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


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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 database Number 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

No Keywords
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
10 VR AND merchandising
11 VR AND merchandising AND emotion
12 VR AND merchandising AND Arousal
13 VR AND merchandising AND Valence
14 VR AND “visual merchandising”
15 VR AND “visual merchandising” AND emotion
16 VR AND “visual merchandising” AND Arousal
17 VR AND “visual merchandising” AND Valence
18 VR AND product AND emotion
20 “Virtual Reality” AND “point of purchase” AND emotion
22 VR AND “point of purchase” AND emotion

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

No Keywords Scopus WoS
1 “Virtual Reality” AND merchandising 24 47
2 “Virtual Reality” AND merchandising AND emotion 0 5
3 “Virtual Reality” AND merchandising AND Arousal 1 4
4 “Virtual Reality” AND merchandising AND Valence 0 0
5 “Virtual Reality” AND product AND emotion 118 68
6 “Virtual Reality” AND “visual merchandising” 7 7
7 “Virtual Reality” AND “visual merchandising” AND emotion 0 0
8 “Virtual Reality” AND “visual merchandising” AND Arousal 1 1
9 “Virtual Reality” AND “visual merchandising” AND Valence 0 0
10 VR AND merchandising 13 27
11 VR AND merchandising AND emotion 0 3
12 VR AND merchandising AND Arousal 0 2
13 VR AND merchandising AND Valence 0 0
14 VR AND “visual merchandising” 2 1
15 VR AND “visual merchandising” AND emotion 0 0
16 VR AND “visual merchandising” AND Arousal 0 0
17 VR AND “visual merchandising” AND Valence 0 0
18 VR AND product AND emotion 51 41
20 “Virtual Reality” AND “point of purchase” AND emotion 0 0
22 VR AND “point of purchase” AND emotion 0 0