33 Wirtschaft
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Purpose – The COVID-19 pandemic has had a significant impact on the food tourism industry, leading to business closures and a drop in demand. In response to this challenge, virtual food tourism experiences such as VR have emerged as an alternative to traditional in-person experiences. Aim of this paper is to model consumer adoption of virtual food tourism by integrating the Diffusion of Innovation Theory and the Self-determination Theory.
Methodology/Design/Approach – The Diffusion of Innovation Theory explains the process of innovation adoption, while the Self-determination Theory focuses on consumer motivation. This article proposes that intrinsic (autonomy, relatedness, and competence) and extrinsic (relative advantage, complexity, compatibility, trialability, and observability) motivating factors influence virtual food tourism adoption.
Findings – The study suggests that extrinsic motivators can act as mediators between intrinsic motivation and adoption intention. Integrating these two theories provides a comprehensive understanding of the motivations and mechanisms driving virtual food tourism adoption. It also paves the way for the exploration of intrinsic and extrinsic motivations and specific mechanisms underlying adoption behaviours.
Originality of the research – Destinations, businesses, and policy makers can better navigate the changing landscape of food tourism and leverage the potential of virtual food tourism to create engaging, accessible, and culturally enriching experiences.
The following paper aims to find out consumers' expectations and attitudes towards the innovation "Metaverse". It will also be explored which role the Meta Group plays in mass adaption and how the company influences consumers' possible use and opinion on the project. These results are connected to the fashion industry, further exploring new types of products and a possible distribution channel. Therefore, this study is useful to developers of Metaverses and AR/VR products, the Meta Group, and fashion companies. The main results of this research are: Meta and the Metaverse are seen as critical, the required technology has not yet reached mainstream use, but interest is present. Digital fashion had participants divided, some not willing to spend any money and some already having spent over 100€, although the Metaverse's influence on future purchases is little. The Metaverse could serve as a new distribution channel for clothing products. To conduct this research Google Forms was used. The research is classified as survey-based. The biggest limitation is the nonexistence of the Metaverse as envisioned by Meta, making it hard for participants to answer some of the questions asked.
In recent years, the retail virtual store has become the main trend in social services. More and more people tend to shop in retail virtual stores. With the development of 3D virtual reality, this trend is getting stronger and stronger. Therefore, the development prospect of virtual retail stores has attracted much attention. This paper examines the impact of companies' and users' popularization of helmet gadgets on in-store traffic and analyzes how virtual reality (VR) could enhance the customer experience throughout the shopping trip. A qualitative research design has been used, which also included conversations with both professionals and consumers. Moreover, this paper seeks to break new ground by attempting to use the current literature to help predict future directions and trends for online shopping.