虚拟现实游戏中的品牌:计算机中介消费体验中的情感过程

Brands in virtual reality games: Affective processes within computer-mediated consumer experiences

JOURNAL OF BUSINESS RESEARCH · 2020
被引 86
人大 A-ABS 3

中文导读

通过实验研究虚拟现实游戏中品牌对消费者态度和购买意愿的影响,发现虚拟产品吸引力和情感反应是关键机制。

Abstract

Virtual reality (VR) marketing is here to stay—or at least that is what is generally believed. Head-mounted display (HMD) VR hardware is rapidly becoming more accessible to the general public, and businesses have started adopting VR as an experiential marketing platform. In this study, we examine two affective mechanisms that play a role in the workings of branded VR games in an HMD VR context: (1) virtual product appeal and (2) emotional response. We conducted a between-subjects (branded VR game vs. non-branded VR game) lab experiment (N = 81) among young adults who were recruited via the university’s lab recruitment system. During the experiment, participants used HTC Vive hardware with hand-held controllers. The results show that virtual product appeal strengthens the effect of brands in VR games on brand attitude. Moreover, brands in VR games elicit emotional responses, which subsequently drive brand attitude and purchase intention.

虚拟现实营销消费者行为人机交互