I need a capstone project: Virtual reality shopping

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Description

Plagiarism 25 % is acceptable, use APA format with 30 references and more than 30 pages with presentation slide

Thesis Outline

Title Page

Abstract

Table of Tables (if you have one)

Table of Contents

Chapter One: The Problem

o Problem Backup

o Purpose of the Study

o Research Question

o Null Hypothesis

o Primary Alternative/Research Hypothesis

o Limitations and Delimitations

o Definitions

o Importance of the Study

Chapter Two: Review of the Literature

o Literature Review

o Deficiencies in the Current Body of Academic Literature

Chapter Three: Methodology

o Research Design

o Selection of the Subjects

o Population

o Sample

o Data Collection Methods and Procedures

o Instrumentation

o Methodological Assumptions, Limitations, and Delimitations

Chapter Four: Results (How the Results will be Handled)

Chapter Five: Discussion, Conclusion, and Recommendations

o The Correlations

o Limitations

o Implications

Tables

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Explanation & Answer

Please view explanation and answer below.

1
Outline
Abstract
Chapter one
Introduction
Thesis: This paper explores the potential of virtual reality (VR) technology in retail,
specifically in shopping.
Problem
Several issues can make shopping a less than enjoyable experience. One of the main
problems is the time it can take to find what you are looking for in a store.
Purpose of study
In recent years, there has been a surge in the popularity of virtual reality (VR)
technology.
Research Questions
Hypothesis
Null hypothesis
The null hypothesis is that there is no difference in the mean satisfaction scores of
shoppers who use virtual reality shopping compared to those who do not use virtual reality
shopping.
Alternative hypothesis
The primary alternative hypothesis is that virtual reality shopping will increase retailers'
sales.
Definitions
Chapter Two

2
Literature review
Chaffey and Ellis-Chadwick (2012) observe that emerging technologies like augmented
and virtual reality are expanding rapidly.
Deficiencies in the Current Body of Academic Literature
The current body of academic literature on virtual reality is lacking in three main areas: a
lack of focus on the customer perspective, a lack of focus on the business perspective, and a lack
of focus on the interaction between the two.
Chapter Three
Research Design
The present study will employ a qualitative research design.
Population
Sample
Data Collection
In-depth interviews will be used as this study's primary data collection method.
Limitations
There are several limitations to this study that should be noted
Delimitations
There are also several delimitations to this study. First, the study will only focus on the
experiences of people who have recently shopped in a virtual reality environment.
Chapter four
Results
Most respondents thought virtual reality shopping might be a positive addition to their lives at
home.

3
Chapter Five
Discussions
Research shows that the invention will boost the economy in a significant way due to an increase
in impulse purchases.
Recommendations
Virtual reality (VR) has marketing potential. Consumers are more receptive to new things when
they realize they have the ability to acquire knowledge about them.
Conclusion
In conclusion, with the correct measures taken, virtual home reality will become more
widespread in the future
References


Running head: VIRTUAL REALITY SHOPPING

Virtual Reality Shopping

Institution
Professor Name
Course
Date

By

Name

1

Running head: VIRTUAL REALITY SHOPPING

2

Table of Contents
TABLE OF CONTENTS ................................................................................................................................ 2
ABSTRACT ................................................................................................................................................ 5
CHAPTER ONE .......................................................................................................................................... 7
1.1

PROBLEM STATEMENT ............................................................................................................................7

1.2

PURPOSE OF THE STUDY ..........................................................................................................................9

1.3

RESEARCH QUESTIONS ............................................................................................................................9

1.4

NULL HYPOTHESIS ..................................................................................................................................9

1.5

PRIMARY ALTERNATIVE/RESEARCH HYPOTHESIS ........................................................................................10

1.6

LIMITATIONS AND DELIMITATIONS ...........................................................................................................10

1.7

DEFINITIONS .......................................................................................................................................11

1.8

IMPORTANCE OF THE STUDY ...................................................................................................................12

CHAPTER TWO ....................................................................................................................................... 13
2.1

LITERATURE REVIEW .............................................................................................................................13

2.2

DEFICIENCIES IN THE CURRENT BODY OF ACADEMIC LITERATURE ...................................................................21

CHAPTER THREE: .................................................................................................................................... 22
3.1

METHODOLOGY ...................................................................................................................................22

3.1.1

Research Design.....................................................................................................................22

3.1.2

Selection of Subjects ..............................................................................................................25

3.1.3

Population .............................................................................................................................26

3.1.4

Sample ...................................................................................................................................26

3.1.5

Data Collection Methods and Procedures .............................................................................26

3.1.6

Instrumentation .....................................................................................................................26

3.1.7

Methodological Assumptions ................................................................................................27

3.1.8

Limitations .............................................................................................................................27

Running head: VIRTUAL REALITY SHOPPING
3.1.9

3

Delimitations .........................................................................................................................27

CHAPTER FOUR ...................................................................................................................................... 28
4.1

RESULTS .............................................................................................................................................28

CHAPTER FIVE ........................................................................................................................................ 30
5.1

DISCUSSION ........................................................................................................................................30

5.2

RECOMMENDATIONS ............................................................................................................................30

5.3

CONCLUSION.......................................................................................................................................31
5.1.1

The Correlations ................................................................................................................................. 32

5.1.2

Limitations .......................................................................................................................................... 33

5.1.3

Implications ........................................................................................................................................ 33

REFERENCE ............................................................................................................................................. 36

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4

Table of Tables
FIGURE 1 ........................................................................................................................................................................25
FIGURE 2 ........................................................................................................................................................................26
FIGURE 3 ........................................................................................................................................................................29

Running head: VIRTUAL REALITY SHOPPING

5

Abstract
This article explores the use of VR technology in retail, especially for purchasing items.
Virtual reality could solve many retail problems. It can also replicate store customers, making
shopping more enjoyable for individuals who dislike doing so in person. VR use has skyrocketed
in recent years. VR headsets let users view 3D material. This research aims to evaluate if and
how virtual reality shopping influences customer purchases (Rothenberg et al., 2021). This
theory holds because shoppers who utilize VR are not more satisfied on average. Virtual reality
purchases can be time-consuming, expensive, and frustrating for non-tech-savvy users.
Virtual reality shopping places the shopper in a computer-generated simulated store.
Virtual reality's immersive shopping experience could alter retail (Krüger et al., 2018). It might
save stores money on rent. Marketers' interactions with target demographics will shift. Machine
learning intelligence has the most potential so far. The idea is to empower people to compete
with machines. Strict marketing alerts consumers to new product introductions immediately.
This article focuses on how apparel shops use virtual reality (VR) to improve customer
experience.
The interaction between VR and the users provides a better opportunity to fine-tune the
procedure. Virtual reality is one of the megatrends contributing to human digitalization (VR).
VR triggered 27% more emotional investment and 17% more passionate devotion than a 360degree film on a flat screen. More shops use VR to engage customers. Virtual reality academic
literature lacks client and business perspectives. VR marketers must understand the technology's
possible uses. This research catalogs VR's social psychology and communication applications.
Reviewing documents and reports helped determine technology's impact on the organization.
Interviews with firm staff were significant, as were employee questionnaires.

Running head: VIRTUAL REALITY SHOPPING

6

Secondary sources included online journals, profiles, and Google Analytics data.
Respondents were asked about Walmart's plan to use virtual reality shopping and their overall
happiness. This study will randomly pick 10 participants (purposive interviews). Ten individuals
will be chosen through purposeful sampling. All participants must be 18 and experienced with
VR. Virtual reality enhanced sales (Xi and Hamari, 2021). 3D glasses made product drawings
more realistic and appealing.

Running head: VIRTUAL REALITY SHOPPING

7

CHAPTER ONE
1.1 Problem Statement
Several issues can make shopping a less than enjoyable experience. One of the main
problems is the time it can take to find what you are looking for in a store. This is often due to
the fact that stores are not always laid out most logically. Another issue is the crowds that can be
found in certain stores, particularly during busy periods such as the holiday season. This can
make shopping a stressful experience. Finally, there is the issue of physically going to the store
in the first place. This can be problematic for those living in rural areas or with disabilities that
make it difficult to get around. This paper explores the potential of virtual reality (VR)
technology in retail, specifically in shopping.
Shopping is a significant activity for many people, and the retail industry is important to
the economy. Therefore, understanding how VR technology can be used to improve the shopping
experience is crucial. Virtual reality can potentially solve many of the problems associated with
shopping. VR technology can create virtual stores that are laid out more logically than physical
stores. This would make it easier for shoppers to find what they are looking for. VR technology
can also be used to create virtual crowds in a store, which would take away the stress of
shopping in a busy physical store. Finally, VR technology can be used to create virtual shopping
experiences that can be accessed from anywhere in the world. This would be particularly
beneficial for those living in rural areas or with disabilities.
Several steps must be taken to implement VR technology in the retail sector. First,
businesses must invest in the hardware and software necessary to create virtual stores. Second,
companies need to create virtual stores. This will involve hiring designers and developers to
create and populate the store with products. Third, businesses need to promote the virtual store to

Running head: VIRTUAL REALITY SHOPPING

potential customers. This can be done through traditional marketing channels, such as
advertising and PR, or more innovative channels, such as social media.
Predicting the future of VR technology in the retail sector is challenging.
However, it has the potential to have a significant impact. In the short term, businesses
must focus on creating virtua...


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