Pilot Study on the Effects of Gamification and Virtual Reality on the
Shopping Experience
Ruben Grande, Diego Cordero, David Vallejo, Carlos Gonz
´
alez, Santiango Schez-Sobrino,
Jose Jes
´
us Castro-Schez and Javier Albusac
School of Computer Science, University of Castilla-La Mancha, Paseo de la Universidad 4, 13071 Ciudad Real, Spain
Keywords:
Virtual Reality, e-Commerce, Gamification, Case Study, Consumer Behaviour.
Abstract:
E-commerce has embraced emerging technologies such as Virtual Reality (VR) and Augmented Reality (AR),
which are transforming consumer interaction. In particular, VR enables the creation of immersive environ-
ments that simulate and enhance physical experiences, offering advantages such as gamification of the shop-
ping process, thereby boosting user engagement and interaction. This pilot study addresses two main ques-
tions: how does the exploration of digitalized products in VR influence purchase intention? And, does a
gamified experience with a specific product have an additional impact? In collaboration with a local business,
an experiment involving 48 participants was designed. A portion of the store, its surroundings, and several
products were digitalized using advanced techniques such as Neural Radiance Fields (NeRF) and Gaussian
Splatting, achieving realistic models integrated into a virtual store accessible through Meta Quest 3 headsets.
One specific product, a comic book, was gamified, allowing users to interact with its narrative, solve chal-
lenges, and be incentivized to purchase the product to discover the ending. Preliminary results, including a
conversion rate of 41.9%, suggest that VR, especially when it incorporates gamification, can increase purchase
intention and interest in local products, highlighting its potential in digital commerce.
1 INTRODUCTION
E-commerce field has experienced exponential
growth in recent years, driven by the widespread
adoption of digital technologies and changing
consumer habits. This evolution has led retailers
and businesses to explore new ways of interacting
with consumers, aiming to replicate and, in many
cases, surpass traditional shopping experiences
(Castro-Schez et al., 2024). In this context, emerging
technologies such as Virtual Reality (VR) and Aug-
mented Reality (AR) have begun to play a crucial
role in transforming e-commerce, offering tools to
create immersive and personalized environments (Xi
and Hamari, 2021).
VR has proven to be an effective medium for sim-
ulating and extending physical experiences, allowing
users to interact with products and virtual environ-
ments in ways that were previously impossible. These
immersive experiences not only expand the possibili-
ties of e-commerce but also have the potential to sig-
nificantly influence consumer behavior by enhancing
product perception and fostering greater purchase in-
tention (Khatri et al., 2022). One of the most promis-
ing applications of VR in e-commerce is gamification,
which introduces playful elements into the shopping
process, increasing user engagement and motivation
(Azmi et al., 2021).
Although VR and gamification applications are
gaining popularity, significant knowledge gaps re-
main. While various studies examine the impact of
VR on purchase intention, most are conducted in con-
trolled experimental settings where participants ex-
press their purchase intentions using fictitious money
(van Herpen et al., 2016; Speicher et al., 2017; Gil-
L
´
opez et al., 2023). This limits the applicability of
the results in real shopping contexts. Moreover, the
combined impact of VR and gamification in authen-
tic commercial environments, where purchase deci-
sions are influenced by a combination of emotional,
social, and contextual factors, has been scarcely ex-
plored (Donatiello et al., 2018).
This study addresses these limitations by conduct-
ing an experiment in a real-world setting: a three-day
annual fair that brings together over 50 local busi-
nesses to showcase their products on the street. In
the experiment, participants not only interacted with
digitalized products in a VR environment but also
had the opportunity to make actual purchases. This
approach not only enhances the external validity of
the results but also provides practical insights for lo-
cal merchants interested in incorporating immersive
482
Grande, R., Cordero, D., Vallejo, D., González, C., Schez-Sobrino, S., Castro-Schez, J. J. and Albusac, J.
Pilot Study on the Effects of Gamification and Virtual Reality on the Shopping Experience.
DOI: 10.5220/0013423500003929
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 27th International Conference on Enterprise Information Systems (ICEIS 2025) - Volume 2, pages 482-493
ISBN: 978-989-758-749-8; ISSN: 2184-4992
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
technologies as sales strategies (Christian Peukert and
Weinhardt, 2019).
To explore the impact of VR and gamification on
purchase intention, this study poses two main ques-
tions:
1. How does the exploration of digitalized products
in VR influence purchase intention?
2. Does a gamified experience with a specific prod-
uct have an additional impact?
In collaboration with a local business, a vir-
tual environment replicating a section of the physi-
cal store was designed using advanced digitalization
techniques such as Neural Radiance Fields (NeRF)
and Gaussian Splatting to achieve a highly realistic
visual representation. Additionally, the shopping ex-
perience for a specific product—a comic book—was
gamified, allowing users to interact with its narrative
and solve challenges related to its storyline. This de-
sign not only provided an immersive experience but
also incentivized users to purchase the product to dis-
cover the story’s outcome.
This study aims to evaluate how the combination
of immersive technologies and gamification can en-
hance purchase intention and interest in local prod-
ucts within an e-commerce context. Furthermore, it
seeks to highlight the potential of these technologies
to support small businesses in their transition to the
digital domain by offering innovative and accessible
solutions that promote market competitiveness. In do-
ing so, this work contributes to the existing literature
on e-commerce and emerging technologies, providing
valuable experimental data on the impact of VR and
gamification in real-world shopping scenarios.
2 RELATED WORK
In this section, we will synthesise studies related to
the use of VR in e-commerce, addressing proposed
case studies and current work in the literature on gam-
ification in e-commerce and VR.
Chen et al. (Chen et al., 2022) explore the role
of Virtual Reality (VR) shopping environments in
shaping consumers’ impulse buying behavior, utiliz-
ing the Stimulus-Organism-Response (S-O-R) frame-
work. The study investigates the effects of inter-
activity and vividness on telepresence, diagnostic-
ity, and playfulness, which ultimately influence the
urge to buy impulsively. The research employed a
2x2x2 factorial design experiment with 227 partic-
ipants. The participants interacted with eight VR
store scenarios featuring varying levels of interactiv-
ity, vividness, and product types. The experiment
utilized a smartphone-based VR headset (Samsung
Gear VR) to simulate immersive shopping experi-
ences. The methodology focused on observing behav-
ioral responses to the VR environment and collecting
self-reported data through post-experiment surveys.
The results demonstrate that both interactivity and
vividness significantly enhance cognitive and affec-
tive responses, leading to a stronger tendency toward
impulsive buying behavior. Further improvements in
VR shopping systems are suggested to optimize user
engagement and practical applications.
Donatiello et al. (Donatiello et al., 2018) exam-
ined the use of Virtual Reality (VR) and gamification
in fashion e-commerce through “Fashion Island”, a
prototype virtual fitting room. The study involved 13
fashion students, evaluating usability and user expe-
rience via questionnaires. Results showed high sat-
isfaction (average score: 3.93/5), with most partici-
pants appreciating the immersive and interactive el-
ements. Minor issues like eye strain were noted, and
one participant rejected the application due to discom-
fort. The authors highlight VR’s potential to trans-
form fashion e-commerce, though further refinement
is needed to enhance user comfort and engagement.
Pizzi et al. (Pizzi et al., 2019) compare con-
sumer behavior and perceptions between physical and
VR-based grocery stores using a quasi-experimental,
between-subjects design. The study investigates the
influence of shopping orientations (utilitarian and he-
donic) on store satisfaction and the moderating role
of perceived assortment size. Participants interacted
with identical shelf layouts of confectionery products
in physical and virtual settings. In the VR condition,
the store was recreated using 3D models with high vi-
sual fidelity. Data collection included time spent in
the aisle, purchasing behaviors, and post-experience
surveys measuring satisfaction and shopping orienta-
tions. Fictitious purchases were used in the study al-
lowing for experimental control while mimicking re-
alistic shopping behavior. Findings indicate that both
utilitarian and hedonic shopping orientations signifi-
cantly influence satisfaction in VR-based stores, con-
sistent with physical store outcomes. However, satis-
faction levels in VR were negatively impacted com-
pared to physical stores, with larger perceived assort-
ments mitigating this effect. The study highlights
VR’s potential as a retail research tool, demonstrat-
ing behavioral congruence between virtual and real
environments.
Xi et al. (Xi et al., 2024) conducted a labora-
tory experiment to assess the acceptance of AR (aug-
mented reality) and VR (virtual reality), in metaverse
shopping. The study employed a 2x2 factorial design
with 157 participants across four experimental con-
Pilot Study on the Effects of Gamification and Virtual Reality on the Shopping Experience
483
ditions, including combinations of AR and VR. The
research simulated a realistic shopping environment
using a physical LP record store and its virtual coun-
terparts developed with Unity and LiDAR scanning.
The methodology involved participants receiving a
10C virtual gift card to purchase second-hand LPs
in different settings. These included physical stores
with and without AR overlays and virtual stores with
and without AR elements. The study measured per-
ceived usefulness, enjoyment, ease of use, attitude,
and intention to shop using psychometric question-
naires and the NASA-TLX scale for workload eval-
uation. Findings indicate that VR significantly en-
hances enjoyment, while AR improves product infor-
mation accessibility but may reduce perceived ease of
use. Despite these trade-offs, attitudes toward meta-
verse shopping remained positive, suggesting poten-
tial for these technologies to transform retail experi-
ences. The study employed fictitious money for real-
istic decision-making and highlighted the importance
of refining usability to ensure broader adoption.
W
¨
olfel and Reinhardt (W
¨
olfel and Reinhardt,
2019) examine the presentation of goods in virtual
reality (VR) shopping environments, investigating
whether consumer behavior in VR aligns with tra-
ditional retail settings. The study evaluates the im-
pact of four parameters—product placement, quan-
tity, size, and environment—on purchasing decisions.
Using a VR setup with HTC Vive and Leap Motion,
participants interacted with virtual milk and wine
products displayed in various environments and con-
figurations. The methodology involved 70 partici-
pants exploring 16 virtual scenarios where product
characteristics such as placement on shelves, scarcity,
size adjustments, and the surrounding environment
were manipulated. Participants rated products based
on attributes like ecological value, healthiness, and
perceived quality. Results show that principles from
physical retail, such as the preference for eye-level
placement and the influence of scarcity, translate ef-
fectively to VR. The surrounding environment signif-
icantly impacted product evaluation, with matching
environments enhancing positive perceptions.
Faganel et al (Faganel et al., 2024) explore the im-
pact of gamification on Slovenian consumers’ online
shopping behaviors, focusing on how game elements
influence various stages of the purchase decision-
making process. VR gamification was not employed
in their research. The study utilized a quantitative
survey methodology, gathering data from 118 partici-
pants through a structured questionnaire. The results
indicate that gamification has the greatest influence
during the evaluation of alternatives, as participants
compared benefits such as loyalty points and dis-
counts across different online stores. However, gami-
fication showed minimal impact on the post-purchase
evaluation phase, contrary to initial hypotheses. The
study also found that highly rated reviewers signif-
icantly influence purchasing decisions, whereas the
majority of respondents were unwilling to spend more
money for gamification-related benefits, such as earn-
ing points or badges.
The papers addressed showed that gamification in
the context of VR e-commerce needs to be further ex-
plored, as well as engaging participants of case stud-
ies in contexts where real money is used to reallisti-
cally evaluate the imnpact of the VR experiences pro-
posed in consumer behaviour.
3 BACKGROUND
This work is part of the VRZOCO research project
(Castro-Schez et al., 2024), funded by the Spanish
Ministry of Science and Innovation. Broadly speak-
ing, the project aims to establish a synergy between
commerce and other businesses in a town or city to
strengthen its local economy. The following video
provides a general overview of VRZOCO and show-
cases work carried out within the project, including
a demonstration video related to the present paper:
https://www.youtube.com/watch?v=T-CPiPvX54E.
A key innovation of the project lies in generating
leisure/cultural plans linked to a pickup point for pur-
chased products and the user’s profile. The system
optionally proposes the possibility of collecting pur-
chases at a physical location. Around this point, it
generates a plan that includes offers from nearby busi-
nesses and events that might interest the buyer based
on their profile. For instance, tickets to museums,
restaurant discounts, clothing store promotions, or of-
fers to attend concerts, among others. This approach
positions commerce as a starting point to boost the
city’s economy. The platform also enables multidi-
rectional connections, whereby interest shown in any
other business could lead to a purchase, further bene-
fiting the specific commerce.
Another innovative aspect of the project is the in-
clusion of immersive technologies, such as VR, to
enhance shopping experiences from home. Through-
out the project’s development, various techniques for
product digitalization, such as NeRF and Gaussian
Splatting, have been explored. These cost-effective
techniques deliver high-quality model representations
(Grande et al., 2024b), enabling small businesses with
limited resources to access this functionality.
In a subsequent phase, the sales environment was
virtualized, including fictional commercial spaces and
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
484
virtual recreations of existing stores. These spaces
served as showcases for digitalized products. This
phase particularly emphasized designing interaction
mechanisms using hand-based exploration of prod-
ucts and adapting these mechanisms for individuals
with physical limitations (Grande et al., 2024a).
Finally, in a later phase, interactive experiences
were modeled to gamify the purchase of certain prod-
ucts, integrating game-like dynamics and mechanics
to make the shopping experience more engaging and
enjoyable. These experiences include, for example,
allowing users to complete challenges or mini-games
related to the products on display, earn virtual rewards
that translate into discounts or promotions, or par-
ticipate in rankings that encourage competitiveness
among buyers. These strategies aim not only to in-
crease user engagement but also to incentivize impul-
sive or planned purchases through emotional connec-
tion and perceived added value.
This study emerges from the need to measure, in
a real-world scenario, the influence of virtual product
exposure and participation in gamified shopping ex-
periences on purchase intention and actual purchases.
With studies of this nature, the goal is to validate the
inclusion of immersive technologies as key tools in
e-commerce.
4 CASE STUDY CONTEXT
The case study presented was conducted in collabora-
tion with a business participating in a major socio-
cultural event in the city where our research group
is based, the “Manchac
´
omic!”
1
. This annual event,
which attracts thousands of visitors, debuted 11 years
ago and brings together leisure and cultural activ-
ities in the field of entertainment. Specifically, it
features artistic exhibitions, workshops, lectures, and
presentations related to books, video games, comics,
movies, and other similar forms of entertainment.
At this event, various independent artists and busi-
nesses participate by offering products in themed
stands related to “Manchac
´
omic!”. Among them is
Librer
´
ıa Serendipia
2
(Serendipia bookshop), a well-
established store specialized in books, comics, board
games, and collectible items. Collaboration with this
business facilitated the following:
1. Digitalizing a set of products from their physical
store to be showcased in a VR application that al-
lows interaction and inspection of these items.
1
https://manchacomic.es
2
https://www.libreriaserendipia.com/
Figure 1: Cover of the comic book “Pedro Gir
´
on”.
2. Establishing contact with the authors of the comic
book “Pedro Gir
´
on”, which served as the basis for
designing and developing the gamified VR expe-
rience. The comic’s cover is shown in Fig. 1.
3. Coordinating with the “Manchac
´
omic!” organiz-
ers to secure the space and equipment needed to
conduct the experiment at the event venue. Fig. 3
shows our designated physical space and some of
the volunteers involved in the case study.
Figure 2: One of the owners of Librer
´
ıa Serendipia trying
out the VR application designed for the case study.
Having described the event’s context in which the
case study was conducted, we will now explain its
specifics. For the case study, a VR application was
developed for the Meta Quest 3 headset, featuring two
scenes. The initial scene displayed a virtual store that
Pilot Study on the Effects of Gamification and Virtual Reality on the Shopping Experience
485
Figure 3: Volunteers of different ages taking part of the case study.
Figure 4: Photographs taken of the interior of Librer
´
ıa Serendipia.
acted as a simplified replica of Librer
´
ıa Serendipias
physical store. Fig. 2 shows one of the store’s own-
ers testing the virtual store and the gamified experi-
ence, which will be detailed later in this paper. Using
the Unity game engine, this scene was developed to
showcase a set of real products available in the phys-
ical store (see Fig. 4), which were digitalized in 3D
using NeRF technology via the Luma AI mobile ap-
plication
3
. These products were configured in Unity
to allow user interaction, enabling free inspection.
First, users freely explored the virtual store, with
instructions that they could enter the gamified expe-
rience at any time by interacting with a door located
at the store’s end. This door acted as a loading screen
for the next scene, which featured a gamified shop-
ping experience centered on the comic book ”Pedro
Gir
´
on.” To leverage VR’s immersive capabilities, this
experience was set in a virtual recreation of “Cala-
trava la Nueva Castle”
4
. This castle, besides being
a cultural landmark of the authors’ region, is part of
the comic’s setting and narrative. In this scene, users
explored the virtual environment to locate four puzzle
pieces that formed the comic’s cover. As pieces were
found, the story’s protagonist, modeled in 3D, nar-
rated brief excerpts from the comic’s opening scenes.
The gamified experience concluded when the user
3
https://lumalabs.ai/interactive-scenes
4
https://en.wikipedia.org/wiki/Calatrava la Nueva
completed the puzzle.
After testing the VR application, volunteers com-
pleted a 15-question survey regarding the use of VR
as a shopping tool and their user experience with the
gamified elements presented. The survey explicitly
asked about purchase intention in VR to evaluate the
influence of this technology and the potential of offer-
ing gamified experiences on user purchase intention.
Volunteers were then given two tickets if they wished
to make a purchase at the Librer
´
ıa Serendipia stand:
one to identify if they purchased a product showcased
in the virtual store and another to identify if they pur-
chased the comic.
Finally, a count was conducted of individuals who
purchased either the comic or one of the products dis-
played in the virtual store. This was made possible
by distributing tickets to volunteers, which allowed
identification when purchases were made at the Li-
brer
´
ıa Serendipia stand during the event. This count
enabled the calculation of the Conversion Rate (CR)
for the experience offered and comparison with con-
version rates reported in the literature.
5 PRODUCT DIGITALIZATION
The scanning process to digitalize the set of prod-
ucts from Librer
´
ıa Serendipia showcased in the vir-
tual store was conducted using Luma AI, a free tech-
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
486
Figure 5: Virtual shop environment with 3D scanned Serendipia’s products.
nology for iOS mobile devices. This NeRF-based
technology is capable of providing high-quality 3D
models without compromising the performance of the
Meta Quest 3 (Grande et al., 2024b). This aspect is
crucial, as the case study aimed to provide a stan-
dalone experience, meaning that the Meta Quest did
not need to be connected to a computer (MSI Vec-
tor GP66, featuring an i7-12700H, 32GB RAM, and
an Nvidia GeForce RTX 3060 6GB VRAM GPU) to
use the PC GPU’s computing power. This approach
ensured a consistent frame rate close to 72 FPS. Fol-
lowing recommendations and best practices (Grande
et al., 2024b), products from Librer
´
ıa Serendipia were
digitalized. Two photographs of sections of their
physical store can be observed in Fig. 4.
6 INTERACTIVE GAMIFIED
EXPERIENCE
As previously mentioned, an interactive experience
was developed for the “Manchacomic!” event. In this
case, the comic Pedro Gir
´
on” from the “Calatrava”
saga was chosen for its development. The project in-
volved asynchronous collaboration with the comic’s
artist, who has expertise in 3D modeling. Before de-
tailing the development of the gamified experience for
the comic, Fig. 5 shows the virtual store replica of
Librer
´
ıa Serendipia, where several of its digitalized
products are displayed. As observed, the fully stocked
shelves shown in Fig. 4 are significantly simplified
to avoid overwhelming the user visually and to focus
their attention on the showcased products.
The development process for the experience be-
gan once the 3D models were available for both the
immersive space (a replica of an interior section of
the Calatrava la Nueva castle) and the protagonist
of the story, Pedro Gir
´
on. This 3D space was cre-
ated by the co-author of the comic, using a different
standard from the one typically followed for creating
video game maps. As a result, the model lacked a
defined floor, meaning that the Meta Quest 3 SDK
would not recognize any surface as navigable. There-
fore, the first step was to modify the entire interior
space of the castle to make it navigable. This required
re-simulating the entire structure of floors and areas
intended to be accessible in VR and overlaying them
with the existing model so that they could be marked
as accessible zones in the development engine (see
Fig. 6).
Once this was completed, the next step involved
the modeled character, for which a 3D skeleton had to
be created to enable ”realistic” animations. This was
achieved by creating a skeleton with anthropomorphic
proportions and joints, to which various nodes of the
already-created character mesh were assigned. After
the skeleton was assigned to the character and numer-
ous manual animation tests were conducted, it was
decided to use pre-made animations that fit the re-
quirements for the immersive experience. With both
the protagonist and the space ready, development in
Unity, the chosen engine for this experience, could
commence. The 3D model of the protagonist with its
skeleton can be observed in Fig. 7.
The chosen gamification for the experience was a
simple puzzle involving the search for pieces. The
comic was divided into four equal parts scattered
throughout the castle, and the player needed to find
them to uncover the protagonist’s past. A short script
was developed for this purpose, in which the protag-
onist appeared, asking for help because he had lost
his memory and was trapped in the castle. The way
to help him was by retrieving the comic pieces. Each
time a piece was found, the knight would recount part
of his story, which would be interrupted upon finding
the last piece of the puzzle, encouraging the player to
purchase the comic to learn the rest.
In terms of development, the Meta SDK in Unity
Pilot Study on the Effects of Gamification and Virtual Reality on the Shopping Experience
487
Figure 6: Calatrava’s castle 3D space before and after adding the navigable surfaces.
Figure 7: Pedro Gir
´
on, comic’s main character, manually
rigged.
was used, enabling the use of virtual hands and all
related movements. The environment was fully navi-
gable with a teleportation system included in the Meta
development kit. This system, combined with the pre-
viously implemented virtual hand-grabbing mechan-
ics, facilitated the creation of the puzzle. The final
design required players to search the castle for comic
pieces and deliver them to the table indicated by the
knight. Each time a piece was brought to the table, the
knight would narrate a new line of the script; upon de-
livering the last piece, the knight would give his final
speech, including instructions on where to purchase
the comic (see Fig. 9).
Another critical decision was how to make the
transition from the virtual store to a medieval-themed
interactive experience feel natural. To avoid a jarring
shift, such as a simple black screen cut, a “magical”
door was added inside the store, as shown in Fig. 8.
This door would open as the player approached with
the headset, signaling access to a different activity.
Additionally, a loading screen was included between
scenes to clearly indicate the transition into the activ-
ity centered on the comic “Pedro Gir
´
on.
Figure 8: Magic door located in the VR shop, giving acces
to the interactive experience.
Figure 9: Screenshot taken of main character at the beggin-
ing of the gamified experience scene.
7 RESULTS
The experiment was conducted in a single 4-hour ses-
sion. During the activity, 48 individuals (33 male, 14
female, and 1 person who did not identify with ei-
ther gender) of a broad age range participated, as de-
tailed in Table 3. These participants were not specif-
ically invited and had no prior knowledge of the VR-
ZOCO project or the experiment. The only way they
could learn about the activity was by passing through
the event space or consulting its program. Addition-
ally, it is worth noting that only 5 of the 48 partici-
pants were familiar with the comic Pedro Gir
´
on” be-
fore being introduced to the gamified VR experience.
Spatio-temporal data were recorded for each user test-
ing the gamified experience, following the framework
for data logging in VR environments described in
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
488
(Grande et al., 2024c). Fig. 10 shows the distribu-
tion of time spent, in seconds, by the volunteers in the
gamified experience. Participants spent an average of
258.69 seconds in this experience, with a median of
218.34 seconds, a first quartile of 178.21 seconds, and
a third quartile of 317.18 seconds. These temporal
data reflect only the time spent in the gamified comic
experience, excluding time spent in the virtual store.
Figure 10: Boxplot of time spent by volunteers in the gam-
ified exprience.
Moreover, Table 1 displays the distribution of the
percentage of the scene explored by users, derived
from spatial data on user positions within the Unity
scene. These data were exclusively collected during
the gamified experience scene. The coverage percent-
age was calculated as the ratio between the volumes
of the scene and the bounding box of user movement:
Coverage (%) =
max(HMD
x
) min(HMD
x
)
max(x) min(x)
×
max(HMD
y
) min(HMD
y
)
max(y) min(y)
×
max(HMD
z
) min(HMD
z
)
max(z) min(z)
× 100 (1)
where HMD
i
represents the user head position for
coordinate i. This metric helps identify which areas
were explored by users, providing insights for design-
ing refined virtual store layouts or gamified experi-
ences that focus user attention on frequently visited
areas or regions that attracted the majority of par-
ticipants. On average, a coverage of 72.88% was
achieved for the total scene space explored by each
participant. This indicator highlights a general in-
terest in the gamified experience, demonstrating user
proactivity in exploring the environment to complete
the proposed objective.
Table 1: Coverage performed over the gamified experience
scene
Statistic Value
Mean Coverage (%) 72.88
Median Coverage (%) 79.02
First Quartile (Q1) 65.44
Third Quartile (Q3) 93.79
Interquartile Range (IQR) 28.34
7.1 Survey Results
After using the described VR experience, volunteers
responded to a 15-question survey, as shown in Ta-
ble 2. The survey included 14 questions on a Likert
scale from 1 to 5, where 1 represents the lowest or
most negative score, and 5 the highest or most posi-
tive. The questions can be categorized based on the
aspects they aim to address: i) experience with VR
and its integration with e-commerce (Q1 to Q4 and
Q7), ii) user experience and comfort (Q5, Q6, Q8,
Q9, Q11, and Q12), and iii) purchase intention (Q10,
Q13, Q14, and Q15). Question 7 is a binary ques-
tion to determine participants’ preferences, after test-
ing the VR experience, for examining products on a
website or using VR. The results for this question are
shown in Fig. 12, indicating a preference for exam-
ining products using VR whenever possible. When
analyzing Question 4 in Table 2, which asks whether
participants prefer examining products viewed in VR
on the commerce’s web portal or through VR, both
the mode and median indicate a generalized prefer-
ence for VR, as also reflected in the circular chart in
Fig. 12.
Moreover, Fig. 11 displays the distribution and
variance of responses in the form of boxplots. An-
alyzing these data alongside those provided in Table
2, a predominantly positive evaluation is observed, as
evidenced by the high concentration of responses in
the upper values of the Likert scale for key questions,
such as interest in using VR for shopping (Q2, median
(Me) = 4.0, mean (M) = 4.16) and perception of the
technology as innovative (Q3, Me = 5.0, M = 4.43).
The low dispersion in these questions, represented by
compact interquartile ranges and the absence of sig-
nificant outliers, suggests consensus among partici-
pants regarding the innovative potential of VR.
One of the most notable aspects is the system’s
ability to provide an immersive experience. The ques-
tion on the sense of immersion (Q6) showed a high
median (5.0) and a mean of 4.43, with a narrow in-
terquartile range indicating uniformity in responses.
This result is complemented by positive evaluations
of interaction comfort and naturalness (Q5, Me = 4.0,
M = 4.20), a critical factor for ensuring technologi-
Pilot Study on the Effects of Gamification and Virtual Reality on the Shopping Experience
489
Table 2: Survey’s questions as well as descriptive statistics of answers per question
ID Question Mean Std. Dev. Mode Median
1
What experience do you have with virtual reality devices?
(1- None, 2- Little, 3- Occasional, 4- Frequent, 5- A lot)
2.58 1.47 1.0 2.0
2
How interested are you in Virtual Reality and being able to shop using this technology?
(1- None, 2- Little, 3- Neutral, 4- Quite a bit, 5- A lot)
4.16 0.85 5.0 4.0
3
How novel do you find the option of shopping on an e-commerce portal with virtual reality?
(1- Not novel, 2- Not very novel, 3- Neither novel nor not novel, 4- Novel, 5- Very novel)
4.43 0.68 5.0 5.0
4
Do you prefer exploring store products in VR or via their web portal?
(1- Much more on the web, 3- I do not prefer one over the other, 5- Much more in VR)
3.74 1.26 5.0 4.0
5
Did you find the interactions natural and comfortable? (including teleportation)
(1- Very little, 2- Little, 3- Neutral, 4- Quite a bit, 5- A lot)
4.20 0.79 4.0 4.0
6
Did you feel immersed in the VR application?
(1- Very little, 2- Little, 3- Neutral, 4- Quite a bit, 5- A lot)
4.43 0.85 5.0 5.0
7 Do you prefer to examine products on the web or in VR? - - - -
8
Feeling of dizziness or general discomfort
(1- None, 2- Little, 3- Neutral, 4- Quite a bit, 5- A lot)
1.52 1.05 1.0 1.0
9
How positive was your experience exploring the store with virtual reality?
(1- Very negative, 2- Negative, 3- Neutral, 4- Positive, 5- Very positive)
4.46 0.68 5.0 5.0
10
Would your purchase intention change when seeing products in VR instead of on a web page?
(1- None, 5- A lot)
3.93 1.11 5.0 4.0
11
Would you use such stores again to explore products you’re interested in buying?
(1- None, 5- A lot)
4.22 0.95 5.0 5.0
12
Does exploring products through play as seen in the comic motivate you?
(1- None, 5- A lot)
4.44 0.77 5.0 5.0
13
Did you find the comic’s VR experience entertaining?
(1- None, 5- A lot)
4.68 0.59 5.0 5.0
14
Would you be interested in learning more about the comic’s story?
(1- None, 5- A lot)
4.21 0.98 5.0 5.0
15
Do you intend to buy the Calatrava comic?
(1- None, 5- A lot)
3.33 1.49 5.0 3.0
Figure 11: Boxplots representing the answers given by each volunteer.
cal acceptance. However, these questions include out-
liers, reflecting that some participants found the inter-
actions less intuitive, highlighting the need to refine
interface design to accommodate users with varying
levels of technological familiarity.
In contrast, participants’ prior experience with VR
devices (Q1) shows a median of 2.0 and a mean of
2.58, indicating that most users had little or no prior
experience. This dispersion, combined with a broad
interquartile range, reveals a heterogeneous sample in
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
490
Table 3: Age statistics of the case study’s volunteers
Statistic Age
count 48.0
mean 23.67
standard deviation 13.62
minimum 8.0
25% 12.0
50% 21.0
75% 29.5
maximum 55.0
Figure 12: Preference for examining products on the web
or in VR by volunteers.
terms of prior exposure to this technology. Conse-
quently, alongside the diverse ages of volunteers, the
time spent on the gamified comic experience varied,
influenced by participants’ proficiency with the Meta
Quest 3 based on their prior experience and age. This
variability aids in interpreting study results within a
predominantly VR-inexperienced group. A generally
positive evaluation of the experience could indicate
reduced resistance and skepticism toward using VR
in gamified shopping contexts, contrasting with resis-
tance observed in other sectors (Cham et al., 2023).
A key technical aspect is the low incidence of nau-
sea or discomfort during system use (Q8, Me = 1.0,
M = 1.52). The concentration of responses at the
lower end of the scale, alongside the absence of out-
liers, confirms a robust design and a smooth experi-
ence. Given the volunteers’ limited VR experience,
a poorly designed experience would have resulted in
generalized discomfort. This finding aligns with posi-
tive evaluations of VR’s impact on purchase intention
(Q10, Me = 4.0, M = 3.93) and motivation derived
from gamified elements (Q12, Me = 5.0, M = 4.44).
However, as observed, there is greater dispersion
in questions related to exploration preferences (Q4)
and the intention to purchase the comic (Q15), with
medians of 4.0 and 3.0, respectively. In particular,
Q15 shows a relatively low mean (3.33) and a broad
interquartile range, suggesting that while the sys-
tem generated interest, direct conversion to purchases
may depend on additional factors, such as personal
preferences and emotional connection to the product.
Nonetheless, the following section will present sales
data obtained from users who tested the gamified ex-
perience in this case study.
7.2 Purchases
Figure 13: Purchases made by volunteers after they partici-
pated in the case study.
At the end of the experience, the staff present at the
Librer
´
ıa Serendipia stand provided us with the tickets
from participants who made a purchase after engag-
ing in the case study. The comic’s price was C20,
which is relatively high compared to the typical price
of a comic with fewer pages, usually around C5. This
pricing could have influenced the lower number of
sales. Nevertheless, the data obtained reveals signif-
icant insights into consumer behavior and the effec-
tiveness of the gamified approach. Fig. 13 illustrates
the purchase behavior of 43 participants who inter-
acted with the VR application, which included ex-
posure to both a gamified comic and a virtual store
showcasing various products. It is important to note
that 5 of the 48 participants informed us they already
owned the comic and were not interested in purchas-
ing anything at the Manchac
´
omic!” event before par-
ticipating in the interactive experience. Therefore, the
data focuses on the remaining 43 participants who
did not already own the comic. Among these par-
ticipants, 41.9% made a purchase, with 23.3% buy-
ing products displayed in the VR store and 18.6% ac-
quiring the “Pedro Gir
´
on” comic central to the gam-
ified experience. Conversely, 58.1% of participants
did not make any purchases. The overall conver-
sion rate of 41.9% significantly exceeds the typical
e-commerce conversion benchmark of 2-5% (Zum-
stein and Sch
¨
afer, 2020; Purnomo, 2023; Fatta and
Lu, 2018; Li et al., 2022), highlighting the substan-
Pilot Study on the Effects of Gamification and Virtual Reality on the Shopping Experience
491
tial impact of the gamified experience on purchasing
decisions.
Regarding the results of Q5, 16 participants rated
their purchase intention with a 5, and 6 participants
with a 4, meaning 22 individuals expressed a higher-
than-average purchase intention. With 8 comic sales,
this implies that 36.40% of those who explicitly ex-
pressed greater interest in purchasing the comic fol-
lowed through, demonstrating the significant conver-
sion rate among this group.
Figure 14: Sales of “Pedro Gir
´
on” over the three days of
“Manchacomic!” event.
Sales patterns over three days were provided by
Librer
´
ıa Serendipia. As depicted in Fig. 14, further
emphasize the effectiveness of this approach. On Fri-
day, eight comics were sold, while sales peaked on
Saturday with 29 comics purchased, of which 27.6%
were sold to volunteers that participated in our case
study. Sunday recorded a smaller but still significant
number of sales, with 10 comics purchased. In to-
tal, 47 comics were sold over the event, including
additional sales to non-participants. It is interesting
to note that activities regarding the comic were also
hold on Friday (author’s book signing), on Saturday’s
evening and Sunday (author’s talk), which might had
influence on the sales made those days. However, 8
of the sales made in Saturday were directly influenced
by the gamified experience because those were made
during the morning, and the author’s talk was held
on Saturday’s evening. The sharp increase in sales
on Saturday, accounting for 61.7% of total comic
purchases, highlights the effectiveness of combining
gamified experiences and other activities in attracting
and retaining customer interest.
The gamified VR experience proved highly effec-
tive in driving consumer engagement and purchase
behavior. Notably, the “Pedro Gir
´
on” comic, which
was directly tied to the VR gamified application, con-
tributed to an 18.6% conversion rate. This outcome
underscores the importance of product relevance and
experiential design in e-commerce strategies. The im-
mersive and interactive nature of the VR environment,
coupled with gamification, appears to have signifi-
cantly enhanced the participants’ willingness to en-
gage with and purchase the featured products.
8 CONCLUSIONS AND FUTURE
WORK
In this paper, we have described how gamification
proposals can be beneficial in immersive shopping ex-
periences using VR. Specifically, we have presented
the background of the VRZOCO case study, an e-
commerce platform aimed at supporting small busi-
nesses through VR and AI. Gamified experiences
in VR can expand the reach of this technology in
e-commerce while offering innovative proposals to
boost sales, conduct marketing campaigns, or imple-
ment promotions. The results obtained in the case
study reinforce this, achieving a 41.9% conversion
rate, with 18.6% corresponding to the C20 comic
sales and 23.3% to products displayed in the virtual
store. Furthermore, the comic sales impact during
the event was notable, with Saturday morning sales
equaling the total sales on Friday. These conversion
rates exceed typical benchmarks for other marketing
strategies or promotions in e-commerce.
Moreover, the mean coverage rate of 72.88%
demonstrates the interest of the users in the gamified
experience proposed, as the Unity scene was greatly
explored to complete the objective proposed. The
success of this approach lies in its ability to blend im-
mersion, interactivity, and targeted promotions to in-
fluence consumer behavior effectively. These findings
highlight the transformative potential of gamified VR
environments in e-commerce, particularly for prod-
ucts that allow to develop interesting gamified expe-
riences. Future studies should focus on evaluating
the long-term retention and satisfaction levels of con-
sumers who engage with such experiences, as well as
exploring their applicability across different product
categories and market segments.
As future work, we are exploring the impact
of other gamification systems within immersive VR
shopping experiences, such as point accumulation.
Additionally, we intend to investigate the influence
of theming virtual stores by type, for example, toy
stores, and by season, such as Christmas. Gamifica-
tion in these contexts could increase the acceptance of
VR for shopping purposes.
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
492
ACKNOWLEDGEMENTS
This work has been funded by the Spanish Min-
istry of Science, Innovation and Universities MI-
CIU/AEI/10.13039/501100000033, and the European
Union (NextGenerationEU/PRTR), under the Re-
search Project: Design and development of a platform
based on VR-Shopping and AI for the digitisation
and strengthening of local businesses and economies,
TED2021-131082B-I00.
In addition, the first author has a pre-doctoral FPI
(Research Staff Training) contract at the University
of Castilla-La Mancha, Spain, for which funding has
been received from the European Union through the
European Social Fund Plus (FSE+).
REFERENCES
Azmi, L. F., Ahmad, N., and Iahad, N. A. (2021). Gami-
fication elements in e-commerce a review. In 2021
International Congress of Advanced Technology and
Engineering (ICOTEN), pages 1–5.
Castro-Schez, J. J., Grande, R., Herrera, V., Schez-Sobrino,
S., Vallejo, D., and Albusac, J. (2024). E-marketplace
state of the art and trends: Vr-zoco—an architectural
proposal for the future. Applied System Innovation,
7(5).
Cham, T.-H., Tan, G., Aw, E., Ooi, K.-B., Jee, T.-W., and
Pek, C.-K. (2023). Virtual reality in tourism: adoption
scepticism and resistance. Tourism Review, 79.
Chen, J., Ha, Q. A., and Vu, M. (2022). The influences of
virtual reality shopping characteristics on consumers’
impulse buying behavior. International Journal of
Human-Computer Interaction, 39.
Christian Peukert, Jella Pfeiffer, M. M. T. P. and Weinhardt,
C. (2019). Shopping in virtual reality stores: The in-
fluence of immersion on system adoption. Journal of
Management Information Systems, 36(3):755–788.
Donatiello, L., Morotti, E., Marfia, G., and Di Vaio, S.
(2018). Exploiting immersive virtual reality for fash-
ion gamification. In 2018 IEEE 29th Annual Inter-
national Symposium on Personal, Indoor and Mobile
Radio Communications (PIMRC), pages 17–21.
Faganel, A., Pa
ˇ
cari
´
c, F., and Ri
ˇ
znar, I. (2024). The impact
of gamification on slovenian consumers’ online shop-
ping. Administrative Sciences, 14(5).
Fatta, D. D. and Lu, D. D. (2018). Conversion rate determi-
nants in e-commerce websites. what about moderation
effects? International Journal of Electronic Market-
ing and Retailing, 9:366–377.
Gil-L
´
opez, C., Guixeres, J., Moghaddasi, M., Khatri, J.,
Mar
´
ın-Morales, J., and Alca
˜
niz Raya, M. (2023). Rec-
ognizing shopper demographics from behavioral re-
sponses in a virtual reality store. Virtual Reality, 27.
Grande, R., Albusac, J., S
´
anchez-Sobrino, S., Vallejo, D.,
Jes
´
us Castro-Schez, J., and Gonz
´
alez, C. (2024a). Ex-
ploring interaction mechanisms and perceived real-
ism in different virtual reality shopping setups. In
Proceedings of the 26th International Conference on
Enterprise Information Systems - Volume 2: ICEIS,
pages 505–512. INSTICC, SciTePress.
Grande, R., Albusac, J., Vallejo, D., Glez-Morcillo, C., and
Castro-Schez, J. J. (2024b). Performance evaluation
and optimization of 3d models from low-cost 3d scan-
ning technologies for virtual reality and metaverse e-
commerce. Applied Sciences, 14(14).
Grande, R., Albusac, J. A., Vallejo, D., Gonz
´
alez-Morcillo,
C., S
´
anchez-Sobrino, S., and Castro-Schez, J. J.
(2024c). Virtual reality shopping-insights: A data-
driven framework to assist the design and develop-
ment of virtual reality shopping environments. Soft-
wareX, 27.
Khatri, J., Mar
´
ın-Morales, J., Moghaddasi, M., Guixeres,
J., Chicchi Giglioli, I., and Alca
˜
niz Raya, M. (2022).
Recognizing personality traits using consumer behav-
ior patterns in a virtual retail store. Frontiers in Psy-
chology, 13:752073.
Li, J., Wang, X.-L., and Wang, Y. (2022). The effect of
conversion rate on product sales from the perspective
of aisas model: An empirical study based on the data
of the amazon merchants. Proceedings of the Interna-
tional Conference on Big Data Economy and Digital
Management.
Pizzi, G., Scarpi, D., Pichierri, M., and Vannucci, V.
(2019). Virtual reality, real reactions?: Compar-
ing consumers’ perceptions and shopping orientation
across physical and virtual-reality retail stores. Com-
puters in Human Behavior, 96:1–12.
Purnomo, Y. J. (2023). Digital marketing strategy to in-
crease sales conversion on e-commerce platforms.
Journal of Contemporary Administration and Man-
agement (ADMAN).
Speicher, M., Cucerca, S., and Kr
¨
uger, A. (2017). Vrshop:
A mobile interactive virtual reality shopping environ-
ment combining the benefits of on- and offline shop-
ping. Proc. ACM Interact. Mob. Wearable Ubiquitous
Technol., 1(3).
van Herpen, E., van den Broek, E., van Trijp, H. C., and
Yu, T. (2016). Can a virtual supermarket bring real-
ism into the lab? comparing shopping behavior using
virtual and pictorial store representations to behavior
in a physical store. Appetite, 107:196–207.
W
¨
olfel, M. and Reinhardt, A. (2019). Immersive shopping
- presentation of goods in virtual reality.
Xi, N., Chen, J., Gama, F., Korkeila, H., and Hamari, J.
(2024). Acceptance of the metaverse: a laboratory ex-
periment on augmented and virtual reality shopping.
Internet Research, 34:82–117.
Xi, N. and Hamari, J. (2021). Shopping in virtual reality: A
literature review and future agenda. Journal of Busi-
ness Research, 134:37–58.
Zumstein, D. and Sch
¨
afer, W. (2020). Success factors of e-
commerce - drivers of the conversion rate and basket
value.
Pilot Study on the Effects of Gamification and Virtual Reality on the Shopping Experience
493