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Studying Consumer Emotions and Purchase Preferences in a Virtual Reality Environment: A Bibliometric Analysis Cover

Studying Consumer Emotions and Purchase Preferences in a Virtual Reality Environment: A Bibliometric Analysis

Open Access
|Jun 2024

Figures & Tables

Figure 1.

Research procedure
Research procedure

Figure 2.

Network visualization from Scopus (produced using VOSviewer)
Network visualization from Scopus (produced using VOSviewer)

Figure 3.

Distribution of the number of publications in the years (Scopus)
Distribution of the number of publications in the years (Scopus)

Figure 4.

Networ visualization from WoS
Networ visualization from WoS

Figure 5.

Distribution of the number of publications in the years (WoS)
Distribution of the number of publications in the years (WoS)

The information within the scientific database

Name of databaseNumber of indexed publications
  • Web of Science

  • Scopus

  • Google Scholar

  • Over 171 million records

  • Over 46 million records

  • It is not feasible to gauge the quantity of cataloged papers because of the continuous uploading of content.

Keywords used in SLR

NoKeywords
1“Virtual Reality” AND merchandising
2“Virtual Reality” AND merchandising AND emotion
3“Virtual Reality” AND merchandising AND Arousal
4“Virtual Reality” AND merchandising AND Valence
5“Virtual Reality” AND product AND emotion
6“Virtual Reality” AND “visual merchandising”
7“Virtual Reality” AND “visual merchandising” AND emotion
8“Virtual Reality” AND “visual merchandising” AND Arousal
9“Virtual Reality” AND “visual merchandising” AND Valence
10VR AND merchandising
11VR AND merchandising AND emotion
12VR AND merchandising AND Arousal
13VR AND merchandising AND Valence
14VR AND “visual merchandising”
15VR AND “visual merchandising” AND emotion
16VR AND “visual merchandising” AND Arousal
17VR AND “visual merchandising” AND Valence
18VR AND product AND emotion
20“Virtual Reality” AND “point of purchase” AND emotion
22VR AND “point of purchase” AND emotion

Resul in quantity using SLR as per day 2023-11-28

NoKeywordsScopusWoS
1“Virtual Reality” AND merchandising2447
2“Virtual Reality” AND merchandising AND emotion05
3“Virtual Reality” AND merchandising AND Arousal14
4“Virtual Reality” AND merchandising AND Valence00
5“Virtual Reality” AND product AND emotion11868
6“Virtual Reality” AND “visual merchandising”77
7“Virtual Reality” AND “visual merchandising” AND emotion00
8“Virtual Reality” AND “visual merchandising” AND Arousal11
9“Virtual Reality” AND “visual merchandising” AND Valence00
10VR AND merchandising1327
11VR AND merchandising AND emotion03
12VR AND merchandising AND Arousal02
13VR AND merchandising AND Valence00
14VR AND “visual merchandising”21
15VR AND “visual merchandising” AND emotion00
16VR AND “visual merchandising” AND Arousal00
17VR AND “visual merchandising” AND Valence00
18VR AND product AND emotion5141
20“Virtual Reality” AND “point of purchase” AND emotion00
22VR AND “point of purchase” AND emotion00
DOI: https://doi.org/10.2478/minib-2024-0012 | Journal eISSN: 2353-8414 | Journal ISSN: 2353-8503
Language: English
Page range: 105 - 128
Submitted on: Nov 30, 2023
|
Accepted on: Apr 17, 2024
|
Published on: Jun 25, 2024
In partnership with: Paradigm Publishing Services
Publication frequency: 4 issues per year

© 2024 Konrad Biercewicz, Katarzyna Włodarczyk, Małgorzata Wiścicka-Fernando, published by ŁUKASIEWICZ RESEARCH NETWORK – INSTITUTE OF AVIATION
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.