# data[].attributes.body
Yu Chih Huang Kenneth Frank Backman Sheila J. Backman Lan Lan Chang .(2015)' Exploring the Implications of Virtual Reality Technology in Tourism Marketing: An Integrated Research Framework 'https://doi.org/10.1002/jtr.2038

WeiWei,RuoxiQi,LuZhang( 2019), 'Effects of virtual reality on theme park visitors' experience and behaviors: A presence perspective'PP.282-293

Ania Izabela Rynarzewska, (2018) "Virtual reality: a new channel in sport consumption", Journal of Research in Interactive Marketing, Vol. 12 Issue: 4, pp.472-488, https://doi.org/10.1108/JRIM-02-2018-0028

Jin A.(2011).' The impact of 3d virtual haptics in marketing .'

Melancon, J. P. (2011) 'Consumer profiles in reality vs fantasy‐based virtual worlds: implications for brand entry.' Journal of Research in Interactive Marketing. 5(4), pp.298-312.

Tikkanen, H., Hietanen, J., Henttonen, T. & Rokka, J. (2009). 'Exploring virtual worlds: success factors in virtual world marketing.' Management Decision. 47 (8), pp.135-138.

Brengman M, Kerrebroeck, Willems K,(2017)'Computers in Human Behavior HelenaVan ' PP. 437-450

Sihi, D. (2018). 'Home sweet virtual home: The use of virtual and augmented reality technologies in high involvement purchase decisions.' Journal of Research in Interactive Marketing. 12(4), pp.398-417, https://doi.org/10.1108/JRIM-01-2018-0019

BARB, R. (2011). 'New directions in the use of virtual reality for food shopping: Marketing and education perspectives.' Journal of Diabetes Science and Technology.  5(2), pp. 315–318.

# data[].attributes.body
It seems reasonable that VR experience enables consumers to acquire more product knowledge. This enhanced experience reduces the amount of additional information that consumers seek in purchase decisions and shortens the information search stage. In addition, the use of AR (e.g., AR staging features in clothing trials or real estate) can help consumers narrow their scope of consideration and reduce the time spent in evaluating alternative products. SOURCE

# data[].attributes.headline
'Consumers responded more positively to all measurement results variable reports after receiving virtual reality experience.'

# data[].attributes.subject
'Consumers responded more positively to all measurement results variable reports after receiving virtual reality experience.'

# data[].attributes.body
Kerrebroeck, Brengman and Willems (2017), pp. 437-450

# data[].attributes.body
With virtual reality immersing users in computer-generated environments and thus allowing them to escape from the busy shopping centre environment, it is expected that its use will bring a more positive consumer experience.

# data[].attributes.body
With virtual reality immersing users in computer-generated environments and thus allowing them to escape from the busy shopping centre environment, it is expected that its use will bring a more positive consumer experience.

# data[].attributes.body
Shopping stimulation and shopping pleasure level is low, attitude is less, satisfaction with crowded shops or shopping malls is low.

# data[].attributes.body
Satisfaction from shopping   level is low, customer buying power is lower, satisfaction from crowded shops or shopping centres is low.

Brengman M, Kerrebroeck, Willems K,(2017)

# data[].attributes.headline
The impact of a Virtual Reality experience in a shopping centre 

# data[].attributes.subject
The impact of a Virtual Reality experience in a shopping centre 

# data[].attributes.headline
Fantasy-based VEs, such as WoW or EverQuest, are medieval/space/fantasy environments that focus on battles and missions, while avatars are usually fictional creatures (orcs, elves, trolls and aliens).

# data[].attributes.subject
Fantasy-based VEs, such as WoW or EverQuest, are medieval/space/fantasy environments that focus on battles and missions, while avatars are usually fictional creatures (orcs, elves, trolls and aliens).

# data[].attributes.headline
Reality-based VE is a virtual world where individuals buy and sell goods, focusing on social interaction and commerce. The avatar is primarily human (albeit usually idealised) form.

# data[].attributes.subject
Reality-based VE is a virtual world where individuals buy and sell goods, focusing on social interaction and commerce. The avatar is primarily human (albeit usually idealised) form.

# data[].attributes.body
Melancon, J.P. (2011) 'Consumer profiles in r

# data[].attributes.headline
The perception of tactile sensation experienced by consumers during the use of products is systematically changed by changes in auditory feedback (e.g. electronic toothbrushes), suggesting that sensory cues from other forms play an important role in regulating the tactile sensation of products.

# data[].attributes.subject
The perception of tactile sensation experienced by consumers during the use of products is systematically changed by changes in auditory feedback (e.g. electronic toothbrushes), suggesting that sensory cues from other forms play an important role in regulating the tactile sensation of products.

# data[].attributes.body
Annie 2011

# data[].attributes.headline
Tactile input plays a key role in consumers' evaluation of product material characteristics. Using tactile interface and force feedback devices to enable consumers to feel and manipulate three-dimensional (3D) virtual products.

# data[].attributes.subject
Tactile input plays a key role in consumers' evaluation of product material characteristics. Using tactile interface and force feedback devices to enable consumers to feel and manipulate three-dimensional (3D) virtual products.

# data[].attributes.headline
The influence of Virtual Environments (VE) on the market

# data[].attributes.subject
The influence of Virtual Environments (VE) on the market

# data[].attributes.headline
The attendance of physical games may decline, but games and sports content is still very popular. The increasing use of technology has created new opportunities for marketers to provide services to sports consumers.

# data[].attributes.subject
The attendance of physical games may decline, but games and sports content is still very popular. The increasing use of technology has created new opportunities for marketers to provide services to sports consumers.

# data[].attributes.body
Ania Izabela Rynarzewska  23 August 2018

# data[].attributes.headline
Effects of virtual reality on theme park visitors' experience and behaviours

# data[].attributes.subject
Effects of virtual reality on theme park visitors' experience and behaviours

# data[].attributes.body
VR has changed the way tourists experience destinations or scenic spots, making them have more interactive and diverse experiences. As an important tourist attraction, more theme parks around the world have begun to adopt VR technology as an innovative way to revitalize their original properties in order to attract more tourists.

Wei,Ruoxi,Lu 2019, Pages 282-293

# data[].attributes.headline
Insufficient knowledge of VR applications

# data[].attributes.subject
Insufficient knowledge of VR applications

# data[].attributes.body
Little is known about how to effectively promote tourism destinations to virtual world participants as technology users and potential consumers, nor is there any response to how 3D tourism environments affect personal experience or render intentional visits to tourism destinations.

Lan Lan  2015

# data[].attributes.body
Virtual reality, equipped with visual components, provides interactive and immersed virtual experience in tourism, simulates the environment, affects tourists' travel plans and influences tourism. In order to cope with the development trend of experiential marketing, combined with multimedia virtual reality technology, tourism marketers have created an unforgettable experience that integrates meaning, perception, consumption and brand loyalty. Virtual reality technology provides tourism professionals and researchers with various applications in tourism policy planning, tourism marketing, tourist attractions, entertainment and heritage tourism website protection. In addition, the emerging virtual reality technology is likely to be trained in tourism.

Lan Lan  2015

# data[].attributes.body
The ultimate goal of using Internet technology or web-based destination marketing is to provide the necessary travel information through alternative experiences of destinations in order to persuade potential tourists to take action to visit destinations.

# data[].attributes.body
Data will be collected through questionnaires. Respondents will be recruited through online message boards (hosted on Facebook and Yahoo's social networking sites), where the world's most populous VR users are. Questions and items will be set up in the questionnaire are related to the purpose of the study. The answers to each question will be counted. These data directly will reflect the behavioural and psychological status of the respondents, as well as their perception of the problem. The online group will include discussions, transactions and suggestions from two VR users. A short message requesting participation in academic surveys will be posted online, including links to online surveys. Offline users who have bought VR products will be given first-hand questionnaires, which will not provide incentives for completing the survey, nor will they collect any identification information from any of the respondents.

# data[].attributes.headline
Virtual Reality Technology in Tourism Marketing

# data[].attributes.subject
Virtual Reality Technology in Tourism Marketing

# data[].attributes.body
The diffusion of the Internet and other technological innovations has changed the structure of tourism and the way in which tourism is perceived and consumed.

WeiWei,RuoxiQi,LuZhang( 2019)

# data[].attributes.body
I started my research on the impact of VR products on the market.