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Çevrimiçi Perakendeciliği Dönüştürmek: Artırılmış ve Sanal Gerçekliğin E-Ticarette Tüketici Katılımı ve Deneyimi Üzerindeki Etkisi

Year 2025, Volume: 5 Issue: 1, 189 - 201, 24.03.2025
https://doi.org/10.70101/ussmad.1630528

Abstract

Purpose: This study investigates the transformative role of augmented reality (AR) and virtual reality (VR) technologies in e-commerce and digital marketing. It aims to understand how these immersive technologies enhance consumer experiences by addressing challenges such as product visualization, consumer trust, and engagement while fostering higher purchase intent and customer satisfaction.
Design/Method/Approach: A systematic literature review synthesizes findings from empirical and theoretical studies published between 2011 and 2024. The methodologies analyzed include experimental designs, market analyses, and conceptual frameworks assessing the integration of AR and VR technologies in online retail.
Findings: The findings indicate that AR enhances online shopping through features such as virtual try-ons and spatial placement visualization, reducing return rates and increasing purchase confidence. VR, on the other hand, provides immersive environments that simulate physical shopping experiences, strengthening consumer-brand connections. While AR demonstrates broader applicability in fostering interactive and personalized experiences, VR remains limited by accessibility and cost constraints. Both technologies exhibit immediate costs but offer long-term benefits, positively influencing conversion rates and customer loyalty.
Theoretical Implications: This study contributes to consumer behavior research by applying value perception models, immersive technology frameworks, and engagement metrics to the e-commerce landscape. It refines existing theoretical perspectives on technological adoption by highlighting the interplay between sensory engagement, emotional connection, and consumer decision-making.
Practical Implications: The research underscores the strategic importance of integrating AR and VR into digital marketing and e-commerce platforms. It suggests leveraging AR for product categories requiring spatial interaction and using VR for high-detail product exploration. The study provides actionable insights for businesses looking to enhance online shopping experiences through immersive technologies.
Originality/Value: This study offers a comprehensive synthesis of AR and VR applications in e-commerce, highlighting their potential to reshape online shopping. By bridging the gap between physical and digital retail experiences, it provides a fresh perspective on how immersive technologies can drive engagement, accessibility, and personalized consumer interactions.
Research Limitations/Future Research: While this study synthesizes existing literature, empirical validation through longitudinal studies and cross-industry applications is necessary. Future research should explore the long-term effects of AR and VR adoption on consumer trust, loyalty, and behavioral changes. Additionally, further exploration is encouraged into gamification, artificial intelligence (AI) integration, and demographic-specific implementations to drive sustainable engagement.

References

  • Al-Ansi, A. M., Jaboob, M., Garad, A., & Al-Ansi, A. (2023). Analyzing augmented reality (AR) and virtual reality (VR) recent development in education. Social Sciences & Humanities Open, 8, 100532. https://doi.org/10.1016/j.ssaho.2023.100532
  • Al Khaldy, M., Ishtaiwi, A., Al-Qerem, A., Aldweesh, A., Alauthman, M., Almomani, A., & Arya, V. (2023). Redefining e-commerce experience: An exploration of augmented and virtual reality technologies. International Journal on Semantic Web and Information Systems (IJSWIS), 19(1), 1–24.
  • Arora, S. (n.d.). Impact of augmented and virtual reality on retail and e-commerce industry.
  • Bakirlioglu, A., Cakiroglu, D., Tuncer, O., & Cebeci, U. (2022). A model for augmented reality efficiency analysis on e-commerce websites and its feasibility analysis for a gold jewelry company. Current Research on Engineering, 8(1), 29–42.
  • Befort, A. (2021). Augmented & Virtual Reality in e-commerce, (Master's thesis, University of Twente).
  • Billewar, S. R., Jadhav, K., Sriram, V. P., Arun, D. A., Mohd Abdul, S., Gulati, K., & Bhasin, D. N. K. K. (2022). The rise of 3D e-commerce: Online shopping gets real with virtual and augmented reality during COVID-19. World Journal of Engineering, 19(2), 244–253.
  • Calabuig-Moreno, F., González-Serrano, M. H., Fombona, J., & García-Tascón, M. (2020). The emergence of technology in physical education: A general bibliometric analysis with a focus on virtual and augmented reality. Sustainability, 12(7), 2728. https://doi.org/10.3390/su12072728
  • Chen, R., Perry, P., Boardman, R., & McCormick, H. (2022). Augmented reality in retail: A systematic review of research foci and future research agenda. International Journal of Retail & Distribution Management, 50(4), 498–518.
  • Creed, C., Al-Kalbani, M., Theil, A., Sarcar, S., & Williams, I. (2024). Inclusive augmented and virtual reality: A research agenda. International Journal of Human–Computer Interaction, 40(20), 6200–6219. https://doi.org/10.1080/10447318.2023.2247614
  • Cunha, M.N., Pereira, M., Cardoso, A., Figueiredo, J. & Oliveira, I. (2024). Revolutionizing luxury: the role of AI and machine learning in enhancing marketing strategies within the tourism and hospitality sectors. Geojournal of Tourism and Geosites, 55(3), 2065-0817.
  • da Cruz, M. M. (2021). The effect of augmented reality on consumers' intention to purchase makeup products in online retail environments, (Master's thesis, Universidad Catholica Portuguesa, Portugal).
  • Diaa, N. M. (2022). Investigating the effect of augmented reality on customer brand engagement: The mediating role of technology attributes. The Business and Management Review, 359.
  • Ebrahimi, E., Irani, H. R., Abbasi, M., & Abedini, A. (2024). The effect of gamification on brand equity and desirable consumer behaviors in online retail stores: The mediating role of brand engagement. Interdisciplinary Journal of Management Studies, (Formerly known as Iranian Journal of Management Studies), 17(2), 379–391.
  • Galappaththi, D., Jayasinghe, S., & Peiris, P. (2024, April). Antecedents of customers' purchase furniture from online stores with the assistance of augmented reality applications. International Research Conference on Smart Computing and Systems Engineering (SCSE) (Vol. 7, pp. 1–7).
  • Garg, N., Pareek, A., Lale, A., & Charya, S. J. (2021). Evolution in e-commerce with augmented reality. IOP Conference Series: Materials Science and Engineering, 1012(1), 012041.
  • Hashjin, M. S., Asayesh, F., & Sharif, M. A. (2024). Structuring a gamification model in digital marketing using interpretive structural modeling (ISM). Management Strategies and Engineering Sciences, 6(1), 115–125.
  • Hapsari, C. G., Maupa, H., & Payangan, O. R. (2023). The future of online beauty retail: The effectiveness of augmented reality technology in influencing psychological reaction and behavioral intention. International Research Journal of Economics and Management Studies (IRJEMS), 2(4).
  • Jia, F., & Yu, J. (2024). Disentangling e-commerce gamification affordances on recommendation acceptances from a perceived value perspective. Information Technology & People.
  • Kannaiah, D., & Shanthi, R. (2015). The impact of augmented reality on e-commerce. Journal of Marketing and Consumer Research, 8, 64–73.
  • More, P., More, S., Chaudhari, H., Bedge, S., Dere, G. & Dhabu, P. (2014). Augmented Reality and Virtual Reality Impact Analysis in E-commerce. International Journal of Creative Research Thoughts (IJCRT), 12(5), 29-33.
  • Munawaroh, N. A., Hermawan, A., & Ambarwati, D. (2024). Unlocking adoption: Revealing gamification's influence on Indonesian consumer intentions in e-commerce. International Journal of Economics, Business and Innovation Research, 3(03), 37–70.
  • Muñoz-Saavedra, L., Miró-Amarante, L., & Domínguez-Morales, M. (2020). Augmented and virtual reality evolution and future tendency. Applied Sciences, 10(1), 322. https://doi.org/10.3390/app10010322
  • Palani, M., Reddy, A. R. S., Siddharth, P., Ganesh, & Aravind, N. (2023). Augmented reality in retail and e-commerce. Business Studies Journal, 4(12), 1126–1129.
  • Peštek, A., & Osmanović, A. (2022). Systematic mapping study: Application of augmented reality in marketing. Ekonomski vjesnik: Review of Contemporary Entrepreneurship, Business, and Economic Issues, 35(2), 399–416.
  • Rauh, C., Straubert, C., & Sucky, E. (2024). Promoting sustainable consumer behavior in e-commerce: An empirical study on the influence of gamification on consumers’ return motivation. 57th Hawaii International Conference on System Sciences.
  • Semenda, O., Sokolova, Y., Korovina, O., Bratko, O., & Polishchuk, I. (2024). Using social media analysis to improve e-commerce marketing strategies. International Review of Management and Marketing, 14(4), 61–71.
  • Vineet, S., Swetha, S. V., & Rani, N. M. (2021). The advent of virtual reality in the future of e-commerce. Business Studies Journal, 13(Special Issue 3).
  • Vivek, R., & Krupskyi, O. P. (2024). EI & AI In Leadership and How It Can Affect Future Leaders. European Journal of Management Issues, 32(3), 174-182. https://doi.org/10.15421/192415
  • Wahab, E., & Ronaldo, N. (2022). A prospect is the adoption of augmented reality e-commerce in Malaysia. Research in Management of Technology and Business, 3(2), 14–27.

Transforming Online Retail: The Impact of Augmented and Virtual Reality on Consumer Engagement and Experience in E-Commerce

Year 2025, Volume: 5 Issue: 1, 189 - 201, 24.03.2025
https://doi.org/10.70101/ussmad.1630528

Abstract

Purpose: This study investigates the transformative role of augmented reality (AR) and virtual reality (VR) technologies in e-commerce and digital marketing. It aims to understand how these immersive technologies enhance consumer experiences by addressing challenges such as product visualization, consumer trust, and engagement while fostering higher purchase intent and customer satisfaction.
Design/Method/Approach: A systematic literature review synthesizes findings from empirical and theoretical studies published between 2011 and 2024. The methodologies analyzed include experimental designs, market analyses, and conceptual frameworks assessing the integration of AR and VR technologies in online retail.
Findings: The findings indicate that AR enhances online shopping through features such as virtual try-ons and spatial placement visualization, reducing return rates and increasing purchase confidence. VR, on the other hand, provides immersive environments that simulate physical shopping experiences, strengthening consumer-brand connections. While AR demonstrates broader applicability in fostering interactive and personalized experiences, VR remains limited by accessibility and cost constraints. Both technologies exhibit immediate costs but offer long-term benefits, positively influencing conversion rates and customer loyalty.
Theoretical Implications: This study contributes to consumer behavior research by applying value perception models, immersive technology frameworks, and engagement metrics to the e-commerce landscape. It refines existing theoretical perspectives on technological adoption by highlighting the interplay between sensory engagement, emotional connection, and consumer decision-making.
Practical Implications: The research underscores the strategic importance of integrating AR and VR into digital marketing and e-commerce platforms. It suggests leveraging AR for product categories requiring spatial interaction and using VR for high-detail product exploration. The study provides actionable insights for businesses looking to enhance online shopping experiences through immersive technologies.
Originality/Value: This study offers a comprehensive synthesis of AR and VR applications in e-commerce, highlighting their potential to reshape online shopping. By bridging the gap between physical and digital retail experiences, it provides a fresh perspective on how immersive technologies can drive engagement, accessibility, and personalized consumer interactions.
Research Limitations/Future Research: While this study synthesizes existing literature, empirical validation through longitudinal studies and cross-industry applications is necessary. Future research should explore the long-term effects of AR and VR adoption on consumer trust, loyalty, and behavioral changes. Additionally, further exploration is encouraged into gamification, artificial intelligence (AI) integration, and demographic-specific implementations to drive sustainable engagement.

References

  • Al-Ansi, A. M., Jaboob, M., Garad, A., & Al-Ansi, A. (2023). Analyzing augmented reality (AR) and virtual reality (VR) recent development in education. Social Sciences & Humanities Open, 8, 100532. https://doi.org/10.1016/j.ssaho.2023.100532
  • Al Khaldy, M., Ishtaiwi, A., Al-Qerem, A., Aldweesh, A., Alauthman, M., Almomani, A., & Arya, V. (2023). Redefining e-commerce experience: An exploration of augmented and virtual reality technologies. International Journal on Semantic Web and Information Systems (IJSWIS), 19(1), 1–24.
  • Arora, S. (n.d.). Impact of augmented and virtual reality on retail and e-commerce industry.
  • Bakirlioglu, A., Cakiroglu, D., Tuncer, O., & Cebeci, U. (2022). A model for augmented reality efficiency analysis on e-commerce websites and its feasibility analysis for a gold jewelry company. Current Research on Engineering, 8(1), 29–42.
  • Befort, A. (2021). Augmented & Virtual Reality in e-commerce, (Master's thesis, University of Twente).
  • Billewar, S. R., Jadhav, K., Sriram, V. P., Arun, D. A., Mohd Abdul, S., Gulati, K., & Bhasin, D. N. K. K. (2022). The rise of 3D e-commerce: Online shopping gets real with virtual and augmented reality during COVID-19. World Journal of Engineering, 19(2), 244–253.
  • Calabuig-Moreno, F., González-Serrano, M. H., Fombona, J., & García-Tascón, M. (2020). The emergence of technology in physical education: A general bibliometric analysis with a focus on virtual and augmented reality. Sustainability, 12(7), 2728. https://doi.org/10.3390/su12072728
  • Chen, R., Perry, P., Boardman, R., & McCormick, H. (2022). Augmented reality in retail: A systematic review of research foci and future research agenda. International Journal of Retail & Distribution Management, 50(4), 498–518.
  • Creed, C., Al-Kalbani, M., Theil, A., Sarcar, S., & Williams, I. (2024). Inclusive augmented and virtual reality: A research agenda. International Journal of Human–Computer Interaction, 40(20), 6200–6219. https://doi.org/10.1080/10447318.2023.2247614
  • Cunha, M.N., Pereira, M., Cardoso, A., Figueiredo, J. & Oliveira, I. (2024). Revolutionizing luxury: the role of AI and machine learning in enhancing marketing strategies within the tourism and hospitality sectors. Geojournal of Tourism and Geosites, 55(3), 2065-0817.
  • da Cruz, M. M. (2021). The effect of augmented reality on consumers' intention to purchase makeup products in online retail environments, (Master's thesis, Universidad Catholica Portuguesa, Portugal).
  • Diaa, N. M. (2022). Investigating the effect of augmented reality on customer brand engagement: The mediating role of technology attributes. The Business and Management Review, 359.
  • Ebrahimi, E., Irani, H. R., Abbasi, M., & Abedini, A. (2024). The effect of gamification on brand equity and desirable consumer behaviors in online retail stores: The mediating role of brand engagement. Interdisciplinary Journal of Management Studies, (Formerly known as Iranian Journal of Management Studies), 17(2), 379–391.
  • Galappaththi, D., Jayasinghe, S., & Peiris, P. (2024, April). Antecedents of customers' purchase furniture from online stores with the assistance of augmented reality applications. International Research Conference on Smart Computing and Systems Engineering (SCSE) (Vol. 7, pp. 1–7).
  • Garg, N., Pareek, A., Lale, A., & Charya, S. J. (2021). Evolution in e-commerce with augmented reality. IOP Conference Series: Materials Science and Engineering, 1012(1), 012041.
  • Hashjin, M. S., Asayesh, F., & Sharif, M. A. (2024). Structuring a gamification model in digital marketing using interpretive structural modeling (ISM). Management Strategies and Engineering Sciences, 6(1), 115–125.
  • Hapsari, C. G., Maupa, H., & Payangan, O. R. (2023). The future of online beauty retail: The effectiveness of augmented reality technology in influencing psychological reaction and behavioral intention. International Research Journal of Economics and Management Studies (IRJEMS), 2(4).
  • Jia, F., & Yu, J. (2024). Disentangling e-commerce gamification affordances on recommendation acceptances from a perceived value perspective. Information Technology & People.
  • Kannaiah, D., & Shanthi, R. (2015). The impact of augmented reality on e-commerce. Journal of Marketing and Consumer Research, 8, 64–73.
  • More, P., More, S., Chaudhari, H., Bedge, S., Dere, G. & Dhabu, P. (2014). Augmented Reality and Virtual Reality Impact Analysis in E-commerce. International Journal of Creative Research Thoughts (IJCRT), 12(5), 29-33.
  • Munawaroh, N. A., Hermawan, A., & Ambarwati, D. (2024). Unlocking adoption: Revealing gamification's influence on Indonesian consumer intentions in e-commerce. International Journal of Economics, Business and Innovation Research, 3(03), 37–70.
  • Muñoz-Saavedra, L., Miró-Amarante, L., & Domínguez-Morales, M. (2020). Augmented and virtual reality evolution and future tendency. Applied Sciences, 10(1), 322. https://doi.org/10.3390/app10010322
  • Palani, M., Reddy, A. R. S., Siddharth, P., Ganesh, & Aravind, N. (2023). Augmented reality in retail and e-commerce. Business Studies Journal, 4(12), 1126–1129.
  • Peštek, A., & Osmanović, A. (2022). Systematic mapping study: Application of augmented reality in marketing. Ekonomski vjesnik: Review of Contemporary Entrepreneurship, Business, and Economic Issues, 35(2), 399–416.
  • Rauh, C., Straubert, C., & Sucky, E. (2024). Promoting sustainable consumer behavior in e-commerce: An empirical study on the influence of gamification on consumers’ return motivation. 57th Hawaii International Conference on System Sciences.
  • Semenda, O., Sokolova, Y., Korovina, O., Bratko, O., & Polishchuk, I. (2024). Using social media analysis to improve e-commerce marketing strategies. International Review of Management and Marketing, 14(4), 61–71.
  • Vineet, S., Swetha, S. V., & Rani, N. M. (2021). The advent of virtual reality in the future of e-commerce. Business Studies Journal, 13(Special Issue 3).
  • Vivek, R., & Krupskyi, O. P. (2024). EI & AI In Leadership and How It Can Affect Future Leaders. European Journal of Management Issues, 32(3), 174-182. https://doi.org/10.15421/192415
  • Wahab, E., & Ronaldo, N. (2022). A prospect is the adoption of augmented reality e-commerce in Malaysia. Research in Management of Technology and Business, 3(2), 14–27.
There are 29 citations in total.

Details

Primary Language English
Subjects Business Administration
Journal Section Research Articles
Authors

Maria Nascimento Cunha 0000-0002-1291-231X

Oleksandr P. Krupsky This is me 0000-0002-1086-9274

Early Pub Date March 21, 2025
Publication Date March 24, 2025
Submission Date January 31, 2025
Acceptance Date March 19, 2025
Published in Issue Year 2025 Volume: 5 Issue: 1

Cite

APA Cunha, M. N., & Krupsky, O. P. (2025). Transforming Online Retail: The Impact of Augmented and Virtual Reality on Consumer Engagement and Experience in E-Commerce. Uluslararası Sosyal Siyasal Ve Mali Araştırmalar Dergisi, 5(1), 189-201. https://doi.org/10.70101/ussmad.1630528