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Understanding Virtual Reality in Marketing: Nature, Implications and Potential

Authors:
Understanding Virtual Reality in Marketing:
Nature, Implications and Potential
Stuart J. Barnes
Department of Management
King's College London
Franklin-Wilkins Building, 150 Stamford Street
London SE1 9NH
United Kingdom
Tel: +44-207-848-4927; Fax: +44-207-848-4639
Email: stuart.barnes@kcl.ac.uk
Please cite this paper as:
Barnes, Stuart, Understanding Virtual Reality in Marketing: Nature, Implications and
Potential (November 3, 2016). Available at SSRN: https://ssrn.com/abstract=2909100
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Understanding Virtual Reality in Marketing:
Nature, Implications and Potential
Abstract
A new wave of virtual reality (VR) development promises to make the technology
mainstream, and with it to provide an exciting new platform for consumer marketing. The
impacts of VR on marketing are currently not well understood. This paper provides a
framework for understanding the impact of virtual reality on consumers, integrating
individual, technology and social levels, and focusing upon the central role of presence,
consumer VR experiences and socialness in driving changes in consumer engagement. The
paper illustrates the value of VR in marketing through a number of current examples of the
use of virtual reality in marketing functions, and examines the nature of the experiences
offered. It further provides a framework for positioning the level of VR consumer engagement
based on location and interactivity. The paper rounds off with a discussion of the future of VR
and a number of problems that need to be solved.
Keywords: virtual reality; VR; presence; framework; experience; examples; consumers.
1. Introduction
Virtual reality (VR) is not a new technology. Early computerized VR began in the late-1960s
(VRS 2016), but it was not until the 1980s that the name was coined, alongside the
commercial release of head mounted displays and haptic gloves attached to a computer that
simulated 3D environments in surround stereoscopic vision (Brey 2008). VR began to appear
in computer games in the early 1990s, while Ford began using VR for design and production
of its vehicles in 1999 (Gaudiosi 2015). However, VR never became a mainstream consumer
product. Now, like tablet computers and wearable computer watches, the hope is that VR will
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come of age. The impact of VR on gaming, entertainment, marketing, education, product
design, communications and other aspects of business is likely to be considerable. The
development of VR now is being compared to that of social media in 2008, prior to becoming
mainstream (Morris 2016).
According to the Oxford English Dictionary, virtual reality refers to “The computer-
generated simulation of a three-dimensional image or environment that can be interacted with
in a seemingly real or physical way by a person using special electronic equipment, such as a
helmet with a screen inside or gloves fitted with sensors.” NASA (2016) provide an even
more technical definition of VR as “the use of computer technology to create the effect of an
interactive three-dimensional world in which the objects have a sense of spatial presence”.
For a more pragmatic definition, eMarketer (2016) suggests “VR completely immerses a user
inside a virtual world or experience, typically through the use of a head-mounted display
(HMD) that is often connected to headphones, controllers and other peripherals that let users
navigate through that experience. A key characteristic of a great VR experience is the feeling
of ‘presence’—users feel like they are truly in the synthetic environment being presented.” A
related technology, augmented reality (AR), involves overlaying digital objects and/or
information in the real world through digital devices (such as Google Glass or smartphones).
A recent example is the popular mobile phone game Pokémon Go. Similarly, mixed reality
(MR), merges real-time 3D world software content with the real world, a notable example
being Microsoft’s HoloLens MR platform.
Business investment in VR in recent years has been vehement. Facebook spent $2
billion on Oculus Rift in March 2014. Google spent $542 million on Magic Leap in October
2014. From Q1 2014 to Q2 2015, more than $1 billion was invested in 91 deals in VR and AR
(eMarketer 2016). More than the technology, content is key to the success of VR. According
to Goldman Sachs, the VR branded content market could be worth $80 billion by 2025
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(Bellini 2016). If predictions are correct, VR is headed to be consumer mainstream within five
years.
This paper examines the impact of the recent wave of advanced virtual reality
applications on marketing. Virtual reality affords marketers the opportunity to provide
potential consumers with the most realistic experience of a product, service or place yet
without necessary physical co-location. This provides an advanced, rich and immersive
medium that is able to deliver distinctive, high-impact and memorable messages, and engage
audiences and potential consumers (Schmitt 1999; Pine and Gilmore 1998, 1999). The
immersive value of the medium surpasses that of traditional 2D screens and some evidence
suggests that experienced presence might even surpass reality for some situations, depending
on social co-construction and physical and cultural artefacts (Villani et al. 2012). The
potential applications in marketing are many and varied and include promotion, market
research, online sales, customer service, brand management, and public relations.
In the next section, we provide a framework to help to understand the impact of VR on
consumer engagement. This is followed by some examples of VR in marketing and further
frameworks that position the value of VR to the marketing effort based on the nature of the
experience, the characteristics of the VR platform, and location of customer interactions. The
paper concludes with a discussion of the future of VR and some limitations that need to be
addressed.
2. A Framework for Understanding the Consumer VR Experience
To aid in the understanding of the impact of VR on the consumer, consider Figure 1, within
which there are three main groups of factors driving the consumer VR experience. At the
technological level, we consider the VR delivery system, which has associated artefacts,
hardware, software, communications and data infrastructure required for VR. The VR
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delivery system is an enabler for developing the consumer VR experience – and thereby VR
consumer engagement – particularly through gamification, hyperpersonal content and
environment cues. At the individual-level, we consider the complex psychological drivers
influencing the consumer VR experience. These factors examine consumer predilections in
VR environments and social VR situations. At the social level, we move beyond the
individual to connected others: 3D virtual worlds are often shared with groups of other avatars
and likely to be linked into social networks, assisting in the development of social presence,
social capital and social interactions. These social influences contribute greatly to the
consumer VR experience. The ultimate outcomes of the VR marketing experience are
affective, cognitive and behavioral (conative) change at the individual level. This may
include, for example, an emotional connection with a brand, knowledge to solve a customer
service support problem, or the purchase of a product.
*** INSERT FIGURE 1 ABOUT HERE ***
2.1. VR Consumer Experience
At the center of Figure 1 is the Consumer VR Experience (CVRE) construct. The construct is
composed of three key aspects: presence, socialness and nature of experience. Each of these
concepts is founded on rich, but typically separate, streams of literature: presence from
human-computer interaction; experience from services marketing; and socialness from social
psychology, HCI and other sources.
A key element of CVRE is presence, the definition of which is complex, multifaceted,
and rich in literature on the nature of its development. Early definitions of virtual reality
focused narrowly on hardware. For example, Coates (1992), cited in Steuer (1992, p. 74),
defines virtual reality as “electronic simulations of environments experienced via head
mounted eye goggles and wired clothing enabling the end user to interact in realistic three-
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dimensional situations.” Steuer (1992) was the first to define virtual reality according to the
concept of telepresence as experienced through a rich, simulated media environment. While
presence is defined as the sense of being in an environment (typically a physical environment
mediated by the senses), telepresence is the “experience of presence in an environment by
means of a communication medium” (Steuer 1992: p. 76). According to Steuer (1992), two
key dimensions of technology contribute to the feelings of telepresence experienced by
humans: vividness and interactivity. Vividness is the “ability of a technology to produce a
sensorially-rich mediated environment,” whilst interactivity is the “degree to which users of a
medium can influence the form and content of the mediated environment” (Steuer 1992, p.
80). Put simply, vividness is how real a VR environment appears to a user, which will vary
according to the number of a body’s five sensory systems (and sensory modalities) that are
used (breadth), and the quality of sensory feedback (depth) in those senses, e.g. quality of
visual, auditory feedback, or touch feedback. Interactivity can be understood as the extent and
realism of actions performed in the virtual world, which will vary according to the number of
possible actions (range), whether actions are real-time (speed), and the natural/predictive
nature of controls (mapping of controls to virtual world).
Sherman and Craig (2013) provide a further helpful summary of four elements that are
essential to virtual reality experiences: 1. the virtual world environment inhabited by the user
(including 3D digital objects, space and rules); 2. the feeling of immersion in the virtual world
or actually “being there”; 3. interactivity – the degree to which the user can interact with the
virtual world, its objects, characters and places, and how it responds; and 4. the selective
provision of sensory feedback to the user based on user input, such as navigation.
Steuer’s (1992) definition relies on the use of communication media. However, if VR
is delivered through a PC or an app with no remote connection, we may need to reconsider the
question of how the definition of telepresence is reinterpreted. The seminal paper of Lombard
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and Ditton (1997) provides an important clue to a more suitable vision of telepresence,
suggesting that it is related to the disappearance of the technological experience during VR
interaction, as it becomes “invisible.” Zahorik and Jenison (1998) go further and use
metaphysical arguments from philosophy to argue that presence relates to successful
interaction with an environment, whether real or virtual. Riva and Mantovani (2014) offer
support for this view and argue that “presence is a core neuropsychological phenomenon
whose goal is to produce a sense of agency and control: I am present in a real or virtual space
if I manage to put my intentions into action (enacting them)” (p. 10). In synthesis, this
suggests that telepresence can be defined as the successful enactment of consumer intentions
in a VR environment where technology is invisible.
Virtual reality provides an effective platform for experience marketing (Schmitt 1999;
Pine and Gilmore 1998, 1999). In experience marketing, businesses focus on developing and
providing memorable events for customers, which in themselves become products (the
“experience”), with monetary value in the transformational benefits offered by the
experiences. From the experiential marketing perspective, consumers are both rational and
emotional and seek pleasurable experiences. Marketers can provide such experiences through
technology, such as VR, as a medium for experience provision, aiming to create holistic
experiences that integrate personal experiences into an organized whole. The types of
experiences that marketers should seek to provide include those that are sensory (engaging all
the senses), affective, creative and cognitive, physical, and related to social identity. Branding
in the experiential marketing should provide “products, communications, and marketing
campaigns that dazzle their senses, touch their hearts, and stimulate their minds” (Schmitt
1999: p. 57). Pine and Gilmore (1998) recommend that consumer experiences should be
designed around themes and include memorabilia in order to create memorable experiences
(e.g. Disney characters in Disney themed worlds), accentuating positive cues whilst removing
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negative cues. Section 4 examines a number of VR experiences through the lens of Pine and
Gilmore’s (1998, 1999) Realms of Experience Framework.
One key component that is missing from traditional definitions of virtual reality is the
social dimension, the feeling of socialness stemming from the perception of and interaction
with ‘others’. Socialness can be defined as the extent to which users perceive social cues
within a virtual environment considered as a social entity (Barnes and Vidgen 2014). Various
contributory factors from the VR delivery system, social influences and psychological drivers
will influence the feeling of socialness in a virtual environment. Players encounter social cues
within the virtual reality environment that contribute to the feeling of socialness, determined
by the design of the gaming environment (e.g. environmental cues – see section 2.2), social
influences (e.g. social presence and interactions – see section 2.4), and the psychological
tendencies of each individual (e.g. self-construal and ethopoeia – see section 2.3).
2.2 VR Delivery System
Let us begin by examining the technological level. Technology provides a critical enabler for
VR telepresence experiences. Indeed, it is the advancement of technology that is providing an
impetus to the current wave of development and applications. The most obvious requirements
for VR are the special hardware interfaces, including the headsets and other controlling
devices. Juniper Research (2015) predict the number of VR headset shipments will reach 30
million by 2020, driven by video and gaming. The VR headset market could be worth $62
billion by 2025 (Munster et al. 2015). Headsets vary considerably in their cost and capability,
ranging from free giveaway Google Cardboards to advanced Oculus Rift headsets. Effectively
headsets are based around three main platforms: desktop computers, e.g. the head mounted
Oculus Rift (Facebook); computer consoles, e.g. Sony’s Playstation VR; and headsets into
which mobile phones are inserted, including the Samsung Gear VR and Google’s Daydream
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platform (which will launch in November 2016) at one end of the market and the basic
Google cardboard (foldable cardboard headset) at the other. VR technologies provide video
and audio, but vary in the degree of immersion offered, for example, through the graphical
field of view (i.e. extent of observable virtual environment) and the quality of audio, e.g.
using 3D spatial audio.
Haptic devices used for interacting with the virtual world range from some of the
mass-market controllers for the Oculus Rift and HTC Vive, which tend to have pistol grips, to
more natural haptic devices aimed at detecting body and muscle movements from hands and
forearms and giving sensory feedback. Several of these technologies are more futuristic or
niche, including the Teslasuit, which enables a user to actually feel objects in the virtual world
and for VR users to interact physically, and the Virtusphere, a rolling ball that delivers the
possibility of seemingly limitless movement in VR while actually staying in the same place.
These technologies provide the means for very advanced interactivity and sensory feedback.
Alongside the VR hardware, software, data and content provide an essential enabler of
the VR experience. Central to the experience is the virtual world, which has been argued to be
a fertile bed for marketing and studies of consumer behavior (Barnes 2010, 2011; Barnes et al.
2015; Barnes and Mattsson 2011a, 2011b; Barnes and Pressey 2011, 2012; Guo and Barnes
2009, 2011; Hemp 2006; Lui et al. 2007; Pressey et al. 2013; Tikkanen et al. 2009). A ‘virtual
world’ may be defined as “an electronic environment that visually mimics complex physical
spaces, where people can interact with each other and with virtual objects, and where people
are represented by animated characters” (Bainbridge 2007, p. 472). According to Novak
(2012), virtual worlds, such as Second Life, exhibit five core characteristics experienced by
the user: a graphical 2D or 3D interface; a social context experienced by many individuals;
interactivity and vividness of the virtual environment; a shared space for interaction; and
persistence of the environment.
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Virtual worlds, by virtue of their digital nature, enable the tracking of activity of the
consumer within, what they are touching, looking at or doing, or even potentially the
emotions they are experiencing using physiological interfaces (Levine 2016). Thus, it is
possible to collect data on consumer behavior in the virtual world. Combined with additional
data on the particular consumer and other available relevant data sources, advanced data
analytics could be applied, potentially combining tools from artificial intelligence and
gamification techniques to hyperpersonalize content for future experiences. Such
hyperpersonalized content is likely to be more subtle and persuasive in delivering marketing
messages for the modern consumer, requiring less mental processing resources and focusing
on the peripheral processing route in the elaboration likelihood model, including such issues
as emotional motivation, production quality, credibility and attractiveness (Cacioppo and
Petty 1979; Petty and Cacoppo 1986; Petty and Krosnick 1995). Hyperpersonalization enables
an authentic, engaging focus for VR marketing content, which can then be amplified through
a variety to techniques, such as social media (McLaren 2016).
Native advertising refers to methods for presenting consumers with commercial
persuasive messages similar to non-third-party content from the same source (Wojdynski
2016). As a method, it is growing considerably in terms of practitioner interest and
expectation, particularly due to its potential value on social media platforms. Traditional
native advertising includes sponsored content that could feasibly include VR in the future.
Native advertising has raised ethical concerns, as consumers typically are unaware of the
persuasive nature of the message contained within seemingly innocuous content (Wojdynski
and Evans 2016). Such issues can however be overcome by appropriately priming consumers
about the persuasive intent of messages (Wu et al. 2016). The practical value of matching
channel to corporate sponsor is also notable, since unprimed consumers were found to
perceive strong persuasive intent on low credibility media channels for high credibility
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sponsoring companies; when primed, however, consumers perceived persuasive intent only
for low credibility sponsored content on high credibility channels (Wu et al. 2016).
Early research into hyperpersonal content systems has found mixed results. Warshaw
et al. (2015) found that consumers trusted “expert” algorithms associated with hyperpersonal
content delivery and considered them “creepily” accurate. However, Warshaw et al. (2015)
also found that people felt pressurized to use such systems and felt unqualified to modify
content. The future design of hyperpersonalization systems must pay adequate attention to
informed sharing of hyperpersonal data in social networks and user control over content
editing.
Gamification relates to the application of game design principles to non-game goods
and services in order to increase perceived customer value and influence value-creating
behaviors, for instance increased loyalty, consumption, engagement and brand or product
advocacy (Blohm and Leimeister 2013; Hofacker et al. 2016). Hofacker et al. (2016) use
Schell’s (2008) Tetrad Model to explain how such gamification can be achieved in the mobile
marketing context, emphasizing that story, mechanics, aesthetics and technology will play key
roles, and will be moderated by the type of product/service and the nature of the consumer,
particularly goals and characteristics. Clearly, a number of VR platforms have been designed
principally as conduits for gaming, such as the Sony Playstation VR. The visual
representations (vividness) are also notable elements in developing a game-like environment.
Notwithstanding, it is clear that the VR platform presents a number of other features which
render it a fertile bed for developing consumer value and subsequent value-based outcomes.
For example, the VR medium offers the opportunity for narrative transportation, as the
consumer becomes immersed in the particular storyline presented in the marketing content
offered (van Laer et al. 2014). This may be more effective where there is a congruence
between the game and marketing goals through regulatory fit (Hofacker et al. 2016), which
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can increase motivation to process information, consumer engagement, time spent in-world,
and intensify positive and negative reactions (Lee et al. 2010). Further, the reward structure
presented in VR and its interaction with the goals of consumers, such as extrinsic or intrinsic,
will be important determinants of reactions to marketing content (Hofacker et al. 2016).
A key element that marketers must focus on in order to deliver high quality consumer
experiences is the provision of environmental cues (Pine and Gilmore 1998, 1999). The
development of such cues in the delivery of VR content must attempt to accentuate positive
experiences through positive cues and reduce the prevalence of possible negative cues.
Positive environmental cues act to affirm a positive experience, creating a stronger, more
memorable impression on consumers. For example, visual and aural cues may provide
information about what the VR consumer will experience next, and act as a priming tool, such
as “your adventure is about to begin” (Pine and Gilmore 1998). Such cues may also act to
encourage certain types of in-world behavior, such as arrows or other signage to encourage a
consumer to press a button to activate a module of experience content. The consistency of
design of environment cues is paramount; if they are not properly designed or utilized this can
create an unpleasant experience for consumers who follow the “wrong” path. Similarly,
negative cues in VR content should be removed or reformulated into neutral or positive cues.
For example, an item on a shelf in a VR supermarket application should not be marked as
“not available” but rather as “available soon” or removed altogether, while in-world avatars
that provide service information to all consumers should be “pull” rather than “push”
activated.
2.3 Psychological Drivers
Research has suggested a number of psychological influences that are likely to impact
consumer engagement in VR environments.
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The effect of social factors on the consumer is likely to vary due to psychological
factors. One such factor is self-construal, which examines “an individual’s nature or
relationship with other people” (Keng et al. 2016, p. 432). Self-construal can be either
independent or interdependent; independent self-construal refers to an individual’s behavior
that is constructed with reference to his or her own personal thoughts, feelings or actions,
whereas interdependent self-construal refers to behavior composed with reference to the
thoughts, feelings or actions of others (Keng et al. 2016), typically as part of a group (Singelis
1994). Self-construal has been found to be significantly related to social media use and word
of mouth (Hoffman et al. 2012), and to influence impulsive consumption behavior (Zhang and
Shrum 2009). Keng et al. (2016) found that self-construal moderated the relationship between
mere virtual presence with product experience and both brand attitudes and purchase
intention.
Presence in VR environments can be influenced by the tendency of the respondent
towards absorption, “episodes of total attention that fully engages one’s representational
resources” (Kober and Neuper 2013, after Tellegen and Atkinson 1974), since evidence
suggests that an absorbed individual centers their attention on the virtual environment rather
than the real world (Wirth et al. 2007). Mental imagination is the general ability to imagine an
assortment of sensory modalities without actual sensory presentation (Sheehan 1967). A
number of studies have shown that the ability of an individual to create mental images of
people, objects or events influences their experience of telepresence in VR (Sas and O’Hare
2003; Wallach et al. 2010). Further, the responsivity of an individual to others’ experiences
and the ability to adopt and see their perspective, empathy, is also considered an influence on
presence. As Nicovich et al. (2005) point out, empathy and telepresence effectively use the
same projective “tool set” to become part of the experience of a virtual world or another
person. Various studies have found support for the role of empathy in developing telepresence
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experiences (Kober and Neuper 2013; Nicovich et al. 2005; Sas and O’Hare 2003; Wallach et
al. 2010). Finally, the tendency of individuals to experience flow, increased involvement or
immersion while conducting certain activities has been shown to be a driver of telepresence –
referred to as immersive tendencies. Numerous studies have shown that those that are more
inclined to immersion are more likely to experience a richer sense of telepresence (Kober and
Neuper 2013; Laarni et al. 2004; Wallach et al. 2010; Witmer and Singer 1998).
Numerous other factors have been found to contribute to VR telepresence experiences,
although sometimes with very mixed results. For example, impulsive tendencies, whereby an
individual acts without thinking and planning is posited to use the same part of the brain as
telepresence (Beeli et al. 2008), and Larni et al. (2004) found support for its influence on
telepresence in VR. However, Kober and Neuper (2013) found no such support. Similarly,
people who feel a lack of control over the events that unfold in their lives, referred to as an
external (i.e. outside of the person) locus of control, have been hypothesized to experience a
heightened degree of telepresence (Murray et al. 2007; Wallach et al. 2010). However, again,
Kober and Neuper (2013) could not find empirical support for this supposition.
Media equation theory asserts that humans treat computers and media as other
humans, even when they know that they are not (Moon 2000). The theory is founded on the
principal that individuals mindlessly apply social rules and expectations to computers and
exhibit the same responses to computers as they would to human actors (Nass and Moon
2000). Such behavior occurs regardless of whether the communication is via text, voice or
anthropomorphic virtual agents, and the theory has recently been applied to studies of user
behavior in virtual worlds (Zhao et al. 2010). VR may include avatars, either human or
computer controlled. Research has found that human or autonomous avatars will evoke a
social response from consumers (von der Pütten et al. 2010). Responses to autonomous agents
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are automatically triggered by social cues from social situations – the ethopoeia concept (Nass
and Moon 2000).
2.4 Social Factors
While Facebook has a massive user base (estimated at 1.65 billion in Q1 of 2016; Statista
2016), its platform for communication lacks the degree of socialness offered through richer
channels such as virtual worlds. Facebook’s purchase of the Oculus Rift is most likely aimed
at bringing a greater degree of social interaction into its social network platform in the longer
term. Indeed, the company is developing social VR that creates strong social presence through
detailed avatars, facial expressions (eyes and mouth), body language, hand and head motion
and positional tracking (Carbotte 2016). Connecting to friends, family, and other consumers
by linking existing social networks to virtual worlds will provide the much-needed dimension
of socialness to VR.
Social capital and social interaction have been found to be key elements in
encouraging consumer engagement (Chu and Kim 2011). From a marketing perspective,
social networking provides an important medium for enabling word-of-mouth
communications (Yadav and Pavlou 2014). Word of mouth (WOM) –which describes person-
to-person communication such as personal recommendations – has for many years been
recognized as an important element in distributing product and market information (Gilly et
al. 1998). Such communication tends to be more trusted and to have more credibility and
believability for consumers than formal marketing (Feick and Price 1987), and WOM
recommendations via social media can have more commercial value than traditional
marketing vehicles (Trusov et al. 2009), affecting purchase behavior through embedded
information and persuasion (Goh et al. 2013). Moreover, the valence elasticity of WOM in
social media appears higher for privately consumed, low trialability products that would
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appear suitable for VR experiences (You et al. 2015). The value of engagement and WOM in
social networks is strongly linked to their social capital, including tie strength, trust, shared
frame of reference, normative and informational influence (Chi 2011; Chu and Kim 2011;
Ellison et al. 2007; Hung and Li 2007; Utz and Muscanell 2015). Ashley and Tuten (2015)
find that experiential message appeals are significantly related to social capital via Klout
scores and engagement measures through Engagementdb. They also find that other aspects of
social media engagement are related to social capital features such as numbers of
followers/fans, Klout score and engagement score.
Social presence is an established concept that refers to the extent to which a medium
facilitates a user to connect personally with other users of the medium (Short et al. 1976) and
to experience other users as being psychologically present (Fulk et al. 1987). Originally,
research into social presence theory focused on media characteristics and the extent to which
a medium could convey social cues (Short et al. 1976), particularly given the requirements of
particular tasks (Karahanna and Straub 1999). Here, social presence is encapsulated by the
richness, interactivity and feelings of warmth, human contact, sociability and sensitivity
afforded by a medium (Gefen and Straub 2003).
More recently social presence theory has been applied to various computer-generated
environments, including virtual worlds (Mennecke et al. 2011; Sivunen and Nordbäck 2015)
and virtual reality (Poeschl and Doering 2015) and have extended the concept of social
presence to fit these new media. Biocca et al. (2001) argue that social presence is
multidimensional and consists of co-presence (the feeling of being together with other people
in the virtual environment), psychological involvement (the impact of perceived
psychological factors from the respondent and other individuals, such as their mood), and
behavioral engagement (the impact of the actions of the respondent and other individuals).
This is further confirmed in a study by Sivunen and Nordbäck (2015), using qualitative and
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quantitative data collected in the virtual world of Second Life, which has more recently been
enabled for use with the Oculus Rift. Sivunen and Nordbäck (2015) found that social presence
varied constantly in strength within groups and subgroups (e.g. between just a few members
of a group). Perceptions of social presence in a virtual world can lead to physiological and
psychological effects (Mennecke et al. 2011), including affective, cognitive and behavioral
effects. More broadly, Lim et al. (2015) found that in the context of social TV (backchannel
communication on social media during a live TV broadcast), social presence influenced brand
loyalty (in the form of recommendation and continued use), mediated by brand commitment,
characterized by attachment and belonging to a brand. Ashley and Tuten (2015) find that
social presence has a strong link to consumer engagement in their examination of brands
using social media. Lu et al. (2016) find that social presence influences trusting beliefs, which
in turn impacts purchase intentions.
In the consumer context, the concept of mere virtual presence (MVP) has been used to
describe the presence of other consumers in a virtual environment. The concept is similar to
that of co-presence. Naylor et al. (2012) found that social influence can impact presence in a
virtual brand community context, subsequently impacting brand evaluation and purchase
intention. Keng et al. (2016) further extend the MVP concept to encapsulate other consumers
with product experience: “Upon seeing that someone similar to oneself likes a certain product,
a member of a virtual brand community might involuntarily think that he/she also likes the
product, and we defined this as mere virtual presence with product experience (MVPE)” (p.
432). Keng et al. (2016) find that MVPE has a greater impact on purchase intention than MVP
and that the impact of MVPE on brand attitude varies according to the relationship with other
consumers, being greater for in- rather than out-groups.
Social interaction with those present in a virtual reality environment or with those in
the extended social network channels that are accessible will also be important in creating a
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high quality VR consumer experience that manifests in positive consumer outcomes.
Customers may influence one another directly or indirectly (Bitner 1992). Verhoef et al.
(2009) explore how social environment, including social interaction between consumers, is an
important determinant of customer experience. Numerous studies have examined the positive
and negative aspects of social interactions between consumers (e.g. Wu 2007 examines the
tourism industry). Lim et al. (2015) find that communal engagement (a form of behavioral
engagement) in the form of interaction and sharing content within the social TV brand
community encouraged consumer loyalty. Hudson et al. (2016) conducted three studies and
found that social media interaction impacted on brand relationship quality and word-of-
mouth, particularly when consumers anthropomorphize a brand and avoid uncertainty.
2.5 VR Consumer Engagement Outcomes
The use of VR for marketing will typically be targeted on one or more of three key types of
consumer engagement outcome: cognitive, affective and conative change. Cognitive change
occurs through increasing awareness and knowledge regarding the product, service, and/or
brand through memorable VR content, increasing the likelihood of attention and absorption.
Affective change occurs by attempting to strike a bond with consumers and providing
pleasurable experiences, increasing their liking and preference for the product, service and/or
brand by highlighting key features or benefits. Finally, conative change involves allows VR
consumers to experience aspects of the product, service and or brand, attempting to increase
the desire to make actual purchases, which may be facilitated through the virtual world, and
other positive social outcomes such as sharing VR experiences or endorsement of brands from
VR. It is also possible that different types of consumer outcome are targeted through the same
VR marketing initiative, creating a combined hierarchy of effects (Lavidge and Steiner 1961).
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Dassart et al. (2016) provide a comprehensive scale for measuring consumer
engagement based on affective, cognitive and behavioral dimensions in the context of online
brand communities. The affective dimension is composed of enthusiasm and enjoyment,
whilst the behavioral construct includes sharing, learning and endorsing. Cognitive
dimensions include attention and absorption. Such a scale would also seem suitable in the
context of the consumption of VR experiences.
A number of features of VR marketing suggest that it could have a successful impact
on the above consumer outcomes. Villani et al. (2012) provide evidence that experienced
presence in VR might even surpass reality for some situations, depending upon social context.
The novelty of the technology is associated with greater levels of media and public interest
(assisting cognitive change). Unlike using a mobile phone, for example, VR requires donning
a headset, removing distractions and providing full immersion in marketing content and
messages. The nature of the VR experience is also more direct and powerfully emotional than
traditional media, creating messages with more impact (thereby aiding in affective change).
The results of a study by Riva et al. (2007) confirmed the value of VR as affective channel,
demonstrating that interaction with virtual environments specifically designed to invoke
certain emotions produced the corresponding affective reaction (anxiety and relaxation in this
case). Moreover, Riva et al. (2007) found an interaction between emotion and presence, with
presence being higher in emotional VR environments, while the level of presence also
impacted upon emotional state. Certain features of VR experiences, particularly those with
active elements or with events linked to locations are likely to be more memorable, having a
longer impact on the consumer (including prolonged conative change).
There is little data available on consumer demand for modern VR applications.
However, one recent study by Ericsson ConsumerLab (2015) surveyed 6,649 consumers in
the 15-69 age group about their perceptions of virtual reality services. Respondents came
20
from across major international cities, including Johannesburg, London, Mexico City,
Moscow, New York, Paris, San Francisco, São Paulo, Shanghai, Singapore, Sydney, Tokyo
and Istanbul. Around 80% of respondents thought that at least one of the virtual reality
services examined was a good idea. Some of the top applications were marketing oriented,
with VR retail being most popular at 64% (“see items in real size and form when I shop
online”) and customer support rated third at 57% (“Internet tech support with all angle view”).
The other most popular applications tended to relate to an improved viewer for media content,
including VR maps (62%), VR movies (57%), sports (55%), computer games (54%), and
smartphone games (52%). Around half of respondents would prefer to view VR through a
Google Cardboard-type viewer (49%).
2.6 Using the Model to Explain the Pokémon Go Phenomenon
As a test of the research model, consider its explanatory power over the global success of
Pokémon Go – which holds the record for the fastest grossing mobile game ever, earning
US$600 million in 90 days, and accounting for 45% of all time spent on Android mobile
games in October 2016 (Batchelor 2016). Pokémon Go is a game for smartphones that
includes augmented reality and features linked to a user’s location. The gamification element
occurs as individuals attempt to catch creatures (tagline: “Gotta catch ‘em all”) and use them
to fight other creatures in order to earn points and level-up their character. In order to catch
creatures, users must be in the right location and throw balls to hit them using an augmented
reality interface. Certain creatures spawn in certain locations and some are rarer than others
are. Environmental cues occur through indications (rustling leaves) of the appearance of
creatures in certain real world locations using geolocation mapping, and the use of lures at
Pokestops (real-world locations such as historic monuments) to encourage creatures to appear,
and where free items can also be collected periodically. Gyms are geolocated in places such
21
as schools, where users can battle in teams to gain points and coins to buy premium items. Of
course, coins can also be purchased through real money and used to buy premium items. The
game includes strong personalization elements through creating unique 3D avatars,
personalizing creatures, and the very personal aspect of gaming in one’s own environment,
including in one’s home and local community.
Social influences also play an important part in Pokémon Go. Users often play in
groups and congregate at locations to set lures and to collect creatures (Pokestops) and to
battle together in teams (Gyms). There is thus a high degree of social interaction and social
presence through the combination of the real world and virtual world. Social capital is built
through teamwork, familiarity and trust with other team members, and the use of rare,
powerful, or sought after creatures. Strong teams of players can level-up gyms and gain
prestige.
The tendency of users to engage with Pokémon Go depends on psychological drivers.
Involvement in group activities in the game will likely be influenced by self-construal. Those
that play the most are likely to be more absorbed in play and have a greater level of
imagination and immersive tendencies, leading to more time spent in the game. An external
locus of control may also contribute to the desire to play the game. Impulsive tendencies can
encourage greater game-play, as well as the purchase of coins to buy premium items in the
game.
Together these three groups of factors contribute towards creating the consumer’s
Pokémon Go experience. The consumer’s experience is immersive and active – or Escapist
(Pine and Gilmore 1998). It further follows guidelines for strong experiences in that it is
themed, includes memorabilia (many individuals have nostalgic connections with Pokémon)
and engages a number of senses through audiovisual content and vibration feedback on the
phone (and more recently a wristband that is available to purchase). The AR and geolocation
22
interfaces, in combination with the real world, contribute to creating a strong feeling of
presence. Further, players encounter many social cues within the Pokémon Go social game
world that contribute to the feeling of socialness, determined by the design of the gaming
environment, social influences (mentioned above, including social presence and interactions),
and the psychological tendencies of each individual (particularly self-construal, empathy and
ethopoeia).
The outcomes of the Pokémon Go experience are affective, cognitive and conative.
Playing the game stirs emotions and generates enthusiasm, fun and enjoyment for users. The
game also attracts cognitive attention and absorption, particularly among those with the right
predilections. Consumer are encouraged to spend more time in the game to reaching further
goals, often spending money in the process. Consumers also learn and share their experiences
with each other in the real world and via social media (and there are numerous blogs, websites
and social media pages on Pokémon Go).
3. Examples of Virtual Reality Applications in Marketing
The applications of virtual reality to marketing and marketing-related functions are diverse.
Table 1 provides some examples of applications in functional areas. A key area of application
is brand management. VR can provide a means of brand engagement, educating the consumer
about a brand, reinforcing brand values and building affinity and customer loyalty (such as the
Patron Spirits example). More broadly, VR can be used for creating brand awareness and
relationship building. One example where VR has been used for relationship building is that
of Boursin Cheese’s ‘Sensorium’, which allows customers in shopping centers to see inside
the contents of a fridge (McLaren 2016). There appear to be many examples of car brands that
have VR offerings. Nissan used Oculus VR at the Tokyo motor show to enable consumers to
design their own Nissan car. Volvo have the XC90 app to explore a futuristic vehicle on a
23
Google Cardboard. Honda have an app to experience driving the ultra-fast Honda-powered,
Dallara car, set to coincide with the 100th running of the Indianapolis 500 on May 29, 2016.
Going forward, relationship building is likely to occur via the creation of content that is
valued by consumers and the delivery of content to apps on a smartphone. Such content may
be free, or possibly even paid for (if considered of sufficient value), with pushed content
updates.
*** INSERT TABLE 1 ABOUT HERE ***
Virtual reality provides a valuable new platform for market research, enabling low
cost solutions to examining consumer decision-making in a realistic but controllable, and
flexible environment, such as that of Tesco Pélé. This is particularly important since
consumers make 70% of brand decisions in-store (Rutgers Online 2014). The cost of virtual
reality store simulations for market research starts at approximately $30,000 rising to more
than $1 million. VR is used by companies such as Nestle, Unilever and Cadbury, and has
enabled better shelf layout, pricing, and increased sales (Rutgers Online 2014). In-world
interactions can be captured through such features as viewing time, store navigation, and
product interaction to obtain customer feedback on store layouts or products. VR can provide
more realistic, accurate, holistic feedback on navigation, layout, color, and product range.
Other potential applications of VR in market research include new product concept testing,
customer experience model testing and menu optimization pricing (Brooks 2015).
Within research and development, 3D modeling is already commonplace. Virtual
reality is also increasing in its industrial application, particularly in the manufacturing
industry, as the example in Table 1 shows. However, in the consumer segment VR also
enables customers and representatives to design their own customized products. For example,
24
the Lowe in-store Holoroom application allows consumers to design a kitchen or bathroom,
explore it in VR, and share it on YouTube (Morris 2016) to create a more social experience.
VR has the potential to provide a richer, more engaging and entertaining retail
environment. IT can more fully emulate a retail experience, such as a visit to London’s Bond
Street, from the comfort of a consumer’s home. The technology is likely to be particularly
useful for certain types of items, particularly complex, high-value and/or customized products
that are hard to visualize remotely, including fashion, real-estate, tourism experiences, cars
and luxury furniture. VR allows a much greater degree of consumer trial and product
experience before purchase. The SapientNitro example in Table 1 shows a beautifully
furnished apartment and allows consumers to carefully examine and then query price and
other information on luxury items of furniture placed in a realistic setting. A number of
automotive manufacturers have also developed applications for test-driving their vehicles,
including Audi and Lexus; test drives are still considered the best tool in selling a new car. In
some showrooms, such as city centre locations, test drives are not possible, and there are
typically challenges finding cars with the right configuration. VR test drives potentially
enable personalised product experiences anytime, anywhere. Several apparel retailers,
including Topshop and Tommy Hilfiger have used VR to create virtual catwalk experiences
for fashion shows. Software developers Marxent have demonstrated the vRetail platform,
enabling VR to recreate and customize real-world stores, shelving and merchandising. Some
analysts believe that VR will drive more consumers to buy online, reducing the overall
amount of time spent on shopping (Morris 2016).
In the tourism sector, Marriott Hotels use VR to market honeymoon experiences in
Hawaii: VR enables the virtual visitor to walk around accommodation, look at views and
become part of some of the likely experiences, supported by sensory additions of mist and
warm air. Ultimate Jet Vacations use VR to help hotels market their hotels, while Anchor
25
Associates use VR to sell real estate in New York. Tourism attractions could also make use of
the technology. Alton Towers have a VR roller coaster. Qantas provide VR experiences of the
Great Barrier Reef on some of their flights. Thomas Cook is piloting Samsung Gear VR
headsets in stores in the UK, Germany and Belgium with experiences of a helicopter ride
above Manhattan and sitting on the balcony of a Santorini hotel (Mandelbaum 2015).
Reportedly, the company made a 40% return on investment (Rumsey 2016). Thomas Cook is
expected to mail 5000 brochures and Google Cardboards to potential customers to link to
hotel and holiday content during 2016. More generally, VR has the potential to provide
immersive, emotional experiences in tourism and heritage, that are lived and visitor-
controlled, including guided tours of cities and buildings, landscapes, histories of particular
destinations, museum objects, and so on.
Promotion is predicted to be one of the most significant growth areas of VR
marketing. This is likely to be driven by the entertainment industry. Indeed, by the end of
2016, it is predicted that promotional 360-degree video trailers will be available alongside all
new film releases (Rumsey 2016). Facebook and YouTube’s 360-degree video networks have
provided a significant impetus to this trend. The Disney Steam VR app provides a hub for
promotional material from key franchises, including most recently, Star Wars: The Force
Awakens and The Jungle Book. Another example is the immersive Game of Thrones VR
experience promoting series 4 in 2014. This enabled users to experience ascending The Wall
with additional sensory feedback, including wind machine and rumble packs. Some analysts
suggest that VR could provide a potential means of invigorating a channel that is waning in
effectiveness – email marketing. Mobile is now a primary email marketing channel – 46.7%
of all email clicks according to Yesmail (Warnock 2016). Promotional email content and apps
could be pushed to consumers, although arguably other push channels might be more
effective. Another possible means of promotion is to include pre-roll ads in VR content.
26
A number of examples of VR have emerged from public relations. These have
included the New York Times film “Displaced” focusing upon the lives of three children who
are war refugees, Amnesty International’s “VR Aleppo” to raise awareness of barrel bombing
in Syria, and UNICEF’s “Clouds over Sidra” which draws attention to the Syrian refugee
crisis. These applications focus on building empathy with the audience. Alaimo (2016)
suggests that VR may transform public relations, particularly through revolutionizing the way
stories are told via immersive experiences, putting audiences in “other people’s shoes”,
delivering captive and receptive audiences, without distraction, and providing a new medium
for effectively pitching to journalists.
There are few current examples of VR used for customer and after sales service.
However, in the future this is likely to be a popular area that will enable organizations to
improve support at lower cost. Examples include step-by-step instructions delivered through
VR (possibly more useful in mixed reality) as a replacement for difficult to understand PDF
files, and individual customer support delivered through a 360-video interface (Mowad 2015).
The Stihl example in Table 1 gives a fairly low-key example of practical tasks achieved using
the company’s tools filmed in VR video.
VR also poses opportunities for event management, through providing relevant
immersive experiences at a physical event. Red Bull are experienced in this space and already
provide VR experiences at many of their events including cliff diving and air racing. More
broadly, VR combined with broadband provides the opportunity for any paying consumer to
obtain the best seat at any event, at any theatre or stadium at any time, either to watch sports,
interactive theatre performances or a concert. VR could become an important new platform
for paid-for streaming content.
Figure 2 examines some of the examples above through the lens of Pine and Gilmore’s
(1998, 1999) Four Realms of Experience Framework. Pine and Gilmore (1998) characterize
27
four different types of consumer experience using a framework that examines two
dimensions: customer participation and environmental relationship. Customer participation
refers to the degree to which partakers in an experience can influence the overall performance.
This varies from passive (e.g. an audience member in a classical music concert) to active (e.g.
playing football as part of a team). The environmental relationship describes the type of
connection between the customer and the performance and refers to how information is
processed in relation to one’s surroundings. This varies from absorption (e.g. listening to a
marketing lecture) to immersion (e.g. abseiling down a building).
*** INSERT FIGURE 2 ABOUT HERE ***
Applying Pine and Gilmore’s (1999) framework to the examples in Table 1, we find VR
experiences in each of the four quadrants. There are numerous applications being developed
that are immersive and that involve active participation. The Redbull Air Race, Tesco Pélé
and Disney VR Steam App examples can all be considered Escapist, providing fully
interactive VR consumer experiences, whether for gaming or shopping. At the other end of
the spectrum, many 360-degree VR videos that are being developed provide passive,
absorptive experiences, including the UN’s Clouds over Sidra and Stihl’s YouTube videos.
These can be considered Entertainment within the framework. In between, we find Gabler’s
IC.IDO VR application, which although interactive, does not provide full immersion (see
Table 1), and can be considered Educational. The VR experiences provides by Patrón Spirits
and SapientNitro, although immersive, do not allow much in the way of interaction. The
Patrón example, although aimed at the Occulus Rift, is scripted. The Apartment VR
experience is largely aimed at providing context for products and informational content.
28
4. A Framework for VR Consumer Engagement
Now that we have established the mechanisms by which VR creates value, and have provided
examples in some key functional marketing areas, we turn our attention to understanding how
businesses can utilize VR for consumer engagement. In particular, we consider whether
consumer engagement should be delivered through: passive VR (360-degree video, but where
the consumer follows a linear path) or interactive VR (full VR providing high-levels of
vividness, interactivity and socialness); or through in-store VR (provided via an event, store,
mall or street environment) or remotely provided VR app content (typically from the comfort
of the consumer’s home or another social environment) – as shown Figure 3. In terms of Pine
and Gilmore’s (1998) framework, passive VR can be considered as a platform for delivering
passive participation, particularly esthetic and entertainment experiences, while interactive
VR is capable of active participation, and hence a suitable medium for educational and
escapist experiences.
*** INSERT FIGURE 3 ABOUT HERE ***
A key element in decisions regarding consumer engagement in VR is understanding
the benefits and limitations of the technology, what it can and cannot do. For example, VR
can effectively replicate a music concert, such as TomorrowWorld, one of the world’s largest
dance music festivals, or Absolut Vodka, with high definition video and audio (Mandelbaum
2015). Such a concert is a realistic experience. However, the same experience of a
honeymoon vacation in Hawaii may not be quite so realistic by virtue of the lack of feel of the
sand, bed, sensations, and so on. VR cannot fully replicate certain senses. You would not be
so convinced of an “actual” honeymoon visit to Hawaii, such as that provided by Marriott.
However, combined with the store and the salesperson, active VR such as that provided by
Marriott provides a new level of complex product experience that simply cannot be provided
29
in any other way. In this case, VR is not a substitute for the salesperson, but it is a valuable
complementary aid for product experience. For example, North Face have in in-store
application where they provide the VR experience of hiking, rock climbing and base-jumping
– and then facilitate the consumer to buy gear in store. Thus, VR technologies can be used to
provide educational experiences for consumers.
At the other end of the spectrum, consumer engagement can be provided remotely to
consumers through ubiquitous brand promotion via VR video content, primarily aimed at
entertainment or esthetics. One major player in this market is the automotive industry. Indeed,
driving games have been core to the games industry for many years. However, although “VR
can replicate the feel of speed and motion, it cannot replicate the essential Porsche-nesses of
the feel of the road, the wind or the inertia thrust from the powerful engine” (Levine 2016).
Thus, in marketing automotive brands, VR promotion efforts need to look beyond product
capability. Indeed, Mercedes-Benz takes a different approach in its VR marketing focusing on
the organic experience of the vehicle user, including as a passenger of a Smart ForTwo Cabrio
travelling through Miami with street dancers and other experiences, and inside and outside the
2017 GLS SUV travelling through the mountains with Loki the wolfdog (Gaudiosi 2016).
In between these two, extremes, we find blended relationship building and ubiquitous
brand engagement. An example of blended relationship building is the Boursin Sensorium in-
store exhibit, which toured stores in the UK. This uses 360-degree video to give consumers a
virtual ‘ride’ and build a relationship with the brand in an immersive and entertaining way,
supported by a physical promotion team. On the other hand, ubiquitous brand engagement
provides the opportunity for consumers to engage fully with the brand in an interactive VR
experience from their own home. An example is the Disney Steam VR app mentioned above.
This enables the consumer to interact with characters in vivid, social, natural environments
30
via key branded virtual worlds, including Disney, Marvel, and Lucasfilm. This is an example
of an escapist experience.
5. Discussion and Conclusions
VR provides the potential conduit for delivering experience marketing to the masses. As we
have seen from the examples above, there is clear potential for the future and many business
opportunities are emerging. The immersive value of the medium surpasses that of traditional
2D screens and some evidence suggests that experienced presence might even surpass reality
for some situations. The socially-connected nature of mobile devices (and other computing
devices) means that instead of providing VR in stores, companies are increasingly likely to
develop downloadable apps for consumers. Experiential marketing content can be convincing,
immersive, and also potentially social and participatory, creating a potential for virality. This
technology-fueled marketing innovation could potentially transform marketing, combining
the emotional impact of experiential marketing with the viral scalability of Web campaigns
(Elgan 2015).
There are some questions over whether VR adoption will be successful in the future,
particularly given potential issues of cost and limited appeal to audiences. Undoubtedly, the
earliest adopters of VR may be mobile and console gaming fans and of limited interest to
many brands. There are 1.2 billion gamers worldwide, including 1 billion mobile gamers
(Danova 2015). However, video content is also likely to be a key driver of adoption, and
recent trends appear to suggest a fertile environment for VR adoption. YouTube has made all
of its videos VR compatible (Mbryonic 2016). It is also predicted that by the end of 2016,
360-degree video trailers will accompany all major new film releases, particularly via
YouTube and FaceBook’s 360-degree video networks (Rumsey 2016).
31
The cost of VR is declining and it is becoming more accessible. VR headsets are a low
cost product, which will boost adoption, although they typically require another computing
device such as a computer or a smartphone. Further, there is a possibility that headsets may
even be given away with mobile phone contracts (Neff 2015). Cheaper versions such as the
Samsung VR Gear and Google Cardboard are helping to create a mass market. The latter are
particularly useful for quickly creating an active VR consumer base. The New York Times
issued more than 1 million free Google Cardboard headsets to its readers. Similarly,
McDonalds in Sweden created a Happy Meal box that converted into a VR headset called
Happy Goggles. Such campaigns are likely to accelerate in the future.
Not surprisingly, VR technology is developing very quickly and there are a mixture of
technological platforms and standards. To further add to the complexity, mixed reality
technology is yet to become available to consumers, and will provide yet another dimension
to an already powerful new medium. The first consumer experience is likely to be Microsoft’s
Hololens, predicted to be available at the end of 2016. By wearing goggles, MR creates the
illusion of 3D, animated virtual objects in front of the consumer. Volvo are developing an app
to be able to look in and around the new S90 sedan, turn it around, examine components, e.g.
the engine, and, in the future, to sit in the car and use the dashboard controls (see Figure 4).
*** INSERT FIGURE 4 ABOUT HERE ***
Alongside the many positive aspects of VR, there are also a number of problems that
are currently presented. One of these problems is that of motion sickness, which can be
experienced by some consumers after viewing content, suggesting that they will be much less
forgiving of poor VR content than they are of low quality content on other mediums. In
particular, if the VR experience is not well shot or designed, this can affect an individual’s
sense of balance and inertia, creating nausea and reducing telepresence (Cassidy 2015).
32
Another big challenge in the VR industry is the lack of technical expertise, and this would be
particularly so in VR marketing which is much less developed than the media and games
sector. It will take some time for this sector to be recognized and for marketing departments to
gain the requisite skills. More generally, the ‘hard’ skills sector of marketing, involving
quantitative and computing skills, already appears to be playing catch-up. Finally, a key issue
is the currently under-developed infrastructure and standards for supporting VR. There are
many competing platforms, including Facebook, HTC and Sony. There are different standards
for operating systems, different smartphones, varying screen standards, and a multitude of
manufacturers. To add to this, although there are some standards for video content, there are
not clear standards for providing full VR applications or software development guidelines.
This is likely to providing a continuing fragmentation in the VR market and a barrier to
growth, at least until standards are formed or one standard becomes ‘dominant’.
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46
Table 1.
Examples of VR in Marketing and Marketing-Related Functions
Function
Example
Screenshot
a
Brand
Management
Patron Spirits
. VR of Hacienda
tequila distillery in Jalisco, Mexico
(May 2015). Education about brand
to add substance to perception of
being cool, increasing brand
awareness, brand affinity and loyalty
(around 70% of ultra-premium
tequila market) (Quenqua 2016).
Market
Research
Tesco “Pélé” virtual supermarket
(March 2014). Strategize store and
shelf layouts; improve marketing and
advertising for Tesco brand. Shelf
planning software saves time and
money in planning store layout.
Potential future retail environment
(Corriea 2014).
Research and
Development
Gabler’s IC.IDO VR System
(January
2015). Enabled the reduction of
product development times by 15%.
Allows operators to assess
production operations as if real (e.g.
install part with a tool). Can use
human mannequin to assess safety
of operations (Wasserman 2015).
Promotion
and
Advertising
Disney VR Steam App
(May 2016).
Visit themed worlds, including
Disney, Marvel, and Lucasfilm, and
interact with characters in their
natural environments. Includes 360-
degree video and full VR.
Sales/Retail
The Apartment
(June 2015).
Developed by SapientNitro for The
Line, this is a VR recreation of
brand’s Manhattan store. The viewer
can explore the apartment, listen to
audio, and if an item is of interest it
can be selected to find out more
information and to add it to the
shopping cart (Graham 2015).
47
Public Relations
Clouds Over Sidra
(Milk
20
15). A
United Nations VR film following a
twelve-year-old girl as she goes to
school in the Za’atari camp of 84,000
Syrian refugees in Jordan. Focuses
on empathy, community and
vulnerability of those displaced by
war.
Customer and
after sales
service
Stihl VR videos
(available on
YouTube). Although effectively these
are sponsored competitions, the
time-lapse VR shows a how-to and
best practice for a variety of practical
activities utilising the company’s
products.
Events
Management
Redbull Air Race.
Redbull provide VR
simulators at the Air Race and other
events to enable visitors to
experience more fully what it is like
to be a competitor. A new free VR
simulator will be a platform for
advertising partner brands (Al-Obaidi
2016).
Image sources: https://www.youtube.com/watch?v=cr3V4xt2710, http://www.polygon.com/2014/3/26/5549890/supermarket-giant-
tesco-looking-into-oculus-rift-to-change-consumer, http://www.engineering.com/PLMERP/ArticleID/9484/Can-Virtual-Reality-Help-
Optimize-Product-Engineering-Manufacturing-and-Operations.aspx, http://www.theverge.com/2016/3/15/11234272/star-wars-trials-on-
tatooine-virtual-reality-ilm-ilmxlab-lucasfilm, http://www.cnet.com/news/will-virtual-reality-make-you-want-to-shop-more-retailers-are-
betting-on-it/, http://vrse.com/watch/clouds-over-sidra/, https://www.youtube.com/watch?v=E3jpO8Q4vDw,
https://www.vrfocus.com/2016/04/project-cars-devs-to-make-free-vr-red-bull-air-race/
48
Figure 1: Framework for Understanding the VR Consumer
49
Figure 2: VR Applications Positioned within Pine and Gilmore’s Framework
50
Figure 3: Framework for VR Consumer Engagement
51
Figure 4: The Volvo S90 through Microsoft Hololens (Microsoft Hololens 2015)
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The purpose of this paper is to analyze some main objectives. Firstly, we summarize some literature review in technological such as mobile applications, virtual reality VR and augmented reality AR where customers experience and feeling within the virtual environment. Secondly, we review some research in Vietnam on this topic and compare studies in Vietnam with developed countries. Herein, we find some study gaps of this study. Finally, we propose some discussions for providing the best actual media experience for customers from the aspects of technological advancement in order to enhance emotions, customer values and behavioral responses.
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