Inside advertising: The role of presence in the processing of branded VR content

Open Access
Authors
Publication date 2020
Host editors
  • T. Jung
  • M.C. tom Dieck
  • P.A. Rauschnabel
Book title Augmented reality and virtual reality
Book subtitle Changing realities in a dynamic world
ISBN
  • 9783030378684
ISBN (electronic)
  • 9783030378691
Series Progress in IS
Event International Augmented and Virtual Reality Conference
Pages (from-to) 11-22
Publisher Cham: Springer
Organisations
  • Faculty of Social and Behavioural Sciences (FMG) - Amsterdam School of Communication Research (ASCoR)
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.
Document type Conference contribution
Language English
Related publication Brands in virtual reality games: Affective processes within computer-mediated consumer experiences
Published at https://doi.org/10.1007/978-3-030-37869-1_2
Downloads
Inside advertising (preprint) (Accepted author manuscript)
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