Interactivity in metaverse retail: product type’s role and emotional–cognitive mechanisms

Purpose This study addresses the unclear influence of metaverse retail interactivity on behavioral intention across product categories by integrating a modified stimulus–organism–response (S-O-R) framework with the experiential hierarchy model (EHM) and examining dual emotional–cognitive pathways and product type (hedonic vs utilitarian) as moderators. Design/methodology/approach A 2 (interactivity: high/low) × 2 (product type: hedonic/utilitarian) between-subjects experiment (N = 261) was conducted in the Unity simulated shopping environment. High interactivity included grab/rotate/put-in-cart; low interactivity included click-for-information. Partial least squares structural equation modeling and endogeneity testing ensured robustness. Findings Interactivity enhances behavioral intention via emotional (pleasure) and cognitive (media usefulness and choice confidence) synergies, with arousal indirectly acting through pleasure. Hedonic products amplify these effects, whereas utilitarian products require balanced interactivity to avoid cognitive overload. Originality/value This study clarifies context-dependent interactivity mechanisms in immersive retail by integrating S-O-R and EHM and identifying product type as a key moderator. This work offers the following guidelines: maximize interactivity for hedonic goods and prioritize functional clarity for utilitarian ones.

Institutions

Publication Details

Journal
Journal of Enterprise Information Management
Published
2025-12-12
DOI
https://doi.org/10.1108/jeim-06-2025-0538
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94
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article

Interactivity in metaverse retail: product type’s role and emotional–cognitive mechanisms

1 citations
Journal of Enterprise Information Management
Virtual Reality Applications and Impacts
1.94
article

Interactivity in metaverse retail: product type’s role and emotional–cognitive mechanisms

article en
1 citations

Abstract

Purpose This study addresses the unclear influence of metaverse retail interactivity on behavioral intention across product categories by integrating a modified stimulus–organism–response (S-O-R) framework with the experiential hierarchy model (EHM) and examining dual emotional–cognitive pathways and product type (hedonic vs utilitarian) as moderators. Design/methodology/approach A 2 (interactivity: high/low) × 2 (product type: hedonic/utilitarian) between-subjects experiment (N = 261) was conducted in the Unity simulated shopping environment. High interactivity included grab/rotate/put-in-cart; low interactivity included click-for-information. Partial least squares structural equation modeling and endogeneity testing ensured robustness. Findings Interactivity enhances behavioral intention via emotional (pleasure) and cognitive (media usefulness and choice confidence) synergies, with arousal indirectly acting through pleasure. Hedonic products amplify these effects, whereas utilitarian products require balanced interactivity to avoid cognitive overload. Originality/value This study clarifies context-dependent interactivity mechanisms in immersive retail by integrating S-O-R and EHM and identifying product type as a key moderator. This work offers the following guidelines: maximize interactivity for hedonic goods and prioritize functional clarity for utilitarian ones.

Journal of Enterprise Information Management
University of Liverpool (GB), Xi’an Jiaotong-Liverpool University (CN), Singapore Management University (SG)
Openalex Percentile: Top 10%
Virtual Reality Applications and Impacts
1.94
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Interactivity in metaverse retail: product type’s role and emotional–cognitive mechanisms · Journal of Enterprise Information Management (2025) | TGRS Research Map | TGRS