Please note the following KEY points :
(1) Please write the paper from consumer behaviour point of view (instead from a pure technology paper perspective). Please refer to the two sample papers attached for a better understanding.
(2) Sample paper 1 and sample paper 2 are exactly the kind of papers that I am expecting. Please refer to them for everything- from the number of articles to be reviewed, structure, methodology, timeline of the papers, analysis etc.
(3) It should include review of scholarly articles that have been written in this domain from the very beginning (just like in the sample papers) for example from 1970/80s to 2023.
(4) Should include a comprehensive literature review (example- By analyzing a substantial dataset of scholarly articles, this paper identifies trends, themes, theories, gaps, key factors influencing consumers’ interactions and purchasing decisions within diverse VR environments etc. ) refer to sample papers for better understanding
(5) Should include detailed bibliometric analysis showcasing publication trends, most cited papers, collaboration patterns, and identifies prominent authors and journals in the field of consumer behavior in VR. (refer to sample papers for better understanding).
(6) The review concludes by outlining a detailed future research agenda for consumer behavior research within the VR domain (refer to sample papers for better understanding).
(7) The review to cover scholarly articles from a wide range of VR domains (not limited to the following) Just a few examples:
- Virtual Retailing: How VR is shaping the consumer retail experience.
- Virtual Advertising: The utilization of VR for advertising and its impact on consumer perceptions.
- Immersive Brand Experiences: The role of VR in creating engaging and memorable brand interactions.
- Product Demonstration: How VR is employed for product showcasing and its influence on purchase decisions.It also includes a detailed bibliometric analysis showcases publication trends, most cited papers, collaboration patterns, and identifies prominent authors and journals in the field of consumer behavior in VR.
- Product customisation: VR can allow consumers to customize products before purchasing. For example, in the fashion industry, consumers can design their own clothes and see how they would look in a virtual environment.
- Customer Engagement and Interaction: Brands use VR to engage customers in novel ways. Interactive games, quizzes, and challenges within a VR environment encourage participation and brand interaction.
- Storytelling and Content Marketing: VR enables brands to tell compelling stories in immersive ways. This could involve creating 360-degree videos that transport consumers to different environments and narratives.
and much more. Unable to list all of them here.
Finally, to re-iteratre
Sample paper 1 and sample paper 2 are exactly the kind of papers that I am looking for. Please refer to them for everything- from the number of articles to be reviewed, structure, methodology, steps, analysis, style of writing etc.