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Review

The Role of Augmented and Virtual Reality in Shaping Retail Marketing: A Meta-Analysis

1
Entrepreneur College, Xi’an Jiaotong-Liverpool University, Suzhou 215400, China
2
Department of Geography and Planning, University of Liverpool, Liverpool L69 3BX, UK
3
School of Intelligent Finance and Business, Xi’an Jiaotong-Liverpool University, Suzhou 215400, China
*
Author to whom correspondence should be addressed.
Sustainability 2025, 17(2), 728; https://doi.org/10.3390/su17020728
Submission received: 11 December 2024 / Revised: 8 January 2025 / Accepted: 14 January 2025 / Published: 17 January 2025

Abstract

:
The Fourth Industrial Revolution has brought advanced technologies such as augmented reality (AR) and virtual reality (VR), transforming consumer behavior in retailing and arousing the interest of scholars in studying customer responses to these technologies in retail settings. However, owing to variations in specific contextual factors, the results of related research have been mixed, which impedes retailers’ capacity to gain a systematic understanding of the formulation of well-informed marketing decisions in the context of AR and VR retailing. To address these gaps, this systematic review synthesizes extant empirical evidence with 1099 effect sizes from 111 published studies with 136 datasets and 547,415 sample sizes. This study is based on well-established theories, including the technology acceptance model, the customer journey theory, and the unified theory of acceptance and use of technology, which are extended to create a more comprehensive framework that is adapted for the customer journey in AR and VR retailing. Our findings reveal significant and positive correlations for all the proposed constructs, including the experience; intrinsic, extrinsic, hedonic, and utilitarian factors; and customer experience, attitude, intention, and loyalty, and verify the significant moderating effects for technology and product types. From a management perspective, our findings provide a systematic understanding of enhancing retailers’ integrated sustainable marketing strategies in the context of AR and VR retail and propose a forward-looking research agenda.

1. Introduction

In recent years, there has been a growing interest in the use of augmented reality (AR) and virtual reality (VR) technologies in various industries, such as retailing, education, healthcare, real estate, hotel and tourism, and arts and culture. Among them, in the context of retailing environments, AR and VR are leveraged to enhance consumer experience through product presentations, marketing communications, and overall sales experience. For example, AR overlays virtual objects in the natural environment, which improves consumer experience. In contrast, VR creates an immersive virtual space for consumers so that they can engage in a virtual store to shop. In addition, retailers are using AR and VR technology to contribute to sustainability by reducing the environmental impact of physical shops and large inventories, minimizing returns and waste, and promoting responsible consumption by offering virtual shopping experiences.
AR and VR retailing-related studies aim to identify the influencing factors behind customers’ purchasing decision-making processes. However, these studies have reported mixed results due to variations in specific contextual factors highlighted by Palmatier [1], de Oliveira Santini et al. [2], Luceri et al. [3], and Vieira et al. [4]. For example, the effect of perceived risks on purchase intentions has yet to be precisely determined. Herz and Rauschnabel [5] indicated that the perceived risks (e.g., healthy risks and privacy concerns) negatively correlate with hedonic and utilitarian benefits, presence, attitudes, and purchase intentions. In contrast, Pillai et al. [6] reported a positive correlation between insecurity (i.e., privacy concerns) and shopping intentions. Such expositions are unsatisfactory because they need to be more conclusive and accordant. Furthermore, previous studies have predominantly relied on a single sample, product, or technology type; thus, the moderating effects have yet to be investigated, as Babić Rosario et al. [7] noted. For example, while meta-analyses have focused on customer behavior through AR (e.g., [4,8]), they have only focused on AR without integrating it into broader application scenarios or synthesizing it with VR technologies. Current studies have shown the rationale for integrating AR and VR research in a meta-analysis (e.g., [9,10]). AR and VR have been increasingly used to support marketing campaigns by creating engaging and appealing shopping experiences for consumers. Despite this, there has been a surprising lack of synthesis in the empirical research on customer purchasing behavior in the context of AR- and VR-enhanced retail environments. The inconsistent results from previous research, driven by specific contextual factors, impede retailers’ ability to gain a systematic understanding for making comprehensive marketing decisions in AR and VR retailing, underscoring the urgent need for a meta-analysis to provide convincing and comprehensive empirical evidence [1,3]. Therefore, our systematic review and meta-analysis synthesizes and generates the current empirical results and aims to (i) reveal a more convincing bivariate correlation between antecedents and consequences and test the moderating effects in a proposed comprehensive framework (which will be detailed and elaborated upon in the subsequent sections), (ii) identify the business opportunities and challenges in AR and VR retailing, and (iii) suggest an agenda for future research.
To achieve the research objectives, this study takes the form of meta-analytic structural equation modeling (MASEM), which combines a meta-analysis (MA) and structural equation modeling (SEM), to test the hypothesis of the comprehensive model [3,11] and investigate the factors that affect the customer journey and drive customer purchasing in retailing. Glass [12] first proposed the concept of a meta-analysis, intending to answer the original questions via an improved statistical method or addressing new questions with the primary data used in previous empirical research [11,12]. As the trend toward evidence-based research grows, a cluster of studies provides higher reliability than a single study does, reducing inconsistent and inconclusive results [1,7]. Moreover, Viswesvaran and Ones [13] proposed the MASEM approach in social science, in which the estimated true score correlations between constructs of interest are established through an MA, and then SEM is applied to estimate the correlation matrix. While the existing research has commonly adopted either MA or SEM, combining both methods has several attractive features. First, in previous studies, the MASEM helps establish connections between two constructs without a complete bivariate correlation [14,15,16]. As many studies can include only some of the variables of interest [17], MASEM allows scholars to address research questions that cannot be addressed by SEM on the basis of primary data [11,18]. Second, by integrating samples from pooled studies, a meta-analysis fulfills the sample size requirements (typically greater than 200) necessary for stable estimation results in SEM, surpassing the limitations of single results from primary research [16]. Finally, MASEM presents a potential solution for discrepant results in existing empirical studies [18], as small samples can lead to vastly different results when investigating the same phenomenon [11].
First, our research is committed to delivering broadly relevant conclusions. Theoretically, it addresses existing gaps by introducing a comprehensive framework that explores the relationships between antecedents and consequences, as well as potential moderating effects, within AR and VR retailing. Second, this study illuminates systematic approaches for retailers to develop comprehensive marketing strategies tailored to AR and VR marketing. It further enhances our understanding of both linear and nonlinear customer journeys in this context. Additionally, our research expands upon the foundational work of Vieira et al. [4], deepening our insights into retail activities facilitated through AR and VR.
The rest of this paper is organized as follows. First, we propose the conceptual framework and hypotheses. Then, we describe the research procedures involving data collection, coding, and analysis. Next, we discuss the results of the MASEM and moderator analysis. We also conclude this research, illustrate the contributions and limitations, and propose a future research agenda.

2. Conceptual Framework and Hypotheses Development

AR and VR are similar in that they aim to enrich and enhance customers’ experience [19]. For example, AR uses touch control to heighten customers’ perceived value within a multisensory retail context [20], whereas VR can simulate sensory experiences, such as smells, through a computer-brain interface [21]. However, they differ in terms of the experienced subject. AR applies virtual products to the natural body of the customer, whereas VR allows the avatar to experience virtual products [19]. Moreover, AR is a more realistic technology [22], as it combines virtual elements with reality and augments the perception of reality rather than substituting reality [23].

2.1. Augmented Reality (AR)

AR embodies the interactive incorporation of virtual elements within the users’ authentic surroundings [19,24]. Its primary objective is to enrich the user’s engagement throughout the purchasing journey [4,19] and to facilitate visualization and interaction with virtual products within real-world contexts [25]. Rauschnabel et al. [26] underscored the pivotal significance of AR, emphasizing its indispensable role in contemporary marketing and strategic frameworks. The inception of AR dates back to the 1990s, when it was pioneered by Thomas and David [27]. However, only in recent years has AR become readily accessible on various smartphones owing to significant technological advancements [28].
A recent survey examining AR applications suggests a broadening interpretation of AR, defining it as the seamless integration of virtual entities, regardless of type, into real-time environments [29]. Consequently, the essence of AR lies in its ability to merge physical and virtual realms, epitomizing the convergence of reality and digital augmentation [28]. In essence, real-time superimposition is the fundamental characteristic of AR [30].
Existing AR applications can be categorized into four distinct types: shopping, informational, entertainment, and social media [31]. The burgeoning field of AR marketing has garnered considerable attention among marketing scholars, evolving into a distinct subdiscipline within the broader marketing domain, delineated as AR marketing [26]. Rauschnabel et al. [26] defined AR as the strategic amalgamation of AR experiences, either independently or in conjunction with affiliated cues or media, to achieve holistic marketing objectives by generating value for brands, stakeholders, and society while simultaneously considering ethical and moral implications. Owing to its seamless integration capabilities across smartphones and other mobile devices, AR has the capacity to seamlessly infiltrate consumers’ daily routines [20]. In an era characterized by fierce competition for consumer attention, AR technology offers businesses novel avenues to captivate audiences [32]. By enriching the perceptual landscape with virtual objects, AR elevates consumers’ perceptions of reality [33]. Retailers leverage AR technology to heighten consumer engagement with branded merchandise and enhance the in-store shopping experience [34]. For example, Yang et al. [35] investigated the application of AR in the beauty hairdressing industry and reported that spatiality significantly affects behavioral intention.
Scholars have suggested that AR technologies are catalysts for enriching the customer experience, facilitating informed decision-making processes through AR-enabled services [36]. For example, AR’s unique ability to visually superimpose objects onto real-time environments heightens consumers’ ability to mentally simulate the consumption of depicted food items, thereby bolstering desire and purchase intent [30]. Hoffmann et al. [37] elucidate two primary functions of AR within the realm of retailing: augmenting self-exploration through virtual try-on experiences (e.g., apparel, eyewear, cosmetics) and augmenting physical environments (e.g., furniture). This delineation underscores AR’s versatile utility in transforming the retail landscape, offering immersive consumer experiences that bridge the gap between virtual and physical realms.

2.2. Virtual Reality (VR)

VR is a sophisticated simulation system that offers users an immersive artificial experience within a three-dimensional environment [24]. Coined by Jaron Lanier, the CEO of VPL Research, Inc., in 1989 [38], the term VR encompasses both the technological hardware—such as computers, headphones, head-mounted displays, and motion-sensing gloves—and the virtual environments themselves. These environments vary widely, from stitched 360° photographs and interactive 360° videos to virtual world environments and immersive headset-based VR [39]. Steuer [38] conceptualized VR as “a real or simulated environment in which a perceiver experiences telepresence”.
VR applications are characterized by three distinct aspects: virtual worlds, automated virtual environments, and product simulations [40]. The technology employs wearable devices, such as headsets, to occlude the sensory inputs of the physical world, thereby creating a more engaging and innovative shopping environment by immersing users in a vivid and interactive three-dimensional world [41]. Notably, Suh and Lee [42] were pioneers in identifying the beneficial impacts of VR on customer learning, particularly with products that require high experiential interaction. Their research highlighted the advancements from web-based VR, which primarily utilize visual and auditory modalities, to contemporary VR headsets that also incorporate haptic feedback, significantly enhancing the multisensory experience.
Recent research has underscored the potential advantages of employing VR technology within retail contexts [43]. VR, facilitated by head-mounted displays, offers users a comprehensive immersive experience within a three-dimensional environment. Notably, VR has been identified as more cost-effective than smartphone devices [21]. According to Herz and Rauschnabel [5], VR technology can closely mimic real-life settings, significantly enhancing customer immersion. Their empirical findings suggest that VR can improve the accuracy of predicting product adoption rates. Additionally, VR shopping experiences have been shown to augment consumer satisfaction and foster retail brand loyalty [43]. VR also enables retailers to craft interactive consumer experiences, bridging physical distances effectively [40]. However, Herz and Rauschnabel [5] cautioned that consumers’ willingness to adopt VR is contingent upon experiencing a robust sense of avatar (the sensation of embodying another person) and virtual presence (the sensation of being in another location). Notably, the absence of one of these elements may negatively affect consumer engagement with VR technology.

2.3. Theoretical Background and Conceptual Framework

Multiple theories have been proposed in the academic literature to explain customer behavior. Previous studies have focused primarily on examining customer behavior via a single theoretical model, such as the technology acceptance model (TAM) (e.g., [6,24,29,44]), the theory and planned behavior model (e.g., [35,45]), the unified theory of acceptance and use of technology (UTAUT) [46], customer journey [26,47], the theory of consumption values (TCV), prospect theory [45] and flow theory [40]. The TAM and UTAUT have been widely used models for new technology reception [4]. Although these studies have shed light on various factors that impact customer behavior, there is a pressing need for a more comprehensive and intricate framework to elucidate the interrelationships among the different driving forces of customer purchasing and their influence on the customer journey in retailing.
In marketing, the primary objective is to satisfy customers’ needs and deliver value at a profit [48]. The customers are the final purchasers of the product and service. They undergo a long decision process when considering a purchase [49], which depends on both the customer and the product. This decision-making process encompasses the customer journey, and businesses must possess a profound understanding of and the ability to manage the entirety of the customer experience throughout their shopping expedition [50]. Within this context, scholars have identified distinct stages within the customer’s purchasing decision process (e.g., [26]), which correspond to three main phases: pre-purchase, purchase, and post-purchase (e.g., [47,51,52]). However, customer journeys can be nonlinear and involve emotional, cognitive, and behavioral responses. Customers may bypass the traditional linear process by transitioning directly between the pre- and post-purchase stages [50]. To adapt to these nonlinear customer journeys, Farah et al. [49] suggest that retailers should endeavor to create experiential opportunities that enable the transformation of linear customer journeys into nonlinear ones.
Figure 1 presents a conceptual framework depicting the antecedents and outcomes of the customer journey in retailing on the basis of the work of Luceri et al. [3]. The framework integrates various important variables as antecedents that impact the purchasing decision process, drawing from existing theories. Additionally, the customer decision process within the customer journey is considered the primary outcome. To account for study-level variations, moderators are included in the analysis. The subsequent sections will elaborate on the outcomes, antecedents, and moderators of the framework. Additionally, a summary of the 14 constructs can be found in Table A1 in Appendix A.

2.3.1. Consequences of the Customer Shopping Journey

This section discusses the consequences of the customer shopping journey on the basis of the conventional customer journey. Their bivariate relationships with respect to the customer decision process are established through the proposed hypothesis. These consequences are customers’ responses [4] to using AR and VR while shopping.
Customer experience (CX) denotes the subjective and internal response of individuals who engage directly (e.g., through purchasing, receiving services, or product usage) or indirectly (e.g., through word-of-mouth recommendations, criticisms, or advertisements) with companies [53]. Businesses recognize that the key to achieving success lies in delivering exceptional shopping experiences to their customers [54]. This is because a remarkable customer experience has the potential to influence customers’ purchase intentions [55]. For example, the ability to physically interact with products or to experience them through AR or VR devices heightens the customer experience, exerts a positive influence on their attitudes, and facilitates their decision-making process.
Attitude (ATT) towards the behavior, which refers to the extent to which a person has a favorable or unfavorable evaluation or assessment of the behavior under discussion [56]. It holds significant importance as an outcome variable within the customer journey [45] and is the best predictor for assessing customer intention for groceries [54]. Furthermore, attitude plays a crucial role and is a predictor of intention and loyalty, especially in a retail environment. Our first hypothesis posits the following relationship:
H1. 
Customer experience (CX) significantly and positively affects attitude (ATT).
Intention (INT) captures the motivational factors that affect behaviors [56]. It refers to the first time a user considers using or adopting a technology or a channel [3]. In the context of this study, intention refers to customers’ consideration of purchasing in a retail setting using AR or VR technologies. Additionally, intention also serves as a predictor of customer loyalty in a retail setting. We present the second hypothesis:
H2. 
Attitude (ATT) significantly and positively affects intention (INT).
Loyalty (LOY) refers to customers becoming or remaining loyal to a brand [26], including continued buying, recommendation behavior, and brand preferences [57]. Previous research has demonstrated the positive effects of customer experience on loyalty through repeated purchases [58]. Furthermore, the nonlinear nature of customer journeys, such as skipping directly from the pre-purchase phase to the post-purchase phase, suggests that customer experience can directly influence loyalty [50]. Therefore, we put forward the following two hypotheses:
H3. 
Intention (INT) significantly and positively affects loyalty (LOY).
H4. 
Customer experience (CX) significantly and positively affects loyalty (LOY).

2.3.2. Antecedents of the Customer Shopping Journey

In this section, ten common antecedents are identified and categorized into five factors: experience factors, intrinsic factors, extrinsic factors, hedonic factors, and utilitarian factors. These antecedents are hypothesized to be related to the consequences of the customer shopping journey.
Experience factors
Perceived system quality (PSQ) refers to the perceived quality of the technology system, including the augmented quality, display fidelity, and immersion degree. Customers pay attention to the augmentation quality [25], and a higher AR or VR perceived quality can lead to spatial aesthetics, which increase customer purchasing intention [59]. Thus, we raise the hypothesis as below:
H5. 
Perceived system quality (PSQ) significantly and positively affects customer experience (CX).
Presence (PRE) refers to increased intimacy, social interaction [60], and a sense of being together [61]. Pillai et al. [6] reported that social interaction enhances the customer shopping experience. Real-time multisensory social interaction is central, allowing users to create value and engage in social presence and activities [62]. Hence, we put forward the following hypothesis:
H6. 
Presence (PRE) significantly and positively affects customer experience (CX).
Perceived novelty (PN) refers to the extent to which the experience is rated as unique, new, and distinct [63]. Yuan et al. [64] reported that when consumers perceive AR media technology as novel and unfamiliar stimuli, their allocation of cognitive resources to AR may intensify, thereby overcoming distractions in the AR context and experiencing a flow state. In AR or VR marketing, innovativeness offers customers novel experiences. Therefore, we propose the seventh hypothesis:
H7. 
Perceived novelty (PN) significantly and positively affects customer experience (CX).
Intrinsic factors
The intrinsic factors have two critical observation indicators in the TAM, which were also adopted by Luceri et al. [3].
Perceived ease of use (PEU) refers to customers’ beliefs about the ease of using the information technology and whether the effort they put into the usage is greater than the level of performance improvement by using it [65]. Perceived ease of use indirectly influences the actual use intention of the technology [44]. Based on Davis [65], we bring forward the following hypothesis:
H8. 
Perceived ease of use (PEU) significantly and positively affects attitude (ATT).
Perceived usefulness (PU) refers to customers’ beliefs about whether the usefulness of information technology enhances their performance [65], which directly influences the actual use intention of the technology [44]. We propose the following hypotheses:
H9. 
Perceived ease of use (PEU) significantly and positively affects perceived usefulness (PU).
H10. 
Perceived usefulness (PU) significantly and positively affects attitude (ATT).
Extrinsic factors
Informativeness (INF) Customers search for information about the product, aiming to increase their confidence. Customers utilize mental imagery to address the lack of product information [66]. Word-of-mouth (WOM), advertising, branding, and product experience can enhance perceived product information in AR-supported retailing and positively affect attitudes. Hence, we put forward the hypothesis below:
H11. 
Informativeness (INF) significantly and positively affects attitude (ATT).
Hedonic factors
Perceived enjoyment (PE) refers to the degree to which an activity using an information system is enjoyable [67]. Scholars usually define hedonic benefits as perceived enjoyment [37]. This study describes PE as the degree of perceived enjoyment for customers using AR or VR. We raise the following hypothesis:
H12. 
Perceived enjoyment (PE) significantly and positively affects intention (INT).
Hedonic value (HV) refers to the extent of pleasure derived from the multisensory, fantastical, and emotional aspects of the product usage experience [68,69]. Multisensory AR (e.g., [20]) and VR (e.g., [49]) provide more customer responses with hedonic motivation and enhance the shopping experience and purchasing intention [70]. Therefore, we present the below hypothesis:
H13. 
Hedonic values (HV) significantly and positively affect intention (INT).
Utilitarian factors
Perceived risk (PR) refers to the perceived risk of adopting interactive technologies in retailing, including perceived product risk and privacy issues. For example, when customers try on products via AR in their houses, the pictures of their houses will be transferred to the cloud processor [25], which leads to privacy issues. Following Luceri et al. [3], perceived risks, such as privacy concerns and technology immaturity, decrease usage intention and frequency. Based on this, we come up with the following hypothesis:
H14. 
Perceived risk (PR) significantly and negatively affects intention (INT).
Utilitarian value (UV) refers to the functional value from using technology [5]. For example, AR beauty apps satisfy customers’ utilitarian motivations and values by providing practical and trustworthy knowledge and information [71]. Hence, we propose the last hypothesis as follows:
H15. 
Utilitarian values (UV) significantly and positively affect intention (INT).
In summary, this study develops fifteen hypotheses that aim to test the effects of the factors (antecedents) on the customer decision process (consequences). We also aim to investigate the relationships among the constructs in the customer journey.

2.3.3. Moderators

In addition to synthesizing various studies, meta-analyses can examine the differences among subsets by analyzing the moderating effects [11]. Given that the proposed relationships may be contingent upon additional factors (e.g., [3]), we also investigate the potential moderators that might reduce the heterogeneity across studies [2] and apply our conceptual model across different contexts [1]. In this study, we consider the technology context type, product type, publication year, journal ranking, and research subject as moderators. Additionally, the coding and explanation of the moderator category can be found in Table A2 in Appendix A.
Technology context type (tech type). Retailing includes various retail-related activities through interactive virtual-reality technologies (e.g., AR and VR). The primary application of the brand-new topic in AR (e.g., [28,72,73]) and VR (e.g., [5,46]) has been discussed in early research. Hence, we discuss three technology context types: AR, VR, and others.
Product type. As the product type influences the transaction process and channel choices in the digital environment [3], it serves as a potential moderator for our proposed conceptual framework. With respect to the virtual-reality properties, the product attributes in retailing can be categorized into digital products (e.g., virtual property) and nondigital products (e.g., daily necessities).
Publication year (year). Consumer behavior is influenced by prevailing technological conditions and is subject to change over time [3]. Given the rapid technological development and changes over time, this study aims to examine whether there are differences in the shopping journey on the basis of the publication year. As 2021 is commonly regarded as the first year of the era, we divide the studies into two periods: before 2021 (excluded) and after 2021 (included).
Journal ranking. To reduce the file drawer problem and publication bias [3,74], we include the rankings of the journals. According to the Australian Business Deans Council (ABDC) ranking and Academic Journal Quality Guide (AJG) list released by The Association of Business Schools (ABS), we are interested in two ranking groups: the higher ranking group (ABS 3 and above; ABDC A and above) and others.
Research subject (sample type). Previous empirical research has relied on a single sample, and different demographic characteristics may influence the outcomes of a shopping journey. Previous studies have investigated retailing on the basis of student groups (e.g., [70]), as they consider new technological innovation features [74]. Hence, we divide the research subjects into two groups: only students and not only nonstudents.
Overall, we synthesized existing theories and generated a total of 14 constructs. On the basis of these constructs, we propose 15 hypotheses to examine the bivariate correlation between the antecedents and consequences in the customer shopping journey (see Figure 2 for the conceptual framework for an empirical test). Additionally, we identified five moderators that may influence the relationships within our proposed conceptual framework.

3. Method

Scholars have employed the use of meta-analyses and their higher-level applications (e.g., meta-regression and MASEM) to consolidate and generate a comprehensive framework that can address the existing conflicting and inconclusive empirical findings (e.g., [1,3,4,7,75,76,77]). We analyze various empirical studies that use the MASEM by adapting the steps suggested by Viswesvaran and Ones [13] to conceptualize the MASEM and convert them into three main steps: data collection, coding, and analysis.

3.1. Data Collection

The data collection process followed the PRISMA guidelines [78,79] (see Figure 3), which are also widely used in the previous meta-analysis literature (e.g., [80,81]). We conducted a comprehensive literature search via the Web of Science (WoS) database, which is a widely used academic platform (e.g., [82]). We used the keywords “metaverse” OR “virtual reality” OR “augmented reality” (abstract) and “consumer” OR “customer” AND “purchase*” (abstract). Additionally, we manually searched other databases (e.g., EBSCO) to ensure comprehensive coverage. The following inclusion criteria were applied to filter the search results: language (English, N = 2428), document type (article and meeting, N = 1034), database (WoS core collection, N = 1010), publication year (2004 to 2023, N = 993), and research area (business economics, communication, psychology, behavioral science, geography, N = 442). Conference papers were also included to minimize the file drawer problem following Rosenthal [74] and to reduce publication bias. After the titles and abstracts were examined, irrelevant papers were excluded. The remaining research papers were downloaded, and those without full-text availability were excluded (N = 218). The full texts of the remaining papers were then reviewed, and studies that did not report correlation coefficients (e.g., Pearson’s r or standardized β ) were excluded (N = 111). The publications or manuscripts were included in the meta-analysis only if they satisfied the criteria above and reported at least one effect size for the correlation between the proposed constructs. In total, 111 studies were included in the final selection, meeting the minimum sample requirement of MASEM suggested by Jak et al. [17], in which analyzing a sample of thirty studies was sufficient to obtain correct standard errors and parameter estimates. Detailed information on the selected literature can be found in Table A3 in Appendix A.

3.2. Data Coding

The minimum required data for MASEM include the sample size and correlation coefficient between two variables across independent studies [18,69] and each moderator variable in each sample for the moderator analysis [17]. Our coding process was adapted from Luceri et al. [3]. The coding process can be found in Table A4 in Appendix A. Two independent coders, consisting of an author and a research assistant, individually coded the 30 previously selected papers. To assess the intercoder reliability, we calculated Cohen’s kappa coefficient as suggested by Schamp et al. [76]. The obtained coefficient was 0.85 > 0.80 , indicating an almost perfect strength of agreement, and the p   v a l u e = 0.000 < 0.05 , further confirms the strong reliability of the measurement [76,83]. After resolving any discrepancies, the first coder (i.e., the author) completed the coding for the remaining papers independently.
The effect size is a quantitative measure utilized to address a specific problem of interest [84]. It serves as an indicator of the strength of the relationship between two variables. In the MA, the data employed consists of summary statistics, specifically the effect size statistics, reported in each individual study, rather than the raw data [11]. The magnitude of the effect size varies depending on the variables involved [11]. Among the various effect size measures employed by researchers, the correlation coefficient stands as one of the most commonly used [18], such as Pearson’s product–moment correlation coefficient, denoted as r (e.g., [3]), and standardized regression coefficients, symbolized as β (e.g., [85]). We regarded r , as recommended by Luceri et al. [3] and Vieira et al. [4], as the appropriate effect size measure. In cases where studies did not report Pearson’s r matrices, we transformed the β coefficients into Pearson’s r via the following conversion formula: r = β + 0.05 λ r = β + 0.05 ,   β 0 β ,   β < 0 (where λ = 1 if β is nonnegative and λ = 0 if β is negative) [3,85]. Moreover, some studies (e.g., [3,18]) transferred Pearson’s r to Fisher’s z prior to the analysis. This transformation is primarily employed to correct for nonlinearity in Pearson correlation coefficients and to normalize their sample distribution [18]. However, applying Fisher’s z transformation to the raw correlation coefficients may introduce some unforeseen implications in their interpretation [86]. The disparity between r and z is minimal and does not sufficiently support the advantages of Fisher’s z transformations [86]. Schulze [11,86] recommended r over z when assuming a random effect model. Hence, our study employed the original Pearson’s r for model fitting, as we adopted the random effect model. Additionally, in a correlation matrix, the ideal number of bivariate correlations among p variables is given by p × ( p 1 ) / 2 [17]. In our study, we analyzed 14 variables, so ideally, we should code 91 bivariate correlations between the constructs.

3.3. Data Analysis

In the process of data analysis, we utilized the metaSEM package in R Studio version 4.1.3, which is a user-friendly tool created by Cheung [18] and is specifically designed for conducting a MASEM study.
To examine the relationships between variables across a range of independent studies, we utilized a two-stage MASEM (TSSEM), which is a random effects technique [17]. In the first stage, we generated a pooled correlation coefficient matrix [11] as a result of the MA, which served as the input of the subsequent stage, where we fitted the SEM [11,83].
To account for heterogeneity, we explored the analysis of study-level variables (i.e., subgroup, moderator). While it is advantageous to explicitly test these study-level moderators, it is important to note that some subgroups may have a limited number of studies [11]. In our study, we considered five moderators, as mentioned previously. However, it is worth mentioning that the metaSEM package in R Studio can handle only numeric binary variables. Therefore, we encoded the study-level variables as zero-one dummy variables.

4. Results

This section presents the findings of the two-stage MASEM analysis and the examination of the moderating effects. We obtained a total of 136 datasets from 111 studies, resulting in 1099 observed effect sizes. On average, each dataset (i.e., study) contributed eight effect sizes, ranging from 2 to 36. The overall sample size aggregated across all the studies was 547,415, representing the cumulative number of individual participants or observations from the 111 studies that contributed to the observed effect size. The sample size of this meta-analysis surpasses the minimum sample size requirement for SEM (i.e., exceeding 200), thereby ensuring the robustness and reliability of our evidence-based results compared with those of the individual studies. Furthermore, all bivariate relationships encompassed at least one effect size, fulfilling the essential prerequisite for MASEM. Additionally, the total sample sizes for each of the proposed bivariate correlations also met the aforementioned minimum requirements. The total sample sizes and effect sizes per proposed bivariate correlation can be found in Table A7 in Appendix A.

4.1. TSSEM Stage 1 Results

In the first stage of the TSSEM, we generated a pooled correlation matrix of the 14 constructs. The results of the correlational analysis and generated pooled correlation matrix can be found in Table A8 in Appendix A.
Table 1 displays an overview of the dataset we collected from the existing literature suggested by Luceri et al. [3], including the bivariate relationships, the number of datasets that reported the corresponding relationships (K), and the cumulative sample size corresponding to the relationships (cumulative N). Since there are no variables that are independent of each other, indicating the absence of explanatory variables in this study, we computed the average effect sizes (correlations) for each bivariate relationship. We also calculated the average Pearson correlation coefficient ( r ), the estimation with standard errors (S.E.), and the degree of freedom ( d f . = K 1 ). Notably, the number of datasets (K) ranges from 1 (INT-LOY) to 53 (ATT-INT), with an average of 15, and only two bivariate relationships (CX-LOY and INT-LOY) have fewer than 10. Importantly, the cumulative sample sizes for all 15 bivariate relationships met the minimum sample size requirement for SEM (i.e., exceeding 200).
Additionally, we calculated the 95% confidence interval (CI) and the z value. The confidence intervals for all the correlations were greater than zero, indicating that the effects of the proposed correlations were significantly different from zero, as suggested by Zhao et al. [77]. The results indicated that all the correlations were significant and positive at the p < 0.05 level, indicating significant and positive relationships between the proposed constructs. However, the correlations for CX-LOY, PN-CX, and PR-INT were relatively low. In contrast, the majority of bivariate correlations ranged from 0.400 to 0.700, indicating a moderately strong correlation between the antecedents and consequences. Among the antecedent constructs, perceived system quality had the highest correlation with customer experience, perceived usefulness had the strongest correlation with attitude, and utilitarian value had the most significant correlation with intentions, with r > 0.4 and p < 0.001 , as suggested by Luceri et al. [3].
In addition, we used Cochrane’s Q test to calculate the degree of heterogeneity I 2 for the heterogeneity test. The general result showed that the Q statistic for the homogeneity of effect sizes was 28,245.65 ( d f . = 1008 , p-value = 0 < 0.05). A significant Q value indicates that there is indeed heterogeneity in the correlation matrix [11]. Specifically, in addition to the correlation of INT-LOY (i.e., I 2 = 0 ), which has only one effect size, all other bivariate relationships showed substantial heterogeneity, i.e., greater than 90%. A large portion of the variance was at the study level for all the correlations [11]. Hence, as Luceri et al. [3] and Jak [11] suggested, the examination of study-level variables (i.e., moderators) was considered for all bivariate correlations with heterogeneity greater than 90%. Moreover, according to Rosenthal [74], file drawer problems exist in which only 5% of the significant results (e.g., p < 0.05 ) with type I errors have been published in journals, whereas 95% of the nonsignificant results (e.g., p > 0.05 ) remain in the file drawer. Hence, we also calculated the fail-safe number (FsN) to test for publication bias (e.g., [3,4,74]). The fail-safe N (FsN) is calculated as follows: F s N = ( Z ¯ 1.645 ) 2 k   α < 0.05 , where α is the significance level [74]. As the FsN of almost all (excluding CX-INT) correlations were much larger than 5 k + 10 , the relationships passed the tolerance level suggested by Rosenthal [74], which means that there is little or no publication bias in the collected literature [3].

4.2. TSSEM Stage 2 Results

In the second stage, we fitted the structural equation model.
Table 2 presents an overview of the TSSEM stage 2 results. The OpenMx status1 was “0”, indicating that the model optimization was satisfactory. The goodness-of-fit indices suggested that the model had a moderate fit compared with previous meta-analyses. First, as the 95% CI of all the parameters (effects) did not include zero, the parameters estimated by the A-matrix and S-matrix were significantly different from zero [11]. Second, the chi-square χ 2   ( d f = 76 ) = 4683.00 with p- v a l u e = 0.000 < 0.05 , which means that the exact fit was rejected [11]. The chi-square/degree of freedom was not in the range of [1,3], as χ 2 / d f = 61.61 is larger than 3. However, compared with previous meta-analyses (e.g., Hogreve et al. [87]: χ 2   ( d f = 25 ) = 2819 ,   χ 2 / d f = 112.7608 ), our model showed a moderately good fit according to these two indices. Moreover, the similarity indices, such as the comparative fit index (CFI) and Tucker–Lewis index (TLI, also known as the nonnormed fit index, NNFI) [88] (CFI: 0.392, TLI: 0.272), were less than 0.9, which implies that the model fit was not good. However, the root mean square error of approximation (RMSEA) was 0.011 (95% CI [0.010, 0.011]), suggesting a close approximate fit, as suggested by Jak [11].
Generally, all of the effects on the fifteen paths were significant. However, the direct effect of perceived risk on customer intention contradicted our initial hypothesis, which requires further explanation. The potential explanation for the differences in results can be the combination of the conceptual framework and methodology choices [7]. First, the meta-analysis we used aimed to synthesize the varying empirical results obtained by scholars who approached the research question from different perspectives and with different objectives. Meta-analyses aggregate effect sizes from multiple studies to provide a general understanding of the proposed correlations. Second, the customer is experience orientated. As AR or VR is an advanced technology, it initially attracts a younger demographic and video game players, leading to a unique and novel experience for these early adopters.
Figure 4 shows the path model with 95% confidence intervals for the proposed conceptual framework.

4.3. Moderate Effect Analysis

In this study, we also analyzed five potential moderating effects of the proposed correlation with more than ten effect sizes (i.e., excluding CX-LOY and INT-LOY). A summary of the moderating effects can be found in Table A9 in Appendix A.
The results for the no moderator model were significant for all thirteen paths, as the p-value was much less than 0.05. Moreover, three moderators had significant moderating effects—technology types, journal rankings, and product types—which indicates significant variation in the bivariate correlation under different contextual conditions. First, the technology type was the most influential moderator, as only one bivariate correlation was nonsignificant. Moreover, journal rankings and product types also had significant moderating effects on some proposed bivariate relationships. However, no significant differences were found for the different product types and publication years on the basis of the bivariate correlations. Our result differs from that of Luceri et al. [3] in that the publication year had nonsignificant moderating effects on all the proposed correlations. The potential reason is that the research and publication processes take a particular amount of time, but the division is based on the publication year (i.e., the first year of the metaverse, 2021), which ignores the research and review period. Hence, the publication year does not significantly affect bivariate relationships.
Overall, the results in this chapter indicate a significant and positive association between the proposed bivariate correlations and the moderating effects of some proposed correlations.

5. Conclusions

The primary objective of this study was to propose and evaluate a comprehensive conceptual framework of the customer journey in retailing, specifically through its initial application of AR and VR. To accomplish this aim, we employed meta-analytic structural equation modeling to integrate the current empirical research on customer behavior using AR and VR in this field. Interestingly, our results validate the positive associations among all the proposed correlations, providing support for most hypotheses with the exception of one. Notably, the consequence-to-consequence correlations (e.g., CX→ATT, ATT→INT, and INT→LOY) were found to be stronger than the antecedent-to-consequence (e.g., PSQ→CX, INF→ATT, and PR→INT) or antecedent-to-antecedent (e.g., PEU→PU) correlations. This suggests a robust connection within the customer journey. Additionally, customer experience was found to have a significant and positive influence on attitude, intention, and loyalty within a linear customer journey but a relatively weaker direct effect on loyalty within a nonlinear customer journey. Furthermore, we observed significant moderating effects of journal ranking, technology type, and product type. However, the sample type and publication year were found to have nonsignificant moderating effects on the proposed correlations. We have summarized the key findings and their implications in Table 3 and present them in more detail in the subsequent subsections.

5.1. Theoretical Contributions

From a theoretical perspective, this study contributes to the literature by providing a comprehensive framework to examine the bivariate correlations among antecedents, consequences, and potential moderating factors in the domain of AR and VR retailing. More specifically, this study provides acceptable findings by synthesizing and generating empirical results from previous studies in this field and contributes to the field in three ways.
First, drawing on established and widely cited theories such as the TAM and UTAUT in the domain of AR and VR marketing, we examined the key determinants shaping customer shopping behavior. Our findings reveal significant positive correlations among the proposed variables. Notably, PU and PEU demonstrate robust and positive associations with attitude, which is consistent with the TAM as posited by Davis [65] and corroborated by recent research [3]. Moreover, this study identifies pivotal factors driving customer behavior within AR and VR shopping experiences.
Second, this research contributes valuable insights into the contextual boundaries of AR and VR retailing by expanding the range of moderating influences. Our study represents a more reliable and evidence-based methodology than single quantitative approaches do. Compared with the first meta-analysis conducted that focused solely on investigating customer behavior via AR (i.e., [4]), our study expands the scope to encompass more generic scenarios involving both AR and VR.
Finally, this study provides evidence by shedding new light on a systematic understanding of how retailers can develop comprehensive marketing strategies in AR and VR retailing. By generating and synthesizing the fragment and inconsistent empirical findings from the existing literature, we offer a systematic understanding of how retailers make comprehensive marketing decisions. Moreover, our research extends beyond conventional linear customer journeys and explores the complexities of nonlinear customer journeys in retailing, leveraging the AR and VR technologies. Furthermore, the comprehensive framework we propose serves as a foundation for future research, enabling scholars to explore the complex dynamics and relationships. In conclusion, we will outline the managerial implications for retailers and propose a future research agenda to further advance the knowledge in this field.

5.2. Managerial Implications

This meta-analysis delves into the crucial factors of customer purchasing and their impact on customer decision-making. From a managerial perspective, this study also provides managerial implications for AR, VR, and even metaverse retailers in the forthcoming era of metaverse retailing based on AR and VR retailing. Considering that AR and VR technologies offer different experiences for the consumer to enhance their engagement and satisfaction in the customer journey, it is important to understand how they can influence consumer decisions in different ways. While both technologies contribute to immersive experiences, AR enhances real-world environments by overlaying the virtual object in the natural environment. At the same time, VR provides an immersive 3D virtual space for consumers, creating a more isolated and immersive experience. Given the nascent stage of the metaverse, our study examines the retailing activities facilitated by AR and VR technologies. Consequently, we offer valuable insights and practical recommendations for practitioners and retailers involved in metaverse-related activities.
In today’s marketing environment, especially in online retail or e-commerce, ensuring consistency with current practices is critical. An enhanced customer experience has been shown to significantly influence attitudes, intentions, and loyalty throughout the customer journey. Therefore, retailers must prioritize factors that facilitate purchasing decisions, emphasizing those antecedents that yield the most significant effects on desired outcomes. Our research reveals that all identified antecedent constructs exert a significant and positive influence on the customer decision process. Notably, constructs such as perceived system quality, perceived informativeness, perceived usefulness, and utilitarian value significantly affect customer experience, attitudes, and intentions.
First, perceived system quality has the most substantial effect on customer experience, indicating the pivotal role of the perceived quality of AR and VR in influencing customers’ decision process and perceived value. As the metaverse offers considerable opportunities for companies to cultivate customer relationships [89], retailers are supposed to employ atmospheric elements to craft engaging shopping experiences and provide an immersive virtual retail environment. For example, in VR retailing, the distinctive atmospheric store design possesses a unique attribute that can generate added value for customers and enhance their overall shopping experience. While AR can enhance physical store retailing or e-commerce, the virtual store created by VR requires a fully immersive approach to appeal more to those consumers seeking novelty and escapism so that the perceived system quality and atmospheric store design have added value in VR retailing. Through such value-added activities, retailers can gain a competitive edge by augmenting customers’ perceived value, consequently fostering higher purchase intentions and brand loyalty and facilitating long-term customer–vendor relationships [44]. For example, while advertisements are integral to the metaverse experience, users may experience conflicting emotions [90]. Leveraging the interaction between avatars and multiple layers of sensorimotor feedback in metaverse advertisements creates a profound sense of presence, which is preferred by customers over traditional formats [91]. Furthermore, metaverse retailers and brand managers can harness AR interactive technology to cultivate brand affinity and deliver practical virtual experiences within metaverse retail environments.
Second, perceived usefulness emerges as the primary driver of purchase intentions, surpassing the role of ease of use, which aligns with Davis’s [65] research. Therefore, metaverse retailers should focus on designing a shopping context that offers clear utility and value to customers. Additionally, the informativeness of the retail experience has a substantial effect on customers’ attitudes. Customers often rely on mental imagery to compensate for the lack of physical product information within AR- or VR-supported retail environments [66]. Leveraging word of mouth (WOM), advertising, brand reputation, and product experiences can enhance perceived product information, enriching the overall retail experience within the metaverse. Considering the unique characteristics of AR and VR, the way information is presented in these environments can be very different. For example, AR allows customers to visualize a product in a realistic environment, while VR can provide an immersive demonstration of a product’s functionality. Moreover, advertisements are essential to the experience, but users may have strongly contradictory emotions [90]. Metaverse advertisements leverage the interaction between avatars and multiple layers of sensorimotor feedback to create a sense of presence, and customers prefer these formats over traditional formats [91]. Furthermore, metaverse retailers and brand managers can leverage AR interactive technology to foster brand love and provide consumers with practical virtual experiences within metaverse retailing settings.
Third, our findings indicate that both hedonic and utilitarian values significantly influence customers’ intentions, with utilitarian values exerting a comparatively stronger impact than hedonic values do. Given that the metaverse primarily revolves around entertainment, retailers should prioritize addressing customers’ hedonic desires and crafting enjoyable shopping experiences. However, it is essential for retailers not to underestimate the significance of utilitarian values [3]. By comprehending and addressing both hedonic and utilitarian value, retailers can attract a larger customer base and optimize profitability.
Interestingly, contrary to our initial hypothesis, perceived risk was found to positively affect customer purchasing intention. This intriguing finding may be attributed to the novel experience that customers have with innovative retailing technologies, as well as the specific characteristics of our sample, which predominantly consisted of students who are more inclined to embrace and explore new experiences. Moreover, while new or advanced technologies present challenges for retailers, they also offer unique opportunities. It is imperative for retailers to address these challenges and harness the potential of innovative technologies to maximize profits.
Additionally, moderators such as product and technology types significantly influence the customer shopping journey. This suggests that the impact of AR, VR, or other metaverse technologies on customer behavior varies depending on the product being sold. Consequently, metaverse retailers must develop tailored marketing strategies that accommodate these differences. However, the sample type and publication year had nonsignificant moderating effects on the proposed correlations. Therefore, metaverse retailers should consider both younger and older customers, as they exhibit distinct preferences and biases within the metaverse retailing context, ensuring digital inclusion and maximizing profits amid the global aging trend.
Finally, it is important to note that the metaverse is still in its nascent stage, and the technology is not yet fully developed. Many organizations are leveraging the concept of the metaverse as a marketing tool to attract customers. However, customers may have high expectations of the metaverse but may only experience its primary applications. Customer satisfaction hinges on whether their expectations are met, and perceived value is determined by the disparity between the perceived product quality, service, and the price paid. Dissatisfaction among customers could lead to a decline in purchasing intention. Furthermore, our study delves into the nonlinear customer journey discussed by Grewal and Roggeveen [50]. Our results corroborate the significant and positive effect of customer experience on loyalty, underscoring the importance for metaverse retailers to enhance customer experience to facilitate their decision-making process.

5.3. Limitations

This study aims to enhance the understanding of customer behavior in AR and VR retailing. However, it is essential to acknowledge several limitations. First, the meta-analysis heavily relies on the existing literature, limiting the analysis of the correlations proposed in previous research, thus constraining the depth and breadth of the framework. For example, the exclusion of constructs related to purchase behavior due to the limited existing literature represents a notable constraint because understanding the gap between customer intention and actual behavior is crucial for a comprehensive understanding of retailing. Moreover, there may be issues of selection and publication bias. Despite following standard procedures for literature selection, some biases may still exist. For example, meta-analyses depend heavily on published papers, which often prioritize significant results, thus leading to the potential for publication bias. Although this study made efforts to minimize publication bias during data collection, and the initial findings suggest minimal bias in the literature reviewed, it is important to acknowledge the possibility that some degree of publication bias might still influence the results. Therefore, future studies should address this limitation to yield findings that are more generalizable and robust.

5.4. Future Research Agenda

A research agenda focusing on investigating customer behavior is recommended, taking into account the limitations of this meta-analysis. For example, the effect sizes derived from the existing literature often lack exploration into purchase behavior and post-purchase loyalty. Future studies could delve deeper into these areas to better understand consumer decision-making processes.
Furthermore, the future of retailing seems poised toward metaverse retailing, which integrates AR, VR, and other interactive technologies to provide a seamless and immersive virtual experience. Despite its promising potential, the current immaturity and technical constraints of the metaverse present challenges in analyzing the customer journey within this novel retail landscape. Future research should explore advancements in metaverse technologies and their influence on consumer behavior. One approach is to integrate MacInnes’s [92] business model, which examines the disruptive effects of technological advancements across four stages: (i) technical, addressing technology acceptance, sensory marketing, and crowd-sourcing; (ii) environmental, focusing on policy and regulation in metaverse retailing; (iii) revenue, considering the maturity and profitability phases for retailers in the metaverse; and (iv) sustaining, which explores sustainability and expansion strategies in metaverse retailing. Table 4 outlines the envisioned development of the metaverse and potential business opportunities for retail.

Author Contributions

Conceptualization, J.X., L.D. and L.X.; methodology, X.F.; software, X.F.; validation, X.F.; formal analysis, X.F.; investigation, X.F.; resources, X.F.; data curation, X.F.; writing—original draft preparation, X.F.; writing—review and editing, J.X., L.D. and L.X.; visualization, X.F.; supervision, J.X., L.D. and L.X.; project administration, J.X. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Conflicts of Interest

The authors declare no conflicts of interest.

Appendix A

Table A1. Definition of key constructs.
Table A1. Definition of key constructs.
ConstructDescriptionCommon AliasesSource Expected Effect
Consequences
Customer Experience (CX)The subjective and internal response of customers who have direct (e.g., purchasing, service, and use) or indirect (e.g., WOM recommendations, criticisms, and advertisements) contact with companies [53].User experience, rapport experience, flow experience Positive
Attitude (ATT)The extent to which a person has a favorable or unfavorable evaluation or assessment of the behavior under discussion [56].Attractiveness, satisfaction, wow effect, trust[56]Positive
Intention (INT)Thought to capture the motivational factors that affect the behavior [56].Willingness to pay[56]Positive
Loyalty (LOY)Customers become or remain loyal to a brand [26]. [26]
Antecedents
Perceived system quality (PSQ)The perceived quality of the technology system, including augmented quality, display fidelity, and immersion degree.Vividness, immersive, display fidelity, virtuality, media richness, sensory pleasantness, anthropomorphism, interface design, aesthetic quality, perceived store prestige, graphic style, esthetic[3]Positive
Presence (PRE)The increased intimacy, social interaction [60], and the sense of being together [61].Tele-presence, socializing, customization, and personalization, consumer engagement[60,61]Positive
Perceived novelty (PN)The extent to which each response was rated unique, new, and different [63].Curiosity, innovativeness; inspiration[63]Positive
Perceived ease of use (PEU)Customers’ beliefs about the ease of using the information technology and whether the effort they put into the usage is higher than the performance improved by using it [65].Complexity [93][65]Positive
Perceived usefulness (PU)Customers’ beliefs about the usefulness of information technology enhancing their performance or not [65]. [65]Positive
Informativeness (INF)Customers search for information about the product, aiming to increase their confidence.Perceived informativity, WOM, branding, advertisement, media richness
Perceived enjoyment (PE)The degree to which an activity using an information system is enjoyable [67].Pleasure, predicted happiness, emotional engagement[67]Positive
Hedonic values (HV)The extent of pleasure derived from the multi-sensory, fantastical, and emotional aspects of the product usage experience [68,69] Entertainment, hedonic benefits, hedonic gratification[68,69]Positive
Perceived risk (PR)Perceived risk with adopting interactive technologies in metaverse retailing, including perceived product risk and privacy issues. [94,95,96]Negative
Utilitarian values (UV)The functional values from using technology [5].Pragmatic quality, functional value, utilitarian gratification[5]Positive
Table A2. Moderators.
Table A2. Moderators.
Moderator CategoryDummy VariablesDescription
Tech typeAR
VR and others
AR = 1
VR and others = 0
Whether participants experience through VR or AR or other technologies.
Product type Non-digital
Digital
Non-digital = 1
Digital and others = 0
Whether participants experience digital or non-digital or no products.
Year2021 and after 2021
Before 2021
2021 and after 2021 = 1
Before 2021 = 0
Whether this paper published before 2021 or not.
Journal rankingGroup 1 (Relative higher ranking)
Group 2 (Others)
Relative higher ranking = 1
Others = 0
Whether this paper published in higher ranked journal (i.e., ABDC-A and above, ABS-3 and above) or not.
Sample type Only student
Not only and non-student
Only student = 1
Not only and non-student = 0
Whether the participants are only students or not only and non-students.
Table A3. Literature List for MASEM.
Table A3. Literature List for MASEM.
IDTitleAuthorYearJournal
1The personalization-privacy paradox: Consumer interaction with smart technologies and shopping mall loyaltyAmeen, Hosany & Paul [94]2022Computers in Human Behavior
2Role of augmented reality in changing consumer behavior and decision making: Case of PakistanKazmi et al. [72]2021Sustainability (Switzerland)
3The mediation effect of marketing activities toward augmented reality: the perspective of extended customer experienceChen et al. [97]2022Journal of Hospitality and Tourism Technology
4Retail consumers’ behavioral intention to use augmented reality mobile apps in PakistanSaleem et al. [73]2022Journal of Internet Commerce
5Mechanism linking AR-based presentation mode and consumers’ responses: A moderated serial mediation modelHan et al. [96]2021Journal of Theoretical and Applied Electronic Commerce Research
6Enhancing brick-and-mortar store shopping experience with an augmented reality shopping assistant application using personalized recommendations and explainable artificial intelligenceZimmermann et al. [98]2022Journal of Research in Interactive Marketing
7The effect of augmented reality on purchase intention of beauty products: The roles of consumers’ controlWhang et al. [36]2021Journal of Business Research
8The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social tiesLee, Kim & Choi [99]2019Telematics and Informatics
9How augmented reality media richness influences consumer behaviorde Amorim et al. [32]2022International Journal of Consumer Studies
10Augmented reality’s perceived immersion effect on the customer shopping process: Decision-making quality and privacy concernsSengupta & Cao [100]2022International Journal of Retail and Distribution Management
11Extending the technology acceptance model to explain how perceived augmented reality affects consumers’ perceptionsOyman, Bal & Ozer [101]2022Computers in Human Behavior
12Shopping in the digital world: Examining customer engagement through augmented reality mobile applicationsMcLean & Wilson [102]2019Computers in Human Behavior
13Virtual reality in new product development: Insights from prelaunch sales forecasting for durables.Harz, Hohenberg & Homburg [103]2022Journal of Marketing
14Blending the real world and the virtual world: Exploring the role of flow in augmented reality experiencesBrannon Barhorst et al. [104]2021Journal of Business Research
15The impact of representation media on customer engagement in tourism marketing among millennialsWillems, Brengman & Van Kerrebroeck [39]2019European Journal of Marketing
16Enhancing the online decision-making process by using augmented reality: A two country comparison of youth marketsPantano, Rese & Baier [105]2017Journal of Retailing and Consumer Services
17The effects of augmented reality mobile app advertising: Viral marketing via shared social experienceSung (Christine) [106]2021Journal of Business Research
18Understanding the diffusion of virtual reality glasses: The role of media, fashion and technologyHerz & Rauschnabel [5]2019Technological Forecasting and Social Change
19How mobile augmented reality applications affect continuous use and purchase intentions: A cognition-affect-conation perspectiveQin, Osatuyi & Xu [107]2021Journal of Retailing and Consumer Services
20User interfaces and consumer perceptions of online stores: The role of telepresence.Suh & Chang [108]2006Behavior and Information Technology
21“Yes, we do. Why not use augmented reality?” Customer responses to experiential presentations of AR-based applicationsHsu, Tsou & Chen [71]2021Journal of Retailing and Consumer Services
22Enhancing the sneakers shopping experience through virtual fitting using augmented realityRhee & Lee [109]2021Sustainability (Switzerland)
23Mobile augmented reality in electronic commerce: Investigating user perception and purchase intent amongst educated young adultsHaile & Kang [110]2020Sustainability (Switzerland)
24Augmented reality advertising via a mobile appSung, Han & Choi [111]2022Psychology and Marketing
25Telepresence, time distortion, and consumer traits of virtual reality shoppingHan et al. [112]2020Journal of Business Research
26Beyond the gimmick: How affective responses drive brand attitudes and intentions in augmented reality marketingZanger, Meißner & Rauschnabel [113]2022Psychology and Marketing
27Virtual try-on: How to enhance consumer experience?Bialkova & Barr [114] 20222022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2022 IEEE Conference on, VRW
28A virtual market in your pocket: How does mobile augmented reality (MAR) influence consumer decision-making?Qin, Peak & Prybutok [115]2021Journal of Retailing and Consumer Services
29An adoption framework for mobile augmented reality games: The case of Pokémon GoRauschnabel, Rossmann & tom Dieck [116]2017Computers in Human Behavior
30Perception is reality… How digital retail environments influence brand perceptions through presenceCowan et al. [117]2021Journal of Business Research
31Nostalgia beats the wow-effect: Inspiration, awe and meaningful associations in augmented reality marketingHinsch, Felix & Rauschnabel [33]2020Journal of Retailing and Consumer Services
32Effects of physical, non-immersive virtual, and immersive virtual store environments on consumers’ perceptions and purchase behaviorLombart et al. [118]2020Computers in Human Behavior
33Gathering pre-purchase information for a cruise vacation with virtual reality: the effects of media technology and genderMartínez-Molés et al. [119]2022 International Journal of Contemporary Hospitality Management
34Measuring the content characteristics of videos featuring augmented reality advertising campaignsFeng & Xie [93]2018Journal of Research in Interactive Marketing
35Shopping with augmented reality: How wow-effect changes the equations!Arghashi [120]2022Electronic Commerce Research and Applications
36The influence of flow experience in the augmented reality context on psychological ownershipYuan et al. [64]2021International Journal of Advertising
37Does virtual reality attract visitors? The mediating effect of presence on consumer response in virtual reality tourism advertisingLo & Cheng [121]2020Information Technology and Tourism
38A holistic analysis towards understanding consumer perceptions of virtual reality devices in the post-adoption phaseDehghani et al. [122]2022Behavior and Information Technology
39Discernible impact of augmented reality on retail customer’s experience, satisfaction and willingness to buyPoushneh & Vasquez-Parraga [123]2017Journal of Retailing and Consumer Services
40Augmented reality shopping application usage: The influence of attitude, value, and characteristics of innovationJiang, Wang & Yuen [124]2021Journal of Retailing and Consumer Services
41Exploring store atmospherics of FMCG brands flagship stores with an immersive 180-degree dome-shaped displayDuong et al. [125]2022Journal of Global Scholars of Marketing Science
42Can augmented reality satisfy consumers’ need for touch?Gatter, Hüttl-Maack & Rauschnabel [126]2022Psychology and Marketing
43How nostalgic feelings impact Pokémon Go players—integrating childhood brand nostalgia into the technology acceptance theoryHarborth & Pape [127]2020Behavior and Information Technology
44Effects of perceived interactivity of augmented reality on consumer responses: A mental imagery perspectivePark & Yoo [128]2020Journal of Retailing and Consumer Services
45Is augmented reality technology an effective tool for e-commerce? An interactivity and vividness perspectiveYim, Chu & Sauer [19]2017Journal of Interactive Marketing
46Cognitive, affective, and behavioral consumer responses to augmented reality in e-commerce: A comparative studyKowalczuk, Siepmann, née & Adler [129]2021Journal of Business Research
47How augmented reality apps are accepted by consumers: A comparative analysis using scales and opinionsRese et al. [130]2017Technological Forecasting and Social Change
48How mobile augmented reality digitally transforms the retail sector: Examining trust in augmented reality apps and online/offline store patronage intentionKang et al. [131]2022Journal of Fashion Marketing and Management
49Consumer response to virtual CSR experiencesLee, Zhao & Chen [132]2021Journal of Current Issues and Research in Advertising
50Relationships between the “Big Five” personality types and consumer attitudes in Indian students toward augmented reality advertisingSrivastava et al. [133] 2021Aslib Journal of Information Management
51Augmented reality filters on social media: Analyzing the drivers of playability based on uses and gratifications theoryIbáñez-Sánchez, Orús & Flavián [134]2022Psychology and Marketing
52User perceptions of 3D online store designs: An experimental investigationKrasonikolakis et al. [135]2021Information Systems and e-Business Management
53How 3D virtual reality stores can shape consumer purchase decisions: The roles of informativeness and playfulnessKang, Shin & Ponto [136]2020Journal of Interactive Marketing
54The impact of experiential augmented reality applications on fashion purchase intentionWatson, Alexander & Salavati [137]2020International Journal of Retail and Distribution Management
55Immersive multisensory virtual reality technologies for virtual tourism: A study of the user’s sense of presence, satisfaction, emotions, and attitudesMelo et al. [138]2022Multimedia Systems
56Augmented reality interactive technology and interfaces: A construal-level theory perspectiveChiang (Luke), Huang & Chung [139]2022Journal of Research in Interactive Marketing
57Augmented reality (AR) app use in the beauty product industry and consumer purchase intentionWang, Ko & Wang [140]2022Asia Pacific Journal of Marketing and Logistics
58A model of acceptance of augmented-reality interactive technology: The moderating role of cognitive innovativenessHuang & Liao [44]2015Electronic Commerce Research
59A hierarchical model of virtual experience and its influences on the perceived value and loyalty of customersPiyathasanan et al. [61]2015International Journal of Electronic Commerce
60Examining the antecedents and consequences of perceived shopping value through smart retail technologyAdapa et al. [52]2020Journal of Retailing and Consumer Services
61Privacy threats with retail technologies: A consumer perspectivePizzi & Scarpi [95]2020Journal of Retailing and Consumer Services
62Consumer-computer interaction and in-store smart technology (IST) in the retail industry: The role of motivation, opportunity, and abilityRoy, Balaji, & Nguyen [141]2020Journal of Marketing Management
63Shopping intention at AI-powered automated retail stores (AIPARS)Pillai, Sivathanu & Dwivedi [6]2020Journal of Retailing and Consumer Services
64Anthropomorphism and augmented reality in the retail environmentVan Esch et al. [142]2019Journal of Retailing and Consumer Services
65Chatbots in retailers’ customer communication: How to measure their acceptance?Rese, Ganster & Baier [29]2020Journal of Retailing and Consumer Services
66Touch it, swipe it, shake it: Does the emergence of haptic touch in mobile retailing advertising improve its effectiveness?Mulcahy & Riedel [143]2020Journal of Retailing and Consumer Services
67Me or just like me? The role of virtual try-on and physical appearance in apparel M-retailingPlotkina & Saurel [144]2019Journal of Retailing and Consumer Services
68Understanding the virtual tours of retail stores: How can store brand experience promote visit intentionsBaek et al. [145]2020International Journal of Retail and Distribution Management
69Building e-commerce satisfaction and boosting sales: The role of social commerce trust and its antecedentsLin, Wang & Hajlj [146]2019International Journal of Electronic Commerce
70A study on the reciprocal relationship between user perception and retailer perception on platform-based mobile payment serviceLee, Ryu & Lee [147]2019Journal of Retailing and Consumer Services
71Augmented reality in smart retailing: A (n) (A) symmetric approach to continuous intention to use retail brands’ mobile AR appsNikhashemi et al. [148]2021Journal of Retailing and Consumer Services
72Can a retail environment be simulated by photographs?Willems, Doucé & Petermans [149]2021Journal of Marketing Management
73Interactivity, inspiration, and perceived usefulness! How retailers’ AR-apps improve consumer engagement through flowArghashi & Yuksel [150]2022Journal of Retailing and Consumer Services
74How augmented reality (AR) experience affects purchase intention in sport E-commerce: Roles of perceived diagnosticity, psychological distance, and perceived risksUhm et al. [151]2022Journal of Retailing and Consumer Services
75UTAUT in metaverse: An “Ifland” caseLee & Kim [46]2022Journal of Theoretical and Applied Electronic Commerce Research
76How close do we feel to virtual product to make a purchase decision?
Impact of perceived proximity to virtual product and temporal
purchase intention
Poushneh [152]2021Journal of Retailing and Consumer Services
77Consumer switching behavior to an augmented reality (AR) beauty product application: Push-pull mooring theory frameworkNugroho & Wang [153]2023Computers in Human Behavior
78Using augmented reality to reduce cognitive dissonance and increase purchase intentionBarta, Gurrea & Flavián [154]2023Computers in Human Behavior
79Consumer engagement via interactive artificial intelligence and mixed realitySung (Christine) et al. [155]2021International Journal of Information Management
80Living the experience before you go… but did it meet expectations? The role of virtual reality during hotel bookingsMcLean & Barhorst [156]2022Journal of Travel Research
81Smarter real estate marketing using virtual reality to influence potential homebuyers’ emotions and purchase intentionAzmi et al. [157]2022Smart and Sustainable Built Environment
82Augmented reality generalizations: A meta-analytical review on consumer-related outcomes and the mediating role of hedonic and utilitarian valuesVieira, Rafael & Agnihotri [4]2022Journal of Business Research
83Augment yourself through virtual mirror: The impact of self-viewing and narcissism on consumer responsesBaek, Yoo & Yoon [158]2018International Journal of Advertising
84The effect of augmented reality experience on loyalty and purchasing intent: An application on the retail sectorEru, Topuz & Cop [159]2022Sosyoekonomi
85Technologically empowered? Perception and acceptance of AR glasses and 3D printers in new generations of consumersPonzoa et al. [160]2021Technological Forecasting and Social Change
86Beyond presence: Creating attractive online retailing stores through the cool AR technologyZhang et al. [161]2023International Journal of Consumer Studies
87The effect of augmented reality in mobile applications on consumers’ online impulse purchase intention: The mediating role of perceived valueTrivedi et al. [162]2022Journal of Consumer Behavior
88Can consumers’ gamified, personalized, and engaging experiences with VR fashion apps increase in-app purchase intention by fulfilling needs?Oiyan Lau & Chung-Wha (Chloe) Ki [163]2021Fashion and Textiles
89WOW, the make-up AR app is impressive: A comparative study between China and South KoreaButt et al. [164]2022Journal of Services Marketing
90Branding in the time of virtual reality: Are virtual store brand perceptions real?Pizzi, Vannucci & Aiello [165]2020Journal of Business Research
91An analysis of the impact of personality traits towards augmented reality in online shoppingLixăndroiu et al. [166]2021Symmetry
92As if the product is already mine: How augmented reality improves the digital product presentationAlt, Esch & Krause [167]2020Transfer: Zeitschrift für Kommunikation & Markenmanagement
93Innovation and promotion activities in the internet to increase sales volume of music product using augmented reality technologyKusumawati, Purnamasari & Sardiyo [168]2013Egitania Sciencia
94Consumer behavior in an augmented reality environment: Exploring the effects of flow via augmented realism and technology fluidityChen & Lin [169]2022Telematics and Informatics
95Value-based adoption of augmented reality: A study on the influence on online purchase intention in retailErdmann, Mas & Arilla [170]2021Journal of Consumer Behavior
96Effects of diffusion of innovations, spatial presence, and flow on virtual reality shoppingLu & Hsiao [171]2022Frontiers in Psychology
97Effects of mobile augmented reality apps on impulse buying behavior: An investigation in the tourism fieldDo, Shih & Ha [172]2020Heliyon
98When brands come to life: Experimental research on the vividness effect of virtual reality in transformational marketing communicationsKerrebroeck, Brengman & Willems [173]2017Virtual Reality
99The virtual reality leisure activities experience on elderly peopleJeng, Pai & Yeh [174]2017Applied Research in Quality of Life
100Feeling the service product closer: Triggering visit intention via virtual realityYuce et al. [175]2020Sustainability (Switzerland)
101The power of affection: Exploring the key drivers of customer loyalty in virtual reality-enabled servicesYan et al. [176]2022Frontiers in Psychology
102An empirical study on the impact of online travel consumers’ brand loyalty: The mediating effect of flow experienceXie & Yuan [177]2021E3S Web of Conferences
103The impact of augmented reality on overall service satisfaction in elaborate servicescapesGäthke [178]2020Journal of Service Management
104The effects of perceived quality of augmented reality in mobile commerce—an application of the information systems success modelYoo [179]2020Informatics
105Consumers’ self-congruence with a “Liked” brandWallace, Buil & de Chernatony [180]2017European Journal of Marketing
106Influence of augmented reality product display on consumers’ product attitudes: A product uncertainty reduction perspectiveSun et al. [181]2022Journal of Retailing and Consumer Services
107A new reality: Fan perceptions of augmented reality readiness in sport marketingGoebert & Greenhalgh [182]2020Computers in Human Behavior
108Augmented reality marketing: How mobile AR-apps can improve brands through inspirationRauschnabel, Felix & Hinsch [183]2019Journal of Retailing and Consumer Services
109The impact of “e-atmospherics” on physical storesPoncin & Ben Mimoun [184]2014Journal of Retailing and Consumer Services
110A new reality: Exploring continuance intention to use mobile augmented reality for entertainment purposesHung, Chang & Ma [185]2021Technology in Society
111On m-commerce adoption and augmented reality: A study on apparel buying using m-commerce in Indian contextManchanda & Deb [186]2021Journal of Internet Commerce
Table A4. Data coding.
Table A4. Data coding.
General TopicSpecific Coding ItemsNotes
General study informationPaper ID
Title
Author
Publication year
Journal/Proceedings
Journal ranking
Referring to ABS and ABDC ranking list
Dataset characteristicsSample size
Product types
Sample types
Model characteristicsIndependent variable (IV)Corresponding to the construct
Dependent variable (DV)Corresponding to the construct
Effect size informationEffect sizePearson’s product-moment correlation coefficient r [3]; standardized regression ( β ) coefficients [85]
Page numberThe page number of effect size
Figure A1. Trend of number of selected publications.
Figure A1. Trend of number of selected publications.
Sustainability 17 00728 g0a1
Table A5. Numbers of articles for journals.
Table A5. Numbers of articles for journals.
Journal/ProceedingNJournal/ProceedingN
Journal of Retailing and Consumer Services23Smart and Sustainable Built Environment1
Journal of Business Research8Multimedia Systems1
Computers in Human Behavior8Journal of Travel Research1
Psychology and Marketing4Journal of Services Marketing1
Technological Forecasting and Social Change3Journal of Service Management1
Sustainability (Switzerland)3Journal of Marketing1
Journal of Research in Interactive Marketing3Journal of Hospitality and Tourism Technology1
International Journal of Retail and Distribution Management3Journal of Global Scholars of Marketing Science1
Behavior and Information Technology3Journal of Fashion Marketing and Management1
Telematics and Informatics2Journal of Current Issues and Research in Advertising1
Journal of Theoretical and Applied Electronic Commerce Research2International Journal of Information Management1
Journal of Marketing Management2Information Technology and Tourism1
Journal of Internet Commerce2Information Systems and e-Business Management1
Journal of Interactive Marketing2Informatics1
Journal of Consumer Behavior2Heliyon1
International Journal of Electronic Commerce2Fashion and Textiles1
International Journal of Consumer Studies2Electronic Commerce Research and Applications1
International Journal of Advertising2Electronic Commerce Research1
Frontiers in Psychology2Egitania Sciencia1
European Journal of Marketing2E3S Web of Conferences1
Virtual Reality1Aslib Journal of Information Management1
Transfer: Zeitschrift für Kommunikation & Markenmanagement1Asia Pacific Journal of Marketing and Logistics1
Technology in Society1Applied Research in Quality of Life1
Symmetry12022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2022 IEEE Conference on, VRW1
Sustainability (Switzerland)1International Journal of Contemporary Hospitality Management1
Sosyoekonomi1
Table A6. Descriptive summary of moderator.
Table A6. Descriptive summary of moderator.
Moderator N. Articles% ArticlesN. Effect Sizes% Effect Sizes
Journal RankingGroup 1 (relative higher rank)7958%71165%
Group 2 (others)5742%38835%
Tech TypeAR8462%73967%
VR and others5238%36033%
Product TypeNon-digital11383%90382%
Digital and others2317%19618%
Sample TypeOnly student5037%40237%
Non/not only student8663%69763%
YearBefore 20215641%51547%
2021 and After 20218059%58453%
Table A7. Total sample size and number of effect size per bivariate correlation.
Table A7. Total sample size and number of effect size per bivariate correlation.
CXATTINTLOYPSQPREPNPEUPUINFPEHVPRUV
CXCX1320316141387912766
ATT8931ATT537293315201724329128
INT515,329523,534INT138351319263438131510
LOY8933708338LOY4411121131
PSQ847413,32912,6973149PSQ271415162120956
PRE574411,99310,64930609083PRE711112223695
PN37684806437233834783337PN851313453
PEU269459445504266274547302636PEU261217221
PU2490470473162663330434523397264PU1421141
INF25115827756475751626547359326293386INF23955
PE90891525616,05131910,47986535021668270936572PE282
HV507,453507,5183500338189725419883072532486357HV37
PR18355566488126163169554825551470175010703644979PR2
UV507,308507,32623513381387185884316225312512852091949UV
Note: The value in the lower triangle matrix represents the total sample size per bivariate relationship. The value in the upper triangle matrix represents the number of effect size (i.e., the correlation coefficient) per bivariate relationship. CX = consumer experience, ATT = attitude, INT = intention, LOY = loyalty, PSQ = perceived system quality, PRE = presence, PN = perceived novelty, PEU = perceived ease of use, PU = perceived usefulness, INF = information, PE = perceived enjoyment, HV = hedonic value, PR = perceived risks, UV = utilitarian value.
Table A8. Pooled correlation matrix between bivariate constructs based on random effects model.
Table A8. Pooled correlation matrix between bivariate constructs based on random effects model.
CXATTINTLOYPSQPREPEUPUINFPEPNHVPRUV
CX1
ATT0.4681
INT0.3560.6261
LOY0.3460.4240.5991
PSQ0.5400.4150.4110.4591
PRE0.4360.5150.4110.4650.4741
PEU0.3190.3460.3640.5060.4340.4191
PU0.3960.4010.3220.5880.4760.4820.3961
INF0.4650.6370.4670.5570.5300.4820.3380.5471
PE0.4710.4940.5010.6070.4580.4460.4220.3730.6521
PN0.5830.5740.4660.2290.5820.4990.3980.4930.5990.5541
HV0.5360.4850.4500.4350.5360.4840.5970.5370.2850.4560.5631
PR0.1460.1460.2700.4530.5380.2960.1410.3300.3510.3020.2270.0601
UV0.4900.4990.5350.4360.5420.5670.5910.5290.2870.4490.3870.6030.0151
Notes: CX = consumer experience, ATT = attitude, INT = intention, LOY = loyalty, PSQ = perceived system quality, PRE = presence, PN = perceived novelty, PEU = perceived ease of use, PU = perceived usefulness, INF = information, PE = perceived enjoyment, HV = hedonic value, PR = perceived risks, UV = utilitarian value.
Table A9. Moderator analysis.
Table A9. Moderator analysis.
No ModeratorJournal RankingTech TypeProduct TypeSample TypeYear
Estimate (S.E.)Pr (>|z|)Estimate (S.E.)Pr (>|z|)Estimate (S.E.)Pr (>|z|)Estimate (S.E.)Pr (>|z|)Estimate (S.E.)Pr (>|z|)Estimate (S.E.)Pr (>|z|)
CX→ATT0.762 (0.073)0.000−0.137 (0.112)0.221−0.451 (0.023)0.000−0.121 (0.143)0.397−0.267 (130.833)0.998−0.204 (102.542)0.998
ATT→INT0.677 (0.022)0.0000.41 (0.147)0.0050.304 (0.132)0.0210.796 (0.158)0.0000.288 (144.516)0.9980.085 (77.176)0.999
PSQ→CX0.62 (0.055)0.0000.108 (0.082)0.1870.955 (0.055)0.0000.322 (0.144)0.0250.059 (195.702)1.0000.141 (65.362)0.998
PRE→CX0.655 (0.07)0.000−0.073 (0.066)0.2701.19 (0.064)0.0000.056 (0.133)0.6720.186 (127.551)0.999−0.041 (80.814)1.000
PN→CX0.444 (0.071)0.0000.084 (0.152)0.579−0.58 (0.127)0.0000.341 (0.111)0.002−0.309 (309.121)0.9990.473 (34.468)0.989
PEU→ATT0.098 (0.058)0.0900.511 (0.124)0.0000.609 (NA)NA0.941 (0.082)0.0000.42 (50.523)0.9930.782 (63.772)0.990
PEU→PU0.533 (0.036)0.000−0.582 (0.126)0.000−0.198 (0.03)0.000−0.394 (0.106)0.0000.774 (106.974)0.994−0.638 (123.16)0.996
PU→ATT0.588 (0.061)0.0000.051 (0.148)0.7320.901 (0.018)0.0000.806 (0.108)0.000−0.199 (175.597)0.9990.149 (152.502)0.999
INF→ATT0.588 (0.045)0.0000.413 (0.119)0.0010.581 (0.034)0.0000.831 (0.085)0.0001.023 (245.331)0.9970.545 (63.016)0.993
PE→INT0.461 (0.036)0.0000.806 (0.1)0.0001.051 (0.053)0.0000.985 (0.068)0.0000.501 (152.132)0.9971.019 (24.268)0.967
HV→INT0.444 (0.06)0.0000.934 (0.103)0.0000.9 (0.074)0.0001.091 (0.139)0.000−0.142 (133.209)0.9990.418 (36.772)0.991
PR→INT0.26 (0.073)0.0000.259 (0.108)0.0170.658 (0.105)0.0000.549 (0.095)0.0000.506 (189.361)0.9980.746 (26.741)0.978
UV→INT0.526 (0.058)0.0000.982 (0.17)0.0001.072 (0.08)0.0000.949 (0.1)0.000−0.498 (96.56)0.9960.417 (40.114)0.992
Notes: S.E. = standard error, CX = consumer experience, ATT = attitude, INT = intention, PSQ = perceived system quality, PRE = presence, PN = perceived novelty, PEU = perceived ease of use, PU = perceived usefulness, INF = information, PE = perceived enjoyment, HV = hedonic value, PR = perceived risks, UV = utilitarian value.

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Figure 1. Conceptual framework for antecedents and outcomes of retailing journey.
Figure 1. Conceptual framework for antecedents and outcomes of retailing journey.
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Figure 2. Conceptual framework for empirical test.
Figure 2. Conceptual framework for empirical test.
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Figure 3. PRISMA flow chart.
Figure 3. PRISMA flow chart.
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Figure 4. Meta-analytic structural equation path model with 95% CI.
Figure 4. Meta-analytic structural equation path model with 95% CI.
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Table 1. MASEM stage 1 random effect results.
Table 1. MASEM stage 1 random effect results.
Bivariate CorrelationKCumulative NrEstimateS.E.95% CIZ-ValueSignificancedf.I2 (Q Statistic)FsN
LowerHigher
CX-ATT1389310.4600.4680.0530.3640.5718.844***120.9804871
ATT-INT53523,5340.6270.6260.0220.5830.67028.076***520.956818,229
INT-LOY13380.6100.5990.0340.5320.66517.723***00.000115
CX-LOY38930.3460.3460.1310.0900.6022.646**20.97420
PSQ-CX1684740.5440.5400.0610.4210.6608.841***150.9907378
PRE-CX1457440.4310.4360.0450.3480.5259.662***130.9606747
PN-CX1237680.3140.3190.0840.1550.4823.814***110.984762
PEU-ATT2059440.4010.4010.0370.3300.47310.960***190.95517,736
PEU-PU2672640.5430.5470.0350.4790.61515.756***250.97261,993
PU-ATT1747040.6380.6370.0440.5510.72314.526***160.97822,518
INF-ATT2458270.5030.4940.0390.4190.57012.792***230.97134,807
PE-INT3816,0510.4720.4660.0350.3970.53513.267***370.97993,887
HV-INT1335000.4520.4500.0600.3330.5687.538***120.9803535
PR-INT1548810.2620.2700.0720.1300.4103.771***140.9811167
UV-INT1023510.5360.5350.0580.4220.6489.265***90.9753162
Significant codes: ‘***’ < 0.001, ‘**’ < 0.05. K = number of effect size, cumulative N = cumulative samples size, r = average Pearson correlation coefficient, S.E. = estimation of standard errors, df. = degree of freedom, Q = Cochrane’s Q.
Table 2. MASEM stage 2 random effect.
Table 2. MASEM stage 2 random effect.
95% CI
HypothesisPathEstimateLowerHigher
1CX→ATT0.6830.6220.747Support
2ATT→INT0.6750.6390.712Support
3INT→LOY0.6460.5710.724Support
4CX→LOY0.1320.0250.236Support
5PSQ→CX0.6230.5450.703Support
6PRE→CX0.6040.5440.665Support
7PN→CX0.5840.4900.680Support
8PEU→ATT0.1470.0570.230Support
9PEU→PU0.4510.3830.519Support
10PU→ATT0.5540.4640.647Support
11INF→ATT0.5460.4860.606Support
12PE→INT0.4020.3380.467Support
13HV→INT0.4670.3830.553Support
14PR→INT0.4050.2920.519Not Support
15UV→INT0.5110.4270.596Support
Table 3. Summary of key findings and implications.
Table 3. Summary of key findings and implications.
Key Findings Managerial Implications
Antecedents
All the proposed correlations are significantly and positively correlated.Retailers should consider the factors that influence customer decision-making.
The hedonic and utilitarian values have a significant and positive impact on customers’ intentions, with utilitarian values exerting a stronger influence than hedonic values. It is crucial for retailers to consider the hedonic values and perceived enjoyment of their customers. However, rather than solely emphasizing one type of value, retailers should place equal emphasis on both hedonic and utilitarian values in order to attract a larger customer base and optimize profitability.
Perceived system quality has the greatest impact on customer experience.To enhance customer experience, retailers should employ atmospherics to recreate the atmospherics of a physical shopping environment and create an immersive virtual shopping experience.
Informativeness and perceived usefulness are critical factors that affect customers’ attitudes.Retailers can utilize WOM marketing, advertising, brand strategies, and interactive product design to enhance customers’ perception of product informativeness in AR- or VR-supported retailing.
The perceived risk significantly and positively affects the intention.New or advanced technology brings both challenges and opportunities for retailers. It offers a unique and innovative experience for customers. Therefore, it is crucial for retailers to effectively navigate these challenges and transform them into opportunities to maximize their profits.
The perceived presence of customers plays a vital role in AR/VR retailing.Retailers should develop interactive advertising and distribution strategies that aim to encourage and engage more users to actively participate in AR/VR retailing.
Consequences
The customer experience significantly and positively affects attitude, purchasing intentions, and loyalty (linear customer journey).
Customer experience significantly and positively affects loyalty (non-linear customer journey).
Retailers should create experiences that facilitate turning linear customer journeys into non-linear ones.
Moderators
Journal ranking, technology, and product types show significant moderating effects.Retailers should set different marketing strategies for different technology and product types.
Sample type and publication years have non-significant moderating effects on the proposed correlations.In light of the global ageing trend, retailers should also consider digital inclusion for the oldest to maximize profits.
Table 4. Research agenda based on the business model.
Table 4. Research agenda based on the business model.
StagesItems Research Agenda
Stage 1: TechnicalTechnology acceptanceTo investigate the different degrees of technology acceptance in different purchase stages (i.e., pre-purchase, purchase, and post-purchase) of metaverse retailing.
To explore the customer decision process through mixed reality.
Sensory marketingTo investigate the influence of sensory marketing on customer purchasing decisions in metaverse retailing for hedonic and utilitarian motivation.
Crowdsourcing or co-creationTo explore whether co-creation in the metaverse would enhance the customers’ presence in metaverse retailing.
Stage 2: EnvironmentalPolicy and regulation To explore the property and privacy security in metaverse retailing.
To investigate how metaverse retailers can achieve carbon neutrality when utilizing omnichannel distribution.
Stage 3: RevenueAvatar To examine the user’s preference for building their avatar’s shape and customer preference for AR or VR in metaverse retailing.
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Branding
To explore the influence of falsity experience in the metaverse on customers’ purchasing decisions.
To investigate how retailers build a brand and sustain a competitive advantage in metaverse retailing.
To investigate how brand affects customer purchasing intention and the continuous purchasing intention in metaverse retailing.
Geography To investigate the influence on customer attractiveness by different geographical factors in the virtual and real world.
To investigate the influence of the retailing cluster in metaverse retailing.
To investigate the cross-impact of geographical factors in metaverse retailing for non-digital products from the perspective of omnichannel.
Stage 4: SustainingOmnichannel To investigate the realization of the omnichannel in metaverse retailing.
To investigate the realization of the seamless/smooth experience in omnichannel retailing to shorten the customer journey.
WOMTo compare the word-of-mouth (WOM) difference between social media influencers in e-commerce and metaverse retailing and explore a sustainable way for WOM.
Digital inclusion To investigate how metaverse retailers realize digital inclusion for elders.
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Fan, X.; Xun, J.; Dolega, L.; Xiong, L. The Role of Augmented and Virtual Reality in Shaping Retail Marketing: A Meta-Analysis. Sustainability 2025, 17, 728. https://doi.org/10.3390/su17020728

AMA Style

Fan X, Xun J, Dolega L, Xiong L. The Role of Augmented and Virtual Reality in Shaping Retail Marketing: A Meta-Analysis. Sustainability. 2025; 17(2):728. https://doi.org/10.3390/su17020728

Chicago/Turabian Style

Fan, Xiaowei, Jiyao Xun, Les Dolega, and Lin Xiong. 2025. "The Role of Augmented and Virtual Reality in Shaping Retail Marketing: A Meta-Analysis" Sustainability 17, no. 2: 728. https://doi.org/10.3390/su17020728

APA Style

Fan, X., Xun, J., Dolega, L., & Xiong, L. (2025). The Role of Augmented and Virtual Reality in Shaping Retail Marketing: A Meta-Analysis. Sustainability, 17(2), 728. https://doi.org/10.3390/su17020728

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