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Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact
15 references·0 citing·51 second hop
Drivers of VR Adoption by Generation Z: Education, Entertainment, and Perceived Marketing Impact (2025)Drivers of VR Adoption by Generation Z: E…The Influence of Environmental Factors, Perception, and Participation on Industrial Heritage Tourism Satisfaction—A Study Based on Multiple Heritages in Shanghai (2024)The Influence of Environmenta…E-Marketplace State of the Art and Trends: VR-ZOCO—An Architectural Proposal for the Future (2024)E-Marketplace State of the Ar…The Impact of VR/AR-Based Consumers’ Brand Experience on Consumer–Brand Relationships (2023)The Impact of VR/AR-Based Con…Choose your own future: the sociotechnical imaginaries of virtual reality (2022)Choose your own future: the s…The Oxford Handbook of Entertainment Theory (2021)The Oxford Handbook of Entert…A holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phase (2021)A holistic analysis towards u…Investigating the quality of reverse geocoding services using text similarity techniques and logistic regression analysis (2020)Investigating the quality of …Exploring virtual reality experiences of slum tourism (2020)Exploring virtual reality exp…The examination of virtual reality at the intersection of consumer experience, shopping journey and physical retailing (2019)The examination of virtual re…Shopping in Virtual Reality Stores: The Influence of Immersion on System Adoption (2019)Shopping in Virtual Reality S…Marketing and Smart Technologies (2019)Marketing and Smart Technolog…How 3D Virtual Reality Stores Can Shape Consumer Purchase Decisions: The Roles of Informativeness and Playfulness (2019)How 3D Virtual Reality Stores…Virtual reality in marketing communication – the impact on the message, technology and offer perception – empirical study (2018)Virtual reality in marketing …The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties (2018)The adoption of virtual reali…Virtual reality retailing on the web: emerging consumer behavioural patterns (2009)Virtual reality retailing on …Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Servicescapes: The Impact of Physical Surroundings on Customers and Employees (1992)The effect of 3D product quality (3D-Q) on perceived risk and purchase intentions: the case of apparel online retailers (2014)A Virtual Reality and Retailing Literature Review: Current Focus, Underlying Themes and Future Directions (2019)Diffusion of Innovations 1 (2019)Virtual reality in retailing: a meta-analysis to determine the purchase and non-purchase behavioural intention of consumers (2023)What is coefficient alpha? 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(1977)The narrative constitution of identity: A relational and network approach (1994)Urban outcasts: A comparative sociology of advanced marginality (2008)Journey into virtual reality: Identifying behavioral intentions to use virtual reality in tourism through spectral clustering (2024)Visual imagery and the informal city: examining 360-degree imaging technologies for informal settlement representation (2024)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)User Acceptance of Information Technology: Toward A Unified View1 (2003)Determinants of students’ adoption of virtual reality-based learning systems: An individual difference perspective (2022)Interplay of perceived organizational and external e-readiness in the adoption and integration of augmented reality and virtual reality technologies in Malaysian higher education institutions (2023)Virtual reality: A review and a new framework for integrated adoption (2024)The Antecedents and Consequences of Customer Satisfaction for Firms (1993)Consumers and Their Brands: Developing Relationship Theory in Consumer Research (1998)Whence Consumer Loyalty? (1999)Augmented reality is the new digital banking – AR brand experience impact on brand loyalty (2024)The Adoption of Mobile Augmented Reality in Tourism Industry: Effects on Customer Engagement, Intention to Use and Usage Behaviour (2024)How Gamification Features Drive Brand Loyalty: The Mediating Roles of Consumer Experience and Brand Engagement (2025)Loneliness, Escapism, and Identification With Media Characters: An Exploration of the Psychological Factors Underlying Binge-Watching Tendency (2021)First few seconds for flow: A comprehensive proposal of the neurobiology and neurodynamics of state onset (2022)Narrative transportation: How stories shape how we see ourselves and the world (2024)
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References

  • 2018The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties380 cited
  • 2019How 3D Virtual Reality Stores Can Shape Consumer Purchase Decisions: The Roles of Informativeness and Playfulness332 cited
  • 2019Shopping in Virtual Reality Stores: The Influence of Immersion on System Adoption255 cited
  • 2019The examination of virtual reality at the intersection of consumer experience, shopping journey and physical retailing186 cited
  • 2021The Oxford Handbook of Entertainment Theory109 cited
  • 2018Virtual reality in marketing communication – the impact on the message, technology and offer perception – empirical study59 cited
  • 2023The Impact of VR/AR-Based Consumers’ Brand Experience on Consumer–Brand Relationships58 cited
  • 2021A holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phase52 cited
  • 2020Exploring virtual reality experiences of slum tourism43 cited
  • 2009Virtual reality retailing on the web: emerging consumer behavioural patterns39 cited
  • 2022Choose your own future: the sociotechnical imaginaries of virtual reality32 cited
  • 2019Marketing and Smart Technologies22 cited
  • 2024The Influence of Environmental Factors, Perception, and Participation on Industrial Heritage Tourism Satisfaction—A Study Based on Multiple Heritages in Shanghai16 cited

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  • 2020Investigating the quality of reverse geocoding services using text similarity techniques and logistic regression analysis13 cited
  • 2024E-Marketplace State of the Art and Trends: VR-ZOCO—An Architectural Proposal for the Future8 cited
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