reality in E-Retail: Viable Shopping Environment or Just a Game
Popis výsledku v původním jazyce
The global pandemic of Covid-19 pushed the technological barriers and forced both retailers and potential customers to seek new ways of mutual interaction. Even though considered as mostly exclusive to the gaming industry, virtual reality has been gaining more interest outside its original niche. However, it is not clear, how this new technology is going to be accepted by average customers in e-retail. This chapter focuses on defining the concept of virtual reality and providing an overview of aspects associated with virtual immersion. Further, the effects of virtual immersion are examined on a group of university students and put in a perspective with their intention to use this technology for shopping purposes in the future. The main emphasis is put on the comparison of hedonic and utilitarian factors of virtual reality adoption in e-retail.
Název v anglickém jazyce
The Place of Virtual Reality in E-Retail: Viable Shopping Environment or Just a Game
Popis výsledku anglicky
The global pandemic of Covid-19 pushed the technological barriers and forced both retailers and potential customers to seek new ways of mutual interaction. Even though considered as mostly exclusive to the gaming industry, virtual reality has been gaining more interest outside its original niche. However, it is not clear, how this new technology is going to be accepted by average customers in e-retail. This chapter focuses on defining the concept of virtual reality and providing an overview of aspects associated with virtual immersion. Further, the effects of virtual immersion are examined on a group of university students and put in a perspective with their intention to use this technology for shopping purposes in the future. The main emphasis is put on the comparison of hedonic and utilitarian factors of virtual reality adoption in e-retail.
Klasifikace
Druh
C - Kapitola v odborné knize
CEP obor
—
OECD FORD obor
50204 - Business and management
Návaznosti výsledku
Projekt
<a href="/cs/project/TJ02000206" target="_blank" >TJ02000206: Rozvoj dovedností nezbytných pro digitální transformaci podnikání</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2022
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název knihy nebo sborníku
Moving Businesses Online and Embracing E-Commerce: Impact and Opportunities Caused by COVID-19
ISBN
978-1-79988-294-7
Počet stran výsledku
26
Strana od-do
92-117
Počet stran knihy
275
Název nakladatele
IGI Global
Místo vydání
—
Kód UT WoS kapitoly
—