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Dine in or take out dataset: user behavior in an interactive virtual reality café
Elza Ibragimov1, Natasha Kholgade Banerjee1, Sean Banerjee1
1Wright State University, Department of Computer Science and Engineering, 3640 Colonel Glenn Highway, Dayton, OH, 45435, USA.
Data in Brief
|July 6, 2026
Summary
This study introduces a virtual reality dataset to explore how Gen Z individuals decide between dining in or taking out food. Wait times significantly influence choices, impacting anxiety and frustration levels in the virtual café environment.
Area of Science:
- Human-Computer Interaction
- Virtual Reality
- Behavioral Science
Background:
- Understanding consumer behavior in virtual environments is crucial for service design.
- Virtual reality (VR) offers a controlled setting to study decision-making processes.
- Gen Z's digital nativity makes them ideal participants for VR-based studies.
Purpose of the Study:
- To introduce the Dine In or Take Out Dataset, a novel VR dataset.
- To investigate how wait times and environmental factors influence dine-in vs. take-out decisions in VR.
- To analyze the impact of these decisions on user-reported anxiety, loneliness, and frustration.
Main Methods:
- Collected data from 35 participants in a VR café using Meta Quest Pro.
- Implemented four randomized wait-time treatments (maître d' and food).
- Measured psychological states (anxiety, loneliness, frustration) and collected behavioral/biometric data (eye-gaze, movement).
Main Results:
- The dataset allows analysis of how wait times affect dine-in/take-out choices.
- Changes in anxiety and frustration levels correlated with different wait time conditions.
- VR sickness and usability were assessed post-immersion.
Conclusions:
- The Dine In or Take Out Dataset provides valuable insights into virtual consumer behavior.
- Future research can utilize this dataset with deep learning models to predict responses.
- Findings can inform the design of virtual and physical service environments.

