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Using immersive technologies for conducting research: When frictions lead to appropriation

Recourir à des technologies immersives à des fins de recherche: quand les frictions conduisent à l’appropriation

Pauline de Pechpeyrou (), Nicolas Boulbes (), Baptiste Kotras () and Bernard Quinio ()
Additional contact information
Pauline de Pechpeyrou: IRG - Institut de Recherche en Gestion - UPEC UP12 - Université Paris-Est Créteil Val-de-Marne - Paris 12 - Université Gustave Eiffel
Nicolas Boulbes: HNHP - Histoire naturelle de l'Homme préhistorique - MNHN - Muséum national d'Histoire naturelle - UPVD - Université de Perpignan Via Domitia - CNRS - Centre National de la Recherche Scientifique
Baptiste Kotras: LISIS - Laboratoire Interdisciplinaire Sciences, Innovations, Sociétés - CNRS - Centre National de la Recherche Scientifique - INRAE - Institut National de Recherche pour l’Agriculture, l’Alimentation et l’Environnement - Université Gustave Eiffel, LATTS - Laboratoire Techniques, Territoires et Sociétés - ENPC - École nationale des ponts et chaussées - CNRS - Centre National de la Recherche Scientifique - Université Gustave Eiffel
Bernard Quinio: EconomiX - EconomiX - UPN - Université Paris Nanterre - CNRS - Centre National de la Recherche Scientifique, CEROS - Centre d'Etudes et de Recherches sur les Organisations et la Stratégie - UPN - Université Paris Nanterre

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Abstract: While immersive technologies have demonstrated their potential for engaging their public in a rich experience, little is known about their use as a research tool for archeologists. The objective of this paper is to investigate the appropriation process of a virtual reality platform by archeologists. The observation of test sessions of the immersive platform by eight researchers confirms the key role of control and immersion, as already established in the literature. It also points to two less expected results: the importance of the researcher's background in the appropriation process and the role of frictions (with respect to former representations) as a key factor for appropriation. These results give directions for researchers and practitioners in marketing.

Keywords: Appropriation; Immersion; Frictions; Innovation; Virtual reality; Réalité virtuelle (search for similar items in EconPapers)
Date: 2020-09-03
Note: View the original document on HAL open archive server: https://hal.science/hal-02956435v1
References: View references in EconPapers View complete reference list from CitEc
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Published in Colloque sur le marketing digital, Sep 2020, Paris, France

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