Inside Advertising: The Role of Presence in the Processing of Branded VR Content
Zeph M. C. van Berlo (),
Eva A. van Reijmersdal,
Edith G. Smit and
L. Nynke van der Laan
Additional contact information
Zeph M. C. van Berlo: University of Amsterdam
Eva A. van Reijmersdal: University of Amsterdam
Edith G. Smit: University of Amsterdam
L. Nynke van der Laan: Tilburg University
A chapter in Augmented Reality and Virtual Reality, 2020, pp 11-22 from Springer
Abstract:
Abstract Virtual reality (VR) has become a new playground for brands and advertisers. However, empirical evidence for the effectiveness of VR branded content is still scarce. The aim of this study is therefore to examine the effectiveness of branded content in virtual space and the role of presence in the processing of brand information when playing a branded VR game. An experiment (N = 81) was conducted (using HTC Vive hardware) and showed that playing branded VR games can improve (implicit) brand memory. Moreover, the study showed that the increase in immersion experienced from playing a branded VR game strengthens players’ brand memory.
Keywords: Brand memory; Virtual reality (VR); Presence; Immersion (search for similar items in EconPapers)
Date: 2020
References: Add references at CitEc
Citations:
There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:spr:prochp:978-3-030-37869-1_2
Ordering information: This item can be ordered from
http://www.springer.com/9783030378691
DOI: 10.1007/978-3-030-37869-1_2
Access Statistics for this chapter
More chapters in Progress in IS from Springer
Bibliographic data for series maintained by Sonal Shukla () and Springer Nature Abstracting and Indexing ().