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a Conceptual framework: front view b Conceptual framework: rear view 

a Conceptual framework: front view b Conceptual framework: rear view 

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Mobile Virtual Reality provides a gateway for marketers to innovatively reach consumers. This study examines the impact of Virtual Reality in the context of transformational brand experience appeals, focussing specifically on the determining role of vividness. A three-dimensional conceptual framework is presented, offering a systematic review of th...

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... For example, one study proposed an approach to generate realistic avatars that include "natural facial expressions of a high-reality avatar to become a reliable conversation partner" (Kato et al., 2022, p. 131). Various empirical studies have shown that presence increases with vividness (Kim & Ko, 2019;Nicovich et al., 2006;Van Kerrebroeck et al., 2017;Zimmons & Panter, 2003) and that users experience a higher sense of presence when the virtual environment more closely mirrors the real world (Zhang et al., 2022a). Similarly, researchers have found that when a virtual world correctly renders the real world's physical rules through rendering techniques, the sense of co-presence increases (Kim et al., 2020). ...
... Visual imagery has long been adopted by marketers to communicate an understanding of what an experience offers, producing a stronger mental imagery for the consumer (Huang et al., 2013;MacKay and Fesenmaier, 1997). Images enhance the feeling of being able to explore a destination, which can positively impact attitudes and purchase intentions (Van Kerrebroeck et al., 2017). Further, images help users position themselves within the representation, and seeing people one identifies with strengthens one's connection to a destination (Tussyadiah and Fesenmaier, 2009). ...
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p>The increasing popularity and accessibility of virtual reality (VR) presents an opportunity for destination marketers to leverage its strengths to attract visitors. However, VR's benefits over more traditional media formats remain unclear. This paper reports results from two experiments that compared the impacts of consuming destination marketing material through VR with other media formats. The measured impacts include destination image, perceived advertising effectiveness, and behavioral intentions. Further, the dual experiments allowed for a comparison between different VR content styles (i.e. active vs. passive). Results show that more active VR content largely outperformed other media formats, but with a more passive style of VR these benefits were mostly muted. The findings have direct theoretical and practical implications relating to VR tourism marketing.</p
... Visual imagery has long been adopted by marketers to communicate an understanding of what an experience offers, producing a stronger mental imagery for the consumer (Huang et al., 2013;MacKay & Fesenmaier, 1997). Images enhance the feeling of being able to explore a destination, which can positively impact attitudes and purchase intentions (Van Kerrebroeck et al., 2017). Further, images help users position themselves within the representation, and seeing people one identifies with strengthens one's connection to a destination (Tussyadiah & Fesenmaier, 2009). ...
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p>The increasing popularity and accessibility of virtual reality (VR) presents an opportunity for destination marketers to leverage its strengths to attract visitors. However, VR's benefits over more traditional media formats remain unclear. This paper reports results from two experiments that compared the impacts of consuming destination marketing material through VR with other media formats. The measured impacts include destination image, perceived advertising effectiveness, and behavioral intentions. Further, the dual experiments allowed for a comparison between different VR content styles (i.e. active vs. passive). Results show that more active VR content largely outperformed other media formats, but with a more passive style of VR these benefits were mostly muted. The findings have direct theoretical and practical implications relating to VR tourism marketing.</p
... Additionally, VR's ability to create high vividness and presence perceptions is found in favorable attitudes toward advertisements and brands, which stimulates purchase intentions (Kerrebroeck et al., 2017). Creating a new channel for marketing communications, VR enables consumers to experience a 'real-use' sense of products and services, making marketing messages more effective (Jung et al., 2019). ...
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... 2.3.6 System quality and experiential value. Consumers' sense of presence, engagement and enjoyment are increased when they have a seamless and immersive VR experience (Van Kerrebroeck et al., 2017). A more immersive and fascinating experience is made possible by system quality elements, including realistic images, excellent audio, fluid interaction and a sense of being physically in the virtual environment. ...
... media content) determines the development of interpersonal relationships, and the same idea can be extended to the development of parasocial relationships (Aw and Chuah, 2021). According to past research, consumers' sense of connection and attachment to the media figure increases when they find VR content to be meaningful, educational, amusing and engaging (Van Kerrebroeck et al., 2017). ...
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... Construction professionals are involved throughout the lifecycle of construction projects (Van Kerrebroeck et al., 2017) to ensure effective project completion, notably in quality, schedule and cost (Akinosho et al., 2020). Among construction professionals, quantity surveyors (QSs) bring value to projects in terms of financial aspects at all project stages, from initial project planning to completion (Yogeshwaran et al., 2018). ...
... Our research proposes that CVI and CI are important virtual-reality celebrity resources associated with PR, presence, and BECCI. Although previous studies have examined CVI and CI in media richness and fan marketing research [48,61,62,80], an integrated model has been lacking. Based on E-D logic, our statistical results show that CVI and CI have significant direct impacts on PR and presence, respectively. ...
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... For "system function quality", the sensory properties of a VR system (e.g., vividness) have a significant impact. Van Kerrebroeck et al. [91] found that the vividness of video content positively impacts presence. Wei et al. [58] also found that VR vividness can affect users' behavioral willingness to use VR; the clearer and more realistic the picture, the greater the sense of presence. ...
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... This sense of presence can enhance consumer involvement and emotional attachment to the brand, leading to stronger brand recall and positive word-of-mouth. For example, a VR experience that takes consumers on a virtual journey through a brandʹs history or showcases the craftsmanship behind a product can create a deep emotional connection and foster brand loyalty (Van Kerrebroeck et al., 2017). Despite the potential benefits of VR in marketing, there are also challenges and limitations that need to be considered. ...
... The study also found that VR can increase consumersʹ perceived value of the product and their intention to purchase. Similarly, Van Kerrebroeck et al. (2017) found that VR can create positive emotional responses and enhance consumersʹ attitudes towards the brand. These findings highlight the potential of VR to create impactful marketing experiences that resonate with consumers and drive positive outcomes. ...
... Studies have shown that VR can enhance consumer engagement by providing interactive and immersive experiences that capture attention and foster deeper involvement with the brand. For example, a study by Van Kerrebroeck et al. (2017) found that VR experiences can create a stronger sense of presence and immersion compared to traditional media, leading to higher levels of consumer engagement and enjoyment. This heightened engagement is often attributed to the multisensory nature of VR, which allows consumers to interact with virtual environments in ways that are not possible with traditional advertising methods. ...
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... Immersive virtual environments also give the user a sense of being present in the virtual world, which is known as spatial presence (Sundar et al., 2017;Van Kerrebroeck et al., 2017;Fonseca & Kraus, 2016). Spatial presence is defined as "a two-dimensional construct of a shifted self-location and a shifted perception of action possibility" (Breves & Heber, 2019). ...
... Furthermore, individuals who interact with 360° videos experience high levels of interactivity compared to regular videos (Van Kerrebroeck et al., 2017) because of the movement experienced in a digital environment, which is normally stationary in real life (Riecke et al., 2006). Individuals can also simulate their behaviors in real life by interacting with a 360° video that is synonymous with them moving their heads in real life. ...
... Immersion is also greater for 360° videos compared to regular videos and static pictures, because they have high levels of spatial presence and interactivity, giving the user a feeling of being in a digital world. Therefore, individuals will exhibit increased pro-environmental behaviors and attitudes toward recycling when experiencing digital environments (Ahn et al., 2015;Van Kerrebroeck et al., 2017;Riecke et al., 2006). Moreover, realistic immersive media are found to be more persuasive (De Gauquier et al., 2018;Van Kerrebroecket al., 2017). ...
Thesis
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This dissertation examines the effects that spatial distance, cognitive elaboration, and immersive media type have on individuals’ attitudes towards recycling, behavioral intentions to recycle, and connectedness with nature, seeking guidance from the elaboration likelihood model, media immersion, and construal level theory. This was done using a between-subjects factorial design and mediation model in study one. Study one was conducted by manipulating immersive media type (360° online video vs. 2D online video) and spatial distance (close vs. far away) with cognitive elaboration being used as a correlational, mediating variable. Then, study two was conducted by manipulating cognitive elaboration (high vs. low) and making immersive media type (360° online video vs. 2D online video) a manipulated factor, shifting cognitive elaboration from a mediating variable to a causal, manipulated variable from study one to study two respectively to establish causal effects.