SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Brands in virtual reality games: Affective processes within computer-mediated consumer experiences
16 references·11 citing·51 second hop
Brands in virtual reality games: Affective processes within computer-mediated consumer experiences (2020)Brands in virtual reality games: Affectiv…The virtual reality hardware acceptance model (VR-HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware (2018)The virtual reality hardware …Digital Sensory Marketing: Integrating New Technologies into Multisensory Online Experience (2018)Digital Sensory Marketing: In…Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places (2017)Augmented reality, virtual re…Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum (2016)Effects of Virtual Reality an…Information and Communication Technologies in Tourism 2015 (2015)Information and Communication…A Typology of Technology‐Enhanced Tourism Experiences (2013)A Typology of Technology‐Enha…The reliability of a two-item scale: Pearson, Cronbach, or Spearman-Brown? (2012)The reliability of a two-item…How we relate to brands: Psychological and neurophysiological insights into consumer–brand relationships (2011)How we relate to brands: Psyc…Brand relationship quality and its value for personal contact (2007)Brand relationship quality an…For fun and profit: Hedonic value from image interactivity and responses toward an online store (2005)For fun and profit: Hedonic v…Beyond the Extended Self: Loved Objects and Consumers’ Identity Narratives (2005)Beyond the Extended Self: Lov…The Role of Virtual Experience in Consumer Learning (2003)The Role of Virtual Experienc…Influence of image interactivity on approach responses towards an online retailer (2003)Influence of image interactiv…Core affect, prototypical emotional episodes, and other things called emotion: Dissecting the elephant. (1999)Core affect, prototypical emo…Measuring emotion: The self-assessment manikin and the semantic differential (1994)Measuring emotion: The self-a…Managing What Consumers Learn from Experience (1989)Managing What Consumers Learn…VR retailing: When and why immersion pays off (2025)VR retailing: When and why im…How extended reality influences e-commerce consumers: A literature review (2024)How extended reality influenc…Exploring the brand experience in the metaverse under the perspective of technology acceptance model (2024)Exploring the brand experienc…Examining the moderating effects of shopping orientation, product knowledge and involvement on the effectiveness of Virtual Reality (VR) retail environment (2024)Examining the moderating effe…Why do people buy virtual clothes? (2023)Why do people buy virtual clo…Virtual reality in retailing: a meta-analysis to determine the purchase and non-purchase behavioural intention of consumers (2023)Virtual reality in retailing:…Influence of augmented reality on shopping behavior (2023)Influence of augmented realit…How technological and natural consumption experiences impact consumer well‐being: The role of consumer mindfulness and fatigue (2023)How technological and natural…Design affordance in VR and customization intention: Is customer inspiration a missing link? (2023)Design affordance in VR and c…What drives online-to-offline purchase intention in a VR store? An examination of affective and cognitive factors (2022)What drives online-to-offline…The Gamification of Branded Content: A Meta-Analysis of Advergame Effects (2021)The Gamification of Branded C…Case Study Research: Design and Methods (1984)Qualitative Data Analysis: An Expanded Sourcebook (1994)Case study research: design and methods (2011)Information and Communication Technologies in Tourism 2014 (2013)Creating value from Social Big Data: Implications for Smart Tourism Destinations (2017)Progress in information technology and tourism management: 30 years on and 20 years after the internet - Revisiting Buhalis & Law's landmark study about eTourism (2018)Statistical Theories of Mental Test Scores (1969)Structural Equations with Latent Variables (1989)Structural Equations with Latent Variables. (1991)A self-determination theory approach to predicting school achievement over time: the unique role of intrinsic motivation (2014)Construct Validation in Social and Personality Research (2017)Psychological characteristics associated with COVID-19 vaccine hesitancy and resistance in Ireland and the United Kingdom (2021)The nature and measurement of meaning. (1952)The Measurement of Meaning (1957)A circumplex model of affect. (1980)DEAP: A Database for Emotion Analysis ;Using Physiological Signals (2011)AffectNet: A Database for Facial Expression, Valence, and Arousal Computing in the Wild (2017)The Ryerson Audio-Visual Database of Emotional Speech and Song (RAVDESS): A dynamic, multimodal set of facial and vocal expressions in North American English (2018)Possessions and the Extended Self (1988)Consumers and Their Brands: Developing Relationship Theory in Consumer Research (1998)Brand Love (2011)The IKEA effect: When labor leads to love (2011)Understanding the Relationships between Tourists’ Emotional Experiences, Perceived Overall Image, Satisfaction, and Intention to Recommend (2015)Distinction: A Social Critique of the Judgement of Taste* (2018)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The partial least squares approach for structural equation modeling. (1998)A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors (2019)Experiencing immersive virtual reality in museums (2019)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Judgment under Uncertainty: Heuristics and Biases (1975)Effects of Word-of-Mouth and Product-Attribute Information on Persuasion: An Accessibility-Diagnosticity Perspective (1991)When Good Brands Do Bad (2004)Development of a Scale to Measure Memorable Tourism Experiences (2010)Advances in Consumer Research (2025)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Virtual Reality: An Extended Technology Acceptance Model (2020)Past, present, and future of customer engagement (2021)Virtual Tours a Means to an End: An Analysis of Virtual Tours’ Role in Tourism Recovery Post COVID-19 (2021)Atmospherics as a Marketing Tool (1974)Hedonic and utilitarian motivations for online retail shopping behavior (2001)Setting the future of digital and social media marketing research: Perspectives and research propositions (2020)A broad overview of interactive digital marketing: A bibliometric network analysis (2021)Metaverse marketing: How the metaverse will shape the future of consumer research and practice (2022)How smart is your tourist attraction?: Measuring tourist preferences of smart tourism attractions via a FCEM-AHP and IPA approach (2015)From the traditional understanding of tourism destination to the smart tourism destination (2017)Tourists’ Experiences with Smart Tourism Technology at Smart Destinations and Their Behavior Intentions (2019)Are Emotions Natural Kinds? (2006)Solving the Emotion Paradox: Categorization and the Experience of Emotion (2006)Anger is an approach-related affect: Evidence and implications. (2009)
this work references cited by second hop

References

  • 1994Measuring emotion: The self-assessment manikin and the semantic differential9,531 cited
  • 1999Core affect, prototypical emotional episodes, and other things called emotion: Dissecting the elephant.3,109 cited
  • 2012The reliability of a two-item scale: Pearson, Cronbach, or Spearman-Brown?2,690 cited
  • 2005Beyond the Extended Self: Loved Objects and Consumers’ Identity Narratives1,277 cited
  • 1989Managing What Consumers Learn from Experience1,115 cited
  • 2013A Typology of Technology‐Enhanced Tourism Experiences725 cited
  • 2015Information and Communication Technologies in Tourism 2015543 cited
  • 2016Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum515 cited
  • 2018Digital Sensory Marketing: Integrating New Technologies into Multisensory Online Experience506 cited
  • 2018The virtual reality hardware acceptance model (VR-HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware493 cited
  • 2005For fun and profit: Hedonic value from image interactivity and responses toward an online store488 cited
  • 2017Augmented reality, virtual reality and 3D printing for the co-creation of value for the visitor experience at cultural heritage places331 cited
  • 2011How we relate to brands: Psychological and neurophysiological insights into consumer–brand relationships271 cited
  • 2003

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

The Role of Virtual Experience in Consumer Learning
265 cited
  • 2007Brand relationship quality and its value for personal contact233 cited
  • 2003Influence of image interactivity on approach responses towards an online retailer226 cited
  • Cited by

    • 2021The Gamification of Branded Content: A Meta-Analysis of Advergame Effects86 cited
    • 2024Examining the moderating effects of shopping orientation, product knowledge and involvement on the effectiveness of Virtual Reality (VR) retail environment63 cited
    • 2023Influence of augmented reality on shopping behavior57 cited
    • 2023Design affordance in VR and customization intention: Is customer inspiration a missing link?53 cited
    • 2023Why do people buy virtual clothes?45 cited
    • 2024How extended reality influences e-commerce consumers: A literature review37 cited
    • 2023How technological and natural consumption experiences impact consumer well‐being: The role of consumer mindfulness and fatigue29 cited
    • 2023Virtual reality in retailing: a meta-analysis to determine the purchase and non-purchase behavioural intention of consumers21 cited
    • 2024Exploring the brand experience in the metaverse under the perspective of technology acceptance model15 cited
    • 2025VR retailing: When and why immersion pays off15 cited
    • 2022What drives online-to-offline purchase intention in a VR store? An examination of affective and cognitive factors12 cited