Virtual reality (VR) is a computer-generated
simulation of a situation that allows individuals to be immersed in and
abstracted from the real environment when interacting with the virtual
environment in a manner that appears to be real
[1]–[3].
According to
[4],
a
virtual environment is an artificial simulation of a physical or abstract
environment that is designed to be as interactive and lifelike as possible,
allowing users to feel as if they are part of it.
Virtual reality and
virtual environments differ from virtual worlds in that the latter term refers
to online social spaces that are experienced as ongoing over time and have
large populations
[5].
The distinction between virtual reality
and virtual worlds lies in the fact that virtual worlds are persistent online
social spaces. These spaces are experienced as ongoing over time and feature
large populations of people who interact together in them
[5].
Therefore, virtual reality (VR)
encompasses technologies that immerse users in interactive simulated
environments through devices like headsets, offering a multisensory experience
within digital realms. While virtual environments span a broader range,
including both immersive experiences like VR and less immersive ones such as
digital displays or projections that depict simulated environments, they vary
in their levels of sensory engagement. In this case, virtual environment
encompasses diverse degrees of digital environment representation, spanning
from deeply immersive to less interactive forms.
This
review
generalized the keywords as applied in the keyword search to review research
done in virtuality in general.
In the early
1970s, the beginnings of virtual development were seen, and thereafter, b
y the beginning of the 1990s, public demonstrations of
virtual reality began to be exhibited, and industry observers had high hopes
for what could be accomplished with the technology
[6].
Today,
the field of VR has grown and become incredibly advanced.
VR
is integral to Industry 4.0, as their combination can drastically increase the
efficacy of businesses in both service and manufacturing
[7].
For instance, using VR technologies and tools can be beneficial for corporate
businesses in the HR realm (“hiring, training, developing, and evaluating
employees”) and operational processes (3D visualization, cyber security,
modelling production processes, pinpointing areas of improvement, big projects,
assessing IT risks, automation, etc.)
[6].
The application of these technologies (VR) includes professional training
(medical, military, etc.)
[8],
simulations, education, rapid prototyping, product ergonomics, and more
[6].
The implementation of Industry 4.0 poses some novel technological challenges as
people gradually become familiar with and embrace digitalization.
The use of VR
technology in product development results in improved performance and quality.
By incorporating customer feedback
into the
design process, a greater level of understanding of specific requirements and
needs is achieved
[9].
This
requires resources such as customer and market analysis, engineering research,
and effective collaboration between all stakeholders. Smart products resulting
from Industry 4.0 consist of mechanical, electronic, and often software
components, necessitating the need for a multidisciplinary team to work towards
a unified goal
[6].
The success of a
product is highly dependent on the accuracy and clarity of the requirements
defined in the early stages of the development process. Typically,
incorporating customer requirements into the design phase requires a lot of
back and forth, which can lengthen the timeline and inflate the cost
[6].
The utilization of Industry 4.0 technologies and VR in particular can help to
avoid the
issue of products becoming too costly
or being delayed in the market
[7].
These
digital and smart technologies provide an integrated product life cycle, a
shorter production phase, improved flexibility, and better performance at an
economical cost
[6].
VR is
a tool of Industry 4.0 that replicates the real world on computer-based
systems, allowing product development to take place without the need for a
physical environment
[8].
This
is especially important for the development process when higher performance
standards are required.
In this case, it is
important to involve customers in the design process and let them understand
the technical, safety, and legal requirements. This can be done through a
shared platform where the cost of prototyping and improving the product to meet
customer demands and legal standards is significantly reduced.
The increased usage of Internet technology and the
expansion of the mobile technology market all point to the potential of VR
applications
[6].
Despite the vast
amount of research conducted in virtual environments, bibliometric analysis has
not been as widely used in this field as it could be. Combining bibliometric
analysis with social network analysis techniques can provide a way to
statistically describe scholarly networks by looking at data such as
collaborations, citations, co-citations, keywords, and correlations between
fields of study. This information can then be organized into networks, which
can be used to gain insight into the subject
[10].
To gain a deeper understanding of the issue, an extensive appraisal of the
available research is essential. This will provide a more solid foundation for
comprehending the subject matter and illuminate the condition of the field by
evaluating the different aspects of the virtual environment conversation
globally. However, it is still unclear what direction the inquiry will take
with
regard to the trend towards
virtual
environments.
This bibliometric
review intends to give scholars a more profound knowledge of the ongoing and
previous trends in the virtual environment
and
to discover potential areas for future study
[11].
Furthermore, it aims to pinpoint the leading authors and other participants in
this subject.
We employed a science mapping technique to
conduct a bibliometric assessment of research on virtual environments, with a
primary focus on the following research queries:
Q1: How has the study of virtual
environments evolved over time?
Q2:
What is
the intellectual structure of the virtual environment knowledge base?
Q3: What are the main areas of focus
in the field of virtual environments?
Q4: Who are the leading contributing
agents in virtual environment research?
This paper seeks to explore how virtual
environments have evolved over the last three decades, from the 1990s to 2023.
The choice of the virtual environment as the focus of this research was due to
its current importance and relevance, particularly the Scopus database entries
[12].
A thorough review of 772 articles was conducted on this topic. The findings
from the examined parameters
(co-citation,
co-occurrence
of terms, citations,
etc.) were displayed
graphically using VOSviewer
[13],
free
software that creates and visualizes bibliometric networks.
VOSviewer can
process data concerning researchers, publications, topics, journals, and countries
and form clusters based on citation, co-citation, and co-occurrences
[13].
This data is then graphically presented to make it more comprehensible
[12].
This tool utilizes data from Scopus databases or the Web of Sciences and presents
the important information in a map format. This research looks at the virtual
environment from 1998 to 2023.
By analyzing the
concept over a long period of time, the shift in perception about
virtual
environments
can be tracked.
Before we began to
gather information, the criteria for inclusion
were established based on the PRISMA framework
[14].
PRISMA
(“Preferred Reporting Items for Systematic Reviews and Meta-Analyses”) is an
evidence-backed collection of items that assist authors with detailing a range
of systematic reviews, usually employed to determine the advantages and disadvantages
of a healthcare intervention. PRISMA emphasizes methods that aid authors in
ensuring that this kind of research is accurately and transparently reported
[15].
[16]
contested the idea that the Web of Science's limited
range translates to better-quality sources, arguing instead that this must be
verified based on the specific discipline. This was in response to
[17],
who
determined that the Scopus index was a more thorough source of information when
it came to searching and extracting papers in the social sciences based on
their empirical studies.
Moreover, the exporting
capabilities of Scopus are more advanced than those of Google Scholar
[13],
[18].
Additionally, Scopus has a uniform
system for indexing documents
[13].
The interdisciplinary assessment conducted by
[19]
showed that there is a strong association between Scopus and Web of Science
articles and citations.
On March 11, 2023, we ran our initial
research on the Scopus database with the search string we had previously
established. We employed the PRISMA approach, as outlined by
[18],
and used the "TITLE-ABS-KEY" operator to search the Scopus Database
and collect only double-blind peer-reviewed material. Our search was restricted
to English documents classified as final papers, published through March 11th,
2023. We employed criteria for inclusion and exclusion to limit our results,
resulting in 3,432 articles. We then underwent a four-step process to narrow
down the articles relevant to our review (Figure 1). The search was restricted
to articles from the fields of business, management, accounting, economics,
econometrics, finance,
and social sciences,
which resulted in 2,263 results. We then used keywords to narrow it down to
those related to
virtual environments,
leaving 785 articles. After going through the articles and discarding 13 that
were not in English, we were left with 772 articles to be included in our
bibliometric review.
Figure 1
The PRISMA Flowchart Showing Systematic Sampling Stages
[10]
The search for
documents was guided by the PRISMA approach
[18],
and parentheses were included to ensure accuracy. The inclusion of a question
mark (“?”) and an asterisk (“*”) allowed for the expansion or reduction in the
scope of the search terms, respectively. The search employed boolean operators
(“AND” and “OR”) to refine the terms (“virtual world” OR “virtual environment”
OR “virtual reality” OR “online world” OR “digitized space” OR “digital world”
OR “synthetic universe” OR “online universe” OR “cyber world” OR “digital
environment” OR “immersive world”). These terms were used in the Scopus
database to find relevant records. The search initially provided 3,432
documents; however, after taking away those that did not fit the criteria and
those that were not considered of enough importance, the total number was
decreased to 772 (Figure 1).
The
bibliographic details of the 772 documents were saved to be used in further
processes. To have a more in-depth understanding of the findings, a
bibliometrics technique was applied, which involved taking into account
citation and co-citation analysis as well as presenting a graphical
representation of the similarities in author co-citation and keyword
co-occurrence analysis
[13],
[18].
Using Scopus analytics like Excel, Tableau,
and VOSviewer bibliometric software, a bibliometric study was conducted
[13],
[18].
This section presents the findings from
investigating the knowledge base related to virtual environments. The four
research questions were explored in the following sequence:
The
development of understanding surrounding virtual environments has been
illustrated by the growth of research in the field. As evidenced by a search of
the Scopus database, 772 articles discussing virtual environments have been
published since 1998, the first of which was Holstrum G.L. and Hunton J.E.'s
"New forms of assurance services for new forms of information: The global
challenge for accounting educators," published in the International
Journal of Accounting in 1998. This was followed by a lull until 2000, when Grimshaw
B. and Cairns G.'s study on “Chasing the Mirage: Managing Facilities in a Virtual
World” was released. Since 2017, the number of publications concerning virtual
environments has been increasing, reaching a peak of 175 articles per year in 2022.
To evaluate this trend, a review of 772 publications was conducted, which
showed that the publications had an increasing trend between 2018 and 2022. The
majority of these publications (503, or 65 percent) were published within the
last five years (2019–2023). This indicates that academics are more and more
interested in researching virtual environments, suggesting a very positive
outlook for this field of study (Figure 2).
Figure
2
Longitudinal evolution of virtual environment literature, 1998–2023 (n = 772)
To understand how views on virtual
environments have changed, the VOSviewer was used to measure the number of
times and the relationship between keywords in documents published from 1998–2023.
By setting a rule that a keyword had to be used in at least five articles, the
total number of keywords decreased from 754 to 140 (Figure 3). It is vital to
pinpoint the most frequently discussed topics related to virtual environments
in order to reach the goals detailed in this paper.
Figure 3 of
VOSviewer's co-occurrence network illustrates that the size of the bubbles
reflects how frequently each individual is used by researchers, with the bigger
ones representing the more influential ones. Additionally, the clusters of
bubbles, which range in different hues (Figure 3), classify keywords into
distinct fields of study depending on their co-occurrence connections. A
detailed analysis of Figure 3 shows that the connections between keywords represent
how often they have been used in different studies.
Legend for keywords:
Cluster one (Red) =
customer engagement and virtual environment
Cluster two (Green):
digital technology and virtual environment
Cluster three (blue):
information and communication technology and virtual environment
Cluster four (Yellow):
business performance in a virtual environment
Cluster five (Purple):
advancement of technology and virtual environment
Cluster six (light
blue): innovation management and virtual environment
Cluster seven (Orange):
virtual environment and sustainable development
Figure
3
Author keywords co-occurrences network
for virtual environment 1998-2023
In this case, we
conducted a keyword analysis to look into the topics discussed in the virtual environment
literature. We employed VOSviewer to identify the most commonly used terms at
the start of our investigation. Figure 3's density map shows that “innovation
management” was mentioned the most with 91 occurrences, followed by “social
media analysis” (87), 'business development” (84), “digital technology” (78), “customer
engagement” (68), “firm performance” (67), “technology management” (66), “virtual
environment” (64), “digital capability” (62), and “market performance” (55). This
analysis of the keywords revealed that the main topic of our concern (the virtual
environment) has lost its frequency. This might be due to the use of
interchangeable words like “virtual reality,” “virtual world,” “online world,”
“digitized space,” “digital world,” “synthetic universe,” “online universe,” “cyber
world,” “digital environment,” and “immersive world,” among others. This
was established using VOSviewer to generate a “chronological keyword map” (Figure
3) with a minimum of five co-occurrences
[11],
[20].
There were no huge node differences to
identify the main keywords that could link the others. This map examined the
distribution of the keywords among documents based on the date of their
publication, and the documents were divided into three groups for analysis
(Table 1).
Table
1 The Top Fifteen Keywords Growth Trend in Virtual
Environment knowledge base
|
|
1998-2023
|
|
1998-2010
|
|
2011-2019
|
|
2020-2023
|
Id
|
Label
|
OC
|
%age
|
Label
|
OC
|
%age
|
Label
|
OC
|
%age
|
Label
|
OC
|
%age
|
1
|
Innovation management
|
91
|
3.86
|
Electronic commerce
|
27
|
19.29
|
Social media analysis
|
38
|
9.05
|
Digital technologies
|
70
|
11.33
|
2
|
Social media analysis
|
87
|
3.69
|
Virtual environment
|
21
|
15.00
|
Technology management
|
34
|
8.10
|
Innovation management
|
59
|
9.55
|
3
|
Business development
|
84
|
3.56
|
Internet technology
|
12
|
8.57
|
Innovation management
|
29
|
6.90
|
Digital capability
|
51
|
8.25
|
4
|
Digital technologies
|
78
|
3.31
|
Customer engagement
|
9
|
6.43
|
Business development
|
27
|
6.43
|
Social media analysis
|
49
|
7.93
|
5
|
Customer engagement
|
68
|
2.88
|
Technology management
|
9
|
6.43
|
Customer engagement
|
26
|
6.19
|
Firm performance
|
41
|
6.63
|
6
|
Firm performance
|
67
|
2.84
|
ICT
|
8
|
5.71
|
Online platform
management
|
20
|
4.76
|
Business development
|
40
|
6.47
|
7
|
Technology management
|
66
|
2.80
|
Web performance
|
8
|
5.71
|
Digital technologies
|
19
|
4.52
|
Technology management
|
34
|
5.50
|
8
|
Virtual environment
|
64
|
2.71
|
Innovation management
|
7
|
5.00
|
ICT
|
19
|
4.52
|
Customer engagement
|
33
|
5.34
|
9
|
Digital capability
|
62
|
2.63
|
Market performance
|
7
|
5.00
|
Virtual environment
|
19
|
4.52
|
Market performance
|
33
|
5.34
|
10
|
Market performance
|
55
|
2.33
|
Online platform
management
|
7
|
5.00
|
Consumer engagement
|
18
|
4.29
|
Industry 4.0
|
32
|
5.18
|
11
|
Sustainable development
|
44
|
1.87
|
Business development
|
5
|
3.57
|
Service dimensions
|
18
|
4.29
|
Sustainable development
|
32
|
5.18
|
12
|
Industry 4.0 revolution
|
42
|
1.78
|
Firm performance
|
5
|
3.57
|
Web performance
|
18
|
4.29
|
Digital business
strategy
|
29
|
4.69
|
13
|
Internet technology
|
42
|
1.78
|
Communication
technologies
|
5
|
3.57
|
Electronic commerce
|
17
|
4.05
|
Virtual environment
|
26
|
4.21
|
14
|
Online platform management
|
40
|
1.70
|
E-business strategies
|
5
|
3.57
|
Firm performance
|
17
|
4.05
|
Artificial intelligence
|
24
|
3.88
|
15
|
ICT
|
39
|
1.65
|
Performance management
|
5
|
3.57
|
Market performance
|
17
|
4.05
|
Big data technology
|
24
|
3.88
|
Source:
Developed by author
Notes:
ICT = Information and
Communication Technology, OC = Occurrences
The study observed
that electronic commerce was significantly associated with the virtual
environment, with about 19.3 percent of the keywords that met the threshold of
having at least five co-occurrences in the first sub-period, from 1998 to 2010,
being related to it. Virtual environments made up 15 percent of the keywords,
followed by internet technology with 8.6% of the occurrences. The remaining
keywords with their descriptions are displayed in Table 1.
The study found
that
of the articles published between 2011 and
2019 (second sub-period), nine percent of the keywords
that met the
threshold of having at least five co-occurrences
related to social media analysis were linked to virtual environments. The most
common keywords were presented in Table 1, displaying
the top fifteen
keywords and their respective percentages, which are related to
virtual environments.
This list of terms was
updated compared to the previous period and now includes technology management,
digital technology, consumer engagement, service dimensions, and firm
performance. All of these keywords accounted for more than 20 percent of the
total.
The 2020-2023
period had a shorter publication period when compared to the analysis of the
previous sub-periods, yet this data is still necessary to include in the
evaluation due to the rise in the
number of
published papers. When looking at the 483 keywords used in the papers of this
period, only 88 were highlighted in five or more publications (Table 1).
During
this time, research suggested that digital technologies were closely tied to
virtual environments.
It accounted for 11.3
percent of the keywords associated with
virtual
environments.
The innovation management keyword makes up about ten
percent of the total keywords. Table 1 displays the fifteen most commonly used
keywords and the percentage of their usage. New additions in comparison to the
previous period include
industry 4.0, sustainable
development, digital business strategies, artificial intelligence, digital
capability, and big data technology.
The
research conducted on the third sub-period revealed an increase in the
occurrence of keywords related to the
virtual
environment for the three sub-periods
, including innovation management
(7, 29, 59), social media analysis (0, 38, 49), business development (5, 27,
40), and digital technologies (0, 19, 70), among others. This means that the
virtual environment topics are still hot with high growth (Table 1). Therefore,
the key topics to be addressed for future research are digital technologies,
innovation management, digital capability, social media analysis, firm
performance, business development, technology management, customer engagement,
market performance, industry 4.0, sustainable development, digital business
strategies, virtual environments, artificial intelligence, and big data
technology.
Having an awareness of the history of growth helps to enrich our
understanding and the readers' comprehension of the major subjects that are the
most significant to the
virtual environment.
During the first period of time, the growth rate of digital technologies was
not mentioned in the top fifteen articles. Its first appearance on the list was
in the second sub-period, when it started with 4.5 percent. Interesting enough,
it jumped to 11.3 percent and became the leading keyword in the third
sub-period. Overall, it is evident that digital technologies are a significant
phenomenon, with the average growth rate of their occurrences being 3.3 percent
(Table 1).
Innovation management was found in all three
sub-periods. In the first sub-period, innovation management accounted for five
percent of all occurrences; this rate subsequently increased to seven percent
in the second sub-period. In the third sub-period, however, innovation
management was the second most frequently occurring keyword, accounting for about
ten percent of all co-occurrences. In total, innovation management had an
average growth rate of about four percent and became the leading keyword of the
overall sub-periods (Table 1). The popularity of the concept has grown due to the
advancement of technology.
Investigation into
digital capability has seen a gradual rise over the years, beginning with a more
than 8 percent growth rate in its introduction stage as a new term in the third
sub-period (Table 1). This area of research is still fairly new, as indicated
by the lack of publications in the Scopus database from 1998 to 2023, which had
an average of 2.6 percent.
The use of "social
media analysis" was introduced in the top fifteen list of keywords in the
second sub-period and became the leading keyword, having a 9 percent growth
rate, then declined to 8 percent in the following sub-period (Table 1). The
average rate of co-occurrences was 3.7 percent, and it became the second-top
keyword overall.
The keyword "firm performance" is
steadily growing in frequency, as shown by its 3.6 percent, 4 percent, and 6.6
percent growth rates in the three sub-periods. This steady rise has put it in
the top ten most frequent keywords, with an average growth rate of 2.8 percent.
Scientists can gain insight into the current status of
research on virtual environments by analyzing their "intellectual
structure"
[21].
They can do this by utilizing scientific mapping and review procedures. A
VOSviewer-generated network map can be used to visualize the conceptual
structure of virtual environments’ knowledge base by examining the authors'
co-citation analysis
[18].
This approach can help pinpoint the most and least studied topics in the field.
Researchers have discovered that when
authors are cited together in the same publications, they often have similar
scholarly perspectives
[16].
To show this, the VOSviewer software can generate a network map that
demonstrates the shared concepts of authors referenced in our virtual
environment database
[20].
Figure 4 of VOSviewer's co-citation
map illustrates 427 academics that have been referenced in a minimum of 25
other writings. The size of the bubbles reflects how frequently each individual
is cited by other researchers, with the bigger ones representing the more
influential ones. Additionally, the clusters of bubbles, which range in
different hues (Figure 4), classify researchers into distinct fields of study
depending on their co-citation connections. A detailed analysis of Figure 4
shows that the connections between authors represent how often they have been
cited together. The map offers insight into four separate philosophical
perspectives. At the same time, the four clusters and the interconnections
between them demonstrate the interconnectedness of the knowledge base. This
indicates that Hair, J. F., Kumar, V., Fornell, C., and Nambisan, S. were the
most important nodes on the map. Those located at the center of the clusters
indicate their ability to bridge the gap between ideas from the four schools
(Figure 4).
Legend:
Cluster one is Red, Cluster two is green, Cluster three is blue, and Cluster
four is yellow.
Figure
4
Co-citation to cited authors network map
of the virtual environment, min. 20, (n = 772)
Gaining insight into the main themes
and topics of the literature on virtual environments is beneficial for a
variety of stakeholders. It can help researchers pinpoint important topics and
areas that have not yet been explored, provide a framework for understanding
current research, point to potential future directions, and aid practitioners
in recognizing areas of research that may be of interest to them.
We used VOSviewer to construct a chronological keyword
map with a minimum of five co-occurrences (as shown in Figure 3). This type of
analysis evaluates how often certain keywords are used in documents based on
the publication date. To explore the topics discussed in the field of virtual
environments, we conducted a keyword analysis. Figure 3 displays that innovation
management is the most frequently used phrase, with 91 co-occurrences, while social
media analysis comes in second with 87 co-occurrences. Business development, digital
technologies, and customer engagement are respectively the third, fourth, and
fifth most often used terms, with 84, 78, and 68 mentions, respectively. Firm
performance, technology management, virtual environment, digital capability,
and market performance are the least referred to with 67, 66, 64, 62, and 55
occurrences, respectively. This co-occurrence with the cited author showed that
all of the clusters were tied to the main theme, though the theme used
different wordings to mean the main theme (virtual environment). This was
evident in the frequently occurring keywords, which can all impact or be
impacted by the digital environment. To further examine how the keywords were
distributed, we used VOSviewer to create a “chronological keyword map” (Figure
3) with a minimum of five co-occurrences
[10].
This chronological co-word analysis (Figure 3) provides
insight into the distribution of the keywords.
Understanding
the key authors and documents in the field of virtual environments can provide
insight into the current state of knowledge and can also point to potential
areas for new research and ideas. Furthermore, it can give researchers a better
idea of which countries, journals, authors, and documents are most important
and should be consulted for more comprehensive information.
By researching the most productive countries in terms of virtual
environments, researchers can identify which countries are most actively researching
this topic, stay up-to-date on the trends in virtual environment research, and
gain an understanding of the standards for virtual environment practices.
Additionally, looking at where the authors of these studies are located can
give an indication of where the majority of scholarly attention is being
focused on the subject of virtual environments.
The work in Table 2 was created in 60
different countries, showing that the subject of virtual environments is
globally interesting. The majority of the related research was conducted by
scholars from the United States (151), the United Kingdom (97), China (72), Italy
(58), Germany (51), India (43), France (43), Spain (42), Taiwan (40), and Malaysia
(37). These ten countries were the primary sources of knowledge and studies on
the topic. Further, out of the ten nations that are highest in the list based
on the number of citations, more than half of the virtual environment citations
studied in this review originated from scholars in the USA (8,572), the UK (6,685),
Hong Kong (3,004), Germany (2,492), India (2,132), France (2,004), China (1,568),
Italy (1,557), Spain (1,445), and the Netherlands (1,128), as is presented in
Table 3. In conclusion, research into virtual environments is mainly focused on
developed and emerging countries, leaving work in developing countries largely
neglected. This has a profound effect on academia, with the countries mentioned
previously having a substantial influence and their research having a
substantial impact.
Table
2
Rank Order of the Fruitful Countries by
Documents Published
Id
|
Label
|
Documents
|
Citations
|
1
|
United States
|
151
|
8572
|
2
|
United Kingdom
|
97
|
6685
|
3
|
China
|
72
|
1568
|
4
|
Italy
|
58
|
1557
|
5
|
Germany
|
51
|
2492
|
6
|
India
|
43
|
2132
|
7
|
France
|
43
|
2004
|
8
|
Spain
|
42
|
1445
|
9
|
Taiwan
|
40
|
1051
|
10
|
Malaysia
|
37
|
777
|
Source:
Developed by author
Table
3
Rank Order of the Most Prolific Countries
by Citations
Id
|
Label
|
Documents
|
Citations
|
1
|
United
States
|
151
|
8572
|
2
|
United
Kingdom
|
97
|
6685
|
3
|
Hong
Kong
|
21
|
3004
|
4
|
Germany
|
51
|
2492
|
5
|
India
|
43
|
2132
|
6
|
France
|
43
|
2004
|
7
|
China
|
72
|
1568
|
8
|
Italy
|
58
|
1557
|
9
|
Spain
|
42
|
1445
|
10
|
Netherlands
|
14
|
1128
|
Source:
Developed by author
This analysis provides a
comprehensive overview of the most prominent journals in the field of virtual
environments, helping researchers and practitioners keep up with the latest
research and developments and find the journals that are most likely to accept
their work. The 772 virtual environment publications were spread across 340
sources. Despite the fact that the majority (68 percent) of sources had
multiple publications, the top fifteen sources (shown in Table 4) comprised
more than half of the overall corpus. Sustainability (Switzerland) was the most
productive source, with 72 articles, but all 340 sources combined made up 25,915
citations. Out of the total sources, 39 had no citations (the list is not
attached), and the top fifteen most cited sources accounted for more than 60
percent of all citations (Table 5). The leading source was Tourism Management,
with 2,495 citations from six publications, while the details of the other
prominent sources are provided in Table 5.
Table
4
Rank Order of the Most Fruitful Source by
Documents
id
|
Label
|
Documents
|
Citations
|
1
|
Sustainability
(Switzerland)
|
72
|
612
|
2
|
Journal
of business research
|
25
|
841
|
3
|
Technological
forecasting and social change
|
22
|
609
|
4
|
Information
and management
|
17
|
1510
|
5
|
International
journal of information management
|
17
|
1652
|
6
|
Journal
of cleaner production
|
14
|
749
|
7
|
Journal
of retailing and consumer services
|
14
|
425
|
8
|
International
journal of production economics
|
12
|
628
|
9
|
Technology
in society
|
10
|
220
|
10
|
Information
systems research
|
9
|
275
|
11
|
International
journal of operations and production management
|
8
|
463
|
12
|
Journal
of business and industrial marketing
|
8
|
111
|
13
|
Technovation
|
8
|
373
|
14
|
Industrial
marketing management
|
7
|
413
|
15
|
Internet
research
|
7
|
567
|
Source:
Developed by author
Table
5
Rank Order of the Most Fruitful Sources
by Citations
Id
|
Label
|
Documents
|
Citations
|
1
|
Tourism Management
|
6
|
2495
|
2
|
International Journal
of Information Management
|
17
|
1652
|
3
|
Information and
Management
|
17
|
1510
|
4
|
Management Decision
|
4
|
881
|
5
|
Journal of Business
Research
|
25
|
841
|
6
|
Journal of Cleaner
Production
|
14
|
749
|
7
|
MIS Quarterly:
Management Information Systems
|
6
|
714
|
8
|
Journal of
Manufacturing Technology Management
|
6
|
703
|
9
|
Journal of Management
Information Systems
|
4
|
653
|
10
|
International Journal
of Production Economics
|
12
|
628
|
11
|
Sustainability
(Switzerland)
|
72
|
612
|
12
|
Technological
Forecasting and Social Change
|
22
|
609
|
13
|
Internet Research
|
7
|
567
|
14
|
Industrial Management
and Data Systems
|
5
|
565
|
15
|
Journal of Interactive Marketing
|
2
|
541
|
Source:
Developed by author
Table 6 shows that
[22]
had the highest citation count (1,875) for their publication that studied “
Progress
in information technology and tourism management: 20 years on and 10 years
after the internet-the state of e-tourism research.”
They
were followed by Gupta, S., who had 793 citations from his four publications. Other
authors besides the fifteen listed in Table 6 may have made notable
contributions to the field of virtual environments. However, we did not use
their h-index as a metric since this index takes into consideration all of
their academic work, not just the papers they have written on virtual
environments
[10].
Therefore, the citations in Table 6 reflect the authors' contributions to the
field of virtual environments.
Table
6
Rank Order of the Most Prolific Authors
by Citations
Id
|
Label
|
Documents
|
Citations
|
1
|
Buhalis D.
|
1
|
1875
|
2
|
Law R.
|
1
|
1875
|
3
|
Gupta S.
|
4
|
793
|
4
|
Balasubramanian S.
|
4
|
782
|
5
|
Sashi C.M.
|
1
|
742
|
6
|
Lu Y.
|
4
|
719
|
7
|
Zhang H.
|
3
|
616
|
8
|
Ghobakhloo M.
|
2
|
606
|
9
|
Duan Y.
|
2
|
602
|
10
|
Zhao L.
|
3
|
576
|
11
|
Aarts G.
|
1
|
561
|
12
|
Coombs C.
|
1
|
561
|
13
|
Crick T.
|
1
|
561
|
14
|
Dwivedi R.
|
1
|
561
|
15
|
Dwivedi Y.K.
|
1
|
561
|
Source:
Developed by author
Table 7 shows the most cited papers
in the field based on the frequency of citations within the Scopus core
collection. This analysis was conducted to evaluate the impact of the
researchers’ work in the field.
[22],
with 1,875 citations, is the most widely cited article in this field. The other
influential documents with their citations can be seen in Table 7.
Table
7 Rank Order of the Most Contributing Documents by
Citations
Id
|
Label
|
Description
|
Sources
|
Citations
|
1
|
Buhalis
D and Law, R (2008)
|
Progress
in information technology and tourism management: 20 years on and 10 years
after the internet-the state of e-tourism research
|
Tourism
Management
|
1875
|
2
|
Sashi
C.M. (2012)
|
Customer
engagement, buyer-seller relationships, and social media
|
Management
Decision
|
742
|
3
|
Ghobakhloo
M. (2018)
|
The
future of manufacturing industry: a strategic roadmap toward industry 4.0
|
Journal
of Manufacturing Technology Management
|
603
|
4
|
Dwivedi
Y.K. (2021)
|
Artificial
intelligence (ai): multidisciplinary perspectives on emerging challenges,
opportunities, and agenda for research, practice and policy
|
International
Journal of Information Management
|
561
|
5
|
Chen
Y.-H. (2007)
|
Initial
trust and online buyer behaviour
|
Industrial
Management and Data Systems
|
524
|
6
|
Kannan
P.K. (2017)
|
Digital
marketing: a framework, review and research agenda
|
International
Journal of Research in Marketing
|
480
|
7
|
Malthouse
E.C. (2013)
|
Managing
customer relationships in the social media era: introducing the social CRM
house
|
Journal
of Interactive Marketing
|
473
|
8
|
Pletikosa
Cvijikj I. (2013)
|
Online
engagement factors on Facebook brand pages
|
Social
Network Analysis and Mining
|
471
|
9
|
Zhang
H. (2014)
|
What
motivates customers to participate in social commerce? The impact of
technological environments and virtual customer experiences
|
Information
and Management
|
461
|
10
|
Gomber
P. (2018)
|
On
the fintech revolution: interpreting the forces of innovation, disruption,
and transformation in financial services
|
Journal
of Management Information Systems
|
440
|
11
|
Wu
F. (2003)
|
An
analysis of e-business adoption and its impact on business performance
|
Journal
0f the Academy of Marketing Science
|
358
|
12
|
Lee
Y. (2006)
|
Investigating
the effect of website quality on e-business success: an analytic hierarchy
process (ABP) approach
|
Decision
Support Systems
|
325
|
13
|
Kamboj
S. (2018)
|
Examining
branding co-creation in brand communities on social media: applying the
paradigm of stimulus-organism-response
|
International
Journal 0f Information Management
|
310
|
14
|
Füller
J. (2006)
|
Community
based innovation: how to integrate members of virtual communities into new
product development
|
Electronic
Commerce Research
|
302
|
15
|
Rowley
J. (2006)
|
An
analysis of the e-service literature: towards a research agenda
|
Internet
Research
|
287
|
16
|
Van
Oosterhout M. (2006)
|
Change
factors requiring agility and implications for it
|
European
Journal of Information Systems
|
281
|
17
|
Syam
N. (2018)
|
Waiting
for a sales renaissance in the fourth industrial revolution: machine learning
and artificial intelligence in sales research and practice
|
Industrial
Marketing Management
|
264
|
18
|
Balasubramanian
S. (2003)
|
Customer
satisfaction in virtual environments: a study of online investing
|
Management
Science
|
264
|
19
|
Jung
T.et al.,
(2015)
|
The
determinants of recommendations to use augmented reality technologies: the
case of a Korean theme park
|
Tourism
Management
|
252
|
20
|
Bernardes
E.S. (2009)
|
A
theoretical review of flexibility, agility and responsiveness in the
operations management literature: toward a conceptual definition of customer
responsiveness
|
International
Journal of Operations and Production Management
|
249
|
Source: Developed
by author
Table
8 The Topical Relevance Documents Contributing to
the Domain
Id
|
Label
|
Description
|
Sources
|
Citations
|
1
|
Chandra
and Kumar (2018)
|
Exploring
factors influencing organizational adoption of augmented reality in
e-commerce: empirical analysis using technology-organization-environment
model
|
Journal
of electronic commerce research
|
71
|
2
|
Itani
and Hollebeek. (2021)
|
Light
at the end of the tunnel: visitors' virtual reality (versus in-person)
attraction site tour-related behavioral intentions during and post-covid-19
|
Tourism
management
|
88
|
3
|
Cao
Q. (2005)
|
The
impact of alignment between virtual enterprise and information technology on
business performance in an agile manufacturing environment
|
Journal
of operations management
|
123
|
4
|
Manis
and Choi
(2019)
|
The
virtual reality hardware acceptance model (VR-HAM): extending and
individuating the technology acceptance model (TAM) for virtual reality
hardware
|
Journal
of business research
|
153
|
5
|
Casaló
L.V. (2010)
|
Relationship
quality, community promotion and brand loyalty in virtual communities:
evidence from free software communities
|
International
journal of information management
|
158
|
6
|
Casaló
L. (2007)
|
The
impact of participation in virtual brand communities on consumer trust and
loyalty: the case of free software
|
Online
information review
|
224
|
7
|
Jung,
et al,.
(2015)
|
The
determinants of recommendations to use augmented reality technologies: the
case of a Korean theme park
|
Tourism
management
|
252
|
8
|
Balasubramanian
S. (2003)
|
Customer
satisfaction in virtual environments: a study of online investing
|
Management
science
|
264
|
9
|
Füller
et al. (2006)
|
Community
based innovation: how to integrate members of virtual communities into new
product development
|
Electronic
commerce research
|
302
|
10
|
Zhang
H. (2014)
|
What
motivates customers to participate in social commerce? The impact of
technological environments and virtual customer experiences
|
Information
and Management
|
461
|
Source:
Developed by author
Table 8 exhibits
the ten documents that were not among those with the highest citations but from
the same data set that met the specification criteria and directly mentioned
the keywords in the research query in studying the virtual environment domain,
regardless of their position and number of citations. The contributions of five
of them to the virtual environment knowledge base are explained hereunder:
[23]
investigated the determinants impacting
the inclination of e-commerce companies to embrace augmented reality (AR)
technology. The research employed the technology-organization-environment (TOE)
framework as the foundational theory. By concentrating on AR technology, which
has garnered relatively limited notice within the realm of information systems
(IS) research, this paper makes a noteworthy contribution. Moreover, it applied
the TOE framework to delve into the adoption intentions of AR technology,
focusing specifically on the standpoint of a business entity. The article
further pinpointed the critical elements influencing e-commerce enterprises'
inclination to adopt AR. These factors encompass endorsement from top-level
management, the expertise of decision-makers, technological proficiency,
financial capacity, comparative benefits, competitive influence, and consumer
preparedness. Moreover, the paper offers insights pertinent to both research
and practical application.
[24]
studied the influence of the COVID-19
pandemic on individuals' intentions to visit attractions, whether in physical
locations or through virtual means. It was rooted in the protection-motivation
theory. The research constructed and evaluated a model that delves into how
consumers' assessments of the threats posed by COVID-19 and their strategies
for coping with those threats affect their adherence to social distancing
measures. This, in turn, impacted their preferences for engaging in site tours
either using virtual reality (VR) technology or by physically visiting the
sites
[24].
Furthermore, the study explored the
diversity in consumers' demands for VR-based tours and their intentions to
endorse such tours, contingent on their level of adherence to social distancing
measures. This research makes a valuable addition to existing knowledge by
utilizing the protection motivation theory in the tourism domain. It also
scrutinizes the significance of social distancing as a coping mechanism in
response to COVID-19. Additionally, the study ventured into the feasibility of
utilizing VR technology as an alternative avenue for providing services at
attraction sites.
[25]
enhanced the body of knowledge
regarding the acceptance of virtual reality hardware by refining and
customizing the initial technology acceptance model (TAM) to suit this
particular context. The research introduced and evaluated a fresh framework
termed the VR hardware acceptance model (VR-HAM), which introduced perceived
enjoyment as a foundational factor alongside four contributing factors: age,
curiosity, prior experience, and willingness to pay a certain price. The study
discovered that factors such as willingness to pay a certain price, perceived
ease of use, and perceived enjoyment significantly predict intention regarding
VR hardware, attitude, and perceived usefulness. Additionally, the research
revealed that age, past experience, and curiosity play a role in shaping
perceived ease of use, while willingness to pay and curiosity impact the
perceived enjoyment aspect. The findings of this paper offer both theoretical
and practical insights with regards to acceptance, intention to purchase VR
hardware, and utilization.
[26]
explored the determinants that impact
the willingness to adopt and suggest augmented reality (AR) applications among
tourists who visit a theme park in South Korea. The study assesses the system's
functionality, personalized service, and how the quality of content influenced
user satisfaction and their intention to advocate for marker-based AR
applications. Additionally, the study investigated how personal innovativeness
acts as a moderating factor in the connection between quality and satisfaction.
The findings of the study demonstrated that the three quality dimensions all
contributed positively to user satisfaction, which in turn influenced the
intention to endorse AR applications. Furthermore, the research identified that
personal innovativeness plays a moderating role in the association between
system quality and satisfaction, as well as between content quality and
satisfaction, though this moderating effect was not observed in relation to
personalized service quality and satisfaction. This study makes a noteworthy
contribution to the field of augmented reality (AR) acceptance and endorsement
by employing a quality framework within a tourism setting and by investigating
how personal innovativeness influences this dynamic.
[27]
introduced an approach to incorporating
online community members into the procedures for developing new products. This
approach, referred to as community-based innovation (CBI), comprises a sequence
of four phases: "defining user indicators," "identifying
relevant communities," "designing virtual interaction," and
"facilitating user access and participation." The paper exemplified
the implementation of the CBI framework through a case study conducted at Audi
AG (a car company). In that instance, customers were invited to collaboratively
devise infotainment systems for automobiles. The article deliberated upon the
advantages and obstacles related to community-based innovation (CBI),
encompassing merits like enhancement of customer contentment, commitment, and
cost and risk reduction, as well as addressing legal and competitive concerns.
Moreover, the paper outlined potential pathways for future investigation in the
realm of CBI. These could involve evaluating its efficiency and efficacy, delving
into the motivations and viewpoints of both producers and consumers, and
gauging the influence of jointly developed products on the attainment of
innovative success.
This study serves as a baseline for
structuring and organizing the present scientific understanding of virtual
environments. We used multiple quantitative bibliometric approaches, such as
software and algorithmic processes, to assess the transmission of knowledge in
this subject. We have compiled a robust overview of the current understanding
of the topic, pinpointed potential research opportunities, and created a plan
for
a continued study that reflects the evolving
nature of the subject.
This
analysis of studies reveals the large amount of research on virtual environments
that has been conducted since 1998,
when the
first related scholarly article was published in the Scopus database. This boom
of literature on the topic has been largely concentrated in the last decade,
likely due to advancements in technology.
The review found common topics
for examination, including innovation management, social media analysis, business
development, digital technologies, customer management, firm performance, technology
management, virtual environments, digital capability, and market performance.
Recent
studies in the field of virtual environments have predominantly investigated
topics such as Industry 4.0, sustainable development, digital business
strategy, artificial intelligence, and big data technology. Consequently, these
are the areas that require the most attention from researchers due to the fact
that they are still new not only to developing countries, as the analysis
shows, but also to most developed countries.
This
research adds to the existing understanding of virtual environments by
inspecting what has already been done, pinpointing common patterns, and
recognizing topics that have not been thoroughly examined and need additional
investigation. It can give researchers an extensive overview of the topic or provide
an in-depth analysis of the reference system. This can assist teachers in
advancing the already existing knowledge regarding virtual environments by
pinpointing the most researched areas, being aware of the latest developments,
and understanding the direction the field is heading in.
This
research into virtual environments has identified the countries and journals
that have been the most productive and most highly cited, providing researchers
and other stakeholders with invaluable information for making informed
decisions about research and publication in this field.
This research provides an extensive
overview of the evolution and current state of virtual environments. It is a
great resource for researchers in information and communication technology, accounting,
finance, economics, and business management, as it provides them with key
sources of information, publications, and ideas for the future direction of the
field. Additionally, this research is valuable for anyone who wants to learn
about virtual environment literature.
First,
recent studies in the field of virtual environments
have predominantly investigated topics such as Industry 4.0, sustainable
development, digital business strategy, artificial intelligence, and big data
technology. Consequently, these are the areas that require the most attention
from researchers, due to the fact that they are still new not only to
developing countries, as the analysis shows, but also to most developed
countries (Tables 1 and 2).
Second,
the research conducted on the third sub-period revealed
an increase in the occurrence of keywords related to the virtual environment
for the three sub-periods, including innovation management (7, 29, 59), social
media analysis (0, 38, 49), business development (5, 27, 40), and digital technologies
(0, 19, 70), among others. This means that the virtual environment topics are
still hot with high growth (Table 1). Therefore, the key topics to be addressed
for future research are digital technologies, innovation management, digital
capability, social media analysis, firm performance, business development,
technology management, customer engagement, market performance, industry 4.0,
sustainable development, digital business strategies, virtual environments,
artificial intelligence, and big data technology.
The
use of the Scopus database in this study has its benefits, but it is also
limited. It is possible that documents from other databases such as
Inform/ProQuest, ABI, and the Web of Sciences were not taken into
consideration, which is a common issue in bibliometric studies (Jacsó,
2008). In addition to the findings of this search, other documents such as
conference proceedings, national journals, and editorial content that could be
just as relevant when discussing virtual environments should be taken into
consideration
[28].
Similar to the work of
[29]
and
[18],
this research used co-citation, key-word searches, co-occurrence, and co-author
analysis. Supplementing the findings with bibliographic coupling may be
advantageous. However, the shortcomings discussed suggest potential ways to
enhance future bibliometric studies.
The
author did not receive any money to fund the research, writing, or publishing
of the work.
This article does not include any
research conducted on humans by the author.
I, the author, state that there are
no conflicts of interest concerning this research or its publication.
The
data generated and evaluated in the present research can be accessed through
the Scopus database and can be obtained from the author upon request.
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