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Virtual Commerce

Grzegorz Chodak ()

Chapter Chapter 4 in The Future of E-commerce, 2024, pp 71-145 from Springer

Abstract: Abstract This chapter examines virtual commerce as an innovationinnovations in e-commerce. For this form of e-commerce to become popular, the need for affordable VR hardware, immersive shopping experiences for consumers, and the importance of standardised V-commerce implementations for retailers, is highlighted. Despite its potential and many advantages, V-commerce faces challenges such as Virtual Reality sickness, risk of addiction, and lack of spending control. Safeguards such as transaction recall options and VR usage time limits are suggested to mitigate these issues. A comprehensive two-question survey of VR users worldwide and in Poland provides insight into the role of VR in e-commerce. The survey shows that VR is currently used mainly for gaming, however, its potential in e-commerce is recognised, particularly for viewing 3D products and immersive experiences.

Keywords: Virtual reality; Virtual commerce; VR goggles; VR headset; V-commerce; VR equipment; VR users (search for similar items in EconPapers)
Date: 2024
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Persistent link: https://EconPapers.repec.org/RePEc:spr:sprchp:978-3-031-55225-0_4

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DOI: 10.1007/978-3-031-55225-0_4

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