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Method Article

Using a Virtual Store As a Research Tool to Investigate Consumer In-store Behavior

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DOI:

10.3791/55719

July 24th, 2017

In This Article

Summary

This paper describes the use of a desktop virtual store to create virtual shopping environments to investigate in-store consumer behavior. A description of the protocol to build and run experiments, example results from an experiment concerning store layout, and important considerations when conducting virtual store experiments are presented.

Abstract

People's responses to products and/or choice environments are crucial to understanding in-store consumer behaviors. Currently, there are various approaches (e.g., surveys or laboratory settings) to study in-store behaviors, but the external validity of these is limited by their poor capability to resemble realistic choice environments. In addition, building a real store to meet experimental conditions while controlling for undesirable effects is costly and highly difficult. A virtual store developed by virtual reality techniques potentially transcends these limitations by offering the simulation of a 3D virtual store environment in a realistic, flexible, and cost-efficient way. In particular, a virtual store interactively allows consumers (participants) to experience and interact with objects in a tightly controlled yet realistic setting. This paper presents the key elements of using a desktop virtual store to study in-store consumer behavior. Descriptions of the protocol steps to: 1) build the experimental store, 2) prepare the data management program, 3) run the virtual store experiment, and 4) organize and export data from the data management program are presented. The virtual store enables participants to navigate through the store, choose a product from alternatives, and select or return products. Moreover, consumer-related shopping behaviors (e.g., shopping time, walking speed, and number and type of products examined and bought) can also be collected. The protocol is illustrated with an example of a store layout experiment showing that shelf length and shelf orientation influence shopping- and movement-related behaviors. This demonstrates that the use of a virtual store facilitates the study of consumer responses. The virtual store can be especially helpful when examining factors that are costly or difficult to change in real life (e.g., overall store layout), products that are not presently available in the market, and routinized behaviors in familiar environments.

Introduction

It is undeniable that understanding consumers' in-store behavior is of critical importance to achieve effective retail marketing. To aid in this understanding, advanced virtual reality technology, known as the virtual store, can enable studies of consumer behavior using computationally created virtual environments. The virtual-store approach uses a virtual reality system to generate realistic and immersive three-dimensional virtual store environments in which people can interact with the objects in the store. In such virtual store environments, people experience artificially created sensory experiences. Virtual store environments can be either realistic representa....

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Protocol

The protocol adheres to the "Generic Protocol Food Choice Simulator," which complies with the Netherlands Code of Conduct for Scientific Practice and has been approved by the Social Sciences Ethics Committee of Wageningen University.

1. Setting Up the Virtual Store Equipment

  1. Prepare a sufficiently spacious location for the virtual store display. Prepare all equipment for both the virtual store and the data management program.
    Note: The equipment includes two computers (PCs; 1 virtual store PC with a high-capacity memory card for displaying the virtual store, and 1 PC for the data management program), three 42 inch LCD scree....

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Results

The virtual store displayed using a PC with three 42-in LCD screens has been applied to examine the effects of supermarket layout on consumer shopping behavior (e.g., total shopping time, movement duration and speed, total number of products examined, and total number of products purchased) and perceived shopping experience. The virtual store enables the researcher to flexibly modify the attributes of store shelves (i.e., shelf length and shelf orientation) and to examin.......

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Discussion

The virtual store is one of the more advanced computer technologies that have been developed to create virtual environments in which people can experience and react to close-to-reality objects. Generally, the desktop virtual store consists of user-friendly interfaces that require a short time to understand. However, a number of critical points need to be accounted for. First, clear research objectives are needed beforehand to specify the starting points when building the virtual store. This includes a plan about the prod.......

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Disclosures

The authors have nothing to disclose.

Acknowledgements

The authors would like to acknowledge the Royal Thai government, the European Regional Development Fund, and the Dutch provinces Gelderland and Overijssel (Grant number 2011P017004) for financial support. The content of the paper reflects only the views of the authors. The authors also appreciate help from Andrea Poelstra of GreenDino and Tobias Heffelaar of Noldus Information Technology for their valuable input on technical topics.

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Materials

List of materials used in this article
NameCompanyCatalog NumberComments
Virtual Supermarket SoftwareGreenDino BVhttp://www.greendino.nl/virtual-labs.htmlThis software consists of editor, product library and consumer interface. 
Data Management Software: Observer XT Noldus Information Technologyhttp://www.noldus.com/human-behavior-research/products/the-observer-xt This software records observational data and facilitates the exportation of researcher-specified data sets using filters
3D SpaceNavigator3Dconnexionhttp://www.3dconnexion.eu/index.php?id=26&redirect2=www.3dconnexion.euA 3D SpaceNavigator allows participants to walk and make turns in the virtual store. In addition, it can be used by participants to adjust their eye-level during a shopping trip.
3D moddeling software (e.g. Blender or 3DS Max)Blender Foundation / Autodeskhttps://www.blender.org/ http://www.autodesk.nl/products/3ds-max/overviewIn case 3D models need to be made or adjusted 3D modeling software is needed. Many objects can be found online under different licencing agreements. 
Contract Reseach Wageningen Univeristy and Researchhttp://www.wur.nl/en/Expertise-Services/Research-Institutes/Economic-Research.htmThe socio-economic research institute (Wageningen Economic Research)  with experience in conducting the consumer research with the virtual store. 

References

  1. Gorini, A., Griez, E., Petrova, A., Riva, G. Assessment of the emotional responses produced by exposure to real food, virtual food and photographs of food in patients affected by eating disorders. Ann Gen Psychiatry. 9 (1), 30-39 (2010).
  2. Sutherland, I. E. The ultimate display.

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Tags

Consumer BehaviorStore LayoutData ManagementShopping BehaviorsProduct SelectionWalking SpeedShelf OrientationHedonic MotivationUtilitarian Motivation