Marketing virtual reality experiences … without the headset: watching, playing and fearing Anagram’s Goliath

M. Freeman
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引用次数: 0

Abstract

ABSTRACT If the immersive sector is to capture new audiences from different corners of the cultural landscape, then gateway promotional content is needed – that is, marketing that engages those new to immersive technologies. Is it possible, however, to promote the unique pleasures that Virtual Reality (VR) offers without putting people in headsets? Exploring this question, this article outlines research that experiments with new ways of marketing VR experiences based on applying theoretical concepts to a marketing campaign for Goliath, a 2021 VR documentary produced by Anagram. The campaign tested out Baekdal’s characterisation of two ‘moments’ of a VR experience: (1) a ‘macro moment’, which is experiencing VR yourself in a headset; and (2) a ‘micro moment’, which is presenting VR to people without a headset and whom prefer watching others in a VR environment rather participating in it themselves. This article argues that audiences new to VR are more likely to be engaged by promotion for VR if it presents a ‘micro moment’ of VR based on watching other people. We outline ways that the immersive sector can produce marketing for VR that better communicates not just what a VR experience is, but also what its audiences are expected to do.
营销虚拟现实体验……没有耳机:观看,玩和害怕Anagram的歌利亚
如果沉浸式行业想要从文化景观的不同角落吸引新的受众,那么就需要门户推广内容——也就是说,吸引那些新的沉浸式技术的营销。然而,有没有可能在不让人们戴上耳机的情况下,推广虚拟现实(VR)所提供的独特乐趣呢?为了探索这个问题,本文概述了一项研究,该研究基于将理论概念应用于Anagram制作的2021年VR纪录片《歌利亚》的营销活动,对营销VR体验的新方法进行了实验。该活动测试了Baekdal对虚拟现实体验的两个“时刻”的描述:(1)“宏观时刻”,即戴着耳机体验虚拟现实;(2)“微瞬间”,即向不戴耳机的人展示VR,这些人更喜欢在VR环境中观看他人,而不是自己参与其中。本文认为,如果VR的“微瞬间”是基于观察他人而呈现的,那么初次接触VR的观众更有可能被VR的推广所吸引。我们概述了沉浸式领域可以为VR创造营销的方式,不仅可以更好地传达VR体验是什么,还可以更好地传达其受众期望做什么。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
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