The Metaverse, a network of shared virtual environments, leverages on immersive technologies to provide realistic experiences to its users, making them feel transported inside the virtual world, perceiving objects, environments, and other characters as real, thus inducing a psychological state called Presence in them. Among the numerous possibilities that the Metaverse opens for individuals, public and private institutions, virtual commerce, commercial transactions that originate from a parallel virtual world, is one of the most interesting for companies, which might take advantage of the consumers’ state of Presence to steer them towards more favourable shopping decisions. This thesis applies a systematic literature review to synthetize the results obtained in this field, to determine whether Presence significantly affects purchase intentions, to understand how to evoke it in consumers, and to establish which variables mediate its effect on final responses. Mapping Presence antecedents and intermediate variables later allows to determine successful ways to design virtual shopping experiences, following different paths according to the industry considered and the products offered. Examples of possible practical solutions are also illustrated for the business areas that have been more frequently studied in literature. Finally, some limitations of the studies analysed and some grey areas overlooked by researchers are highlighted to suggest future improvements and directions of study, in order to refine and expand the knowledge on the topic and the consequent odds of success of v-commerce systems.
Il Metaverso, una rete di ambienti virtuali condivisi, sfrutta tecnologie immersive per fornire esperienze realistiche ai suoi utenti, facendoli sentire trasportati all’interno del mondo virtuale, e facendo loro percepire l’ambiente, gli oggetti e gli altri personaggi come se fossero realmente esistenti, determinando così nel consumatore uno stato psicologico chiamato Presenza. Tra le numerose opportunità che il Metaverso apre a individui e istituzioni pubbliche e private, il virtual commerce, transazioni commerciali originate all’interno di un mondo virtuale parallelo, è una delle più interessanti per le aziende, che potrebbero trarre profitto dallo stato di Presenza in cui vertono i clienti per indirizzarli verso decisioni d’acquisto più favorevoli. Questa tesi applica una revisione sistematica della letteratura per sintetizzare i risultati ottenuti in questo campo, per determinare se la Presenza influisce significativamente sulle intenzioni d’acquisto, per capire come evocarla nel consumatore, e per stabilire quali variabili agiscono da mediatori del suo impatto sulle risposte finali. La mappatura degli antecedenti della Presenza e delle variabili intermedie permette, quindi, di determinare modi efficaci per progettare esperienze di shopping virtuali, seguendo diversi percorsi in funzione del settore analizzato e dei prodotti proposti. Esempi di possibili applicazioni pratiche sono, inoltre, illustrati per le aree di business più frequentemente studiate in letteratura. Infine, alcuni limiti degli articoli analizzati e alcune zone grigie trascurate dai ricercatori sono evidenziati per derivarne possibili miglioramenti e future direzioni di ricerca, con l’obiettivo di affinare ed espandere la conoscenza sul tema e, di conseguenza, le probabilità di successo di un v-commerce.
Metaverse and Consumer Behaviour: A Review on Presence
Lazzini, Vittorio
2022/2023
Abstract
The Metaverse, a network of shared virtual environments, leverages on immersive technologies to provide realistic experiences to its users, making them feel transported inside the virtual world, perceiving objects, environments, and other characters as real, thus inducing a psychological state called Presence in them. Among the numerous possibilities that the Metaverse opens for individuals, public and private institutions, virtual commerce, commercial transactions that originate from a parallel virtual world, is one of the most interesting for companies, which might take advantage of the consumers’ state of Presence to steer them towards more favourable shopping decisions. This thesis applies a systematic literature review to synthetize the results obtained in this field, to determine whether Presence significantly affects purchase intentions, to understand how to evoke it in consumers, and to establish which variables mediate its effect on final responses. Mapping Presence antecedents and intermediate variables later allows to determine successful ways to design virtual shopping experiences, following different paths according to the industry considered and the products offered. Examples of possible practical solutions are also illustrated for the business areas that have been more frequently studied in literature. Finally, some limitations of the studies analysed and some grey areas overlooked by researchers are highlighted to suggest future improvements and directions of study, in order to refine and expand the knowledge on the topic and the consequent odds of success of v-commerce systems.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/201331