Did You Notice the Ads? Examining the Influence of Telepresence and User Control on the Effectiveness of Embedded Billboard Ads in a VR Racing Game

IF 10.2 Q1 Social Sciences
Y. Wang, Mike Z. Yao
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引用次数: 13

Abstract

Abstract Virtual reality (VR) can enhance game players’ experience by creating a hyperrealistic environment through telepresence. While marketers have found opportunities for advertising in this new medium, little is known about how consumers process displayed ads in VR. This study examines the impact of telepresence and active control on the effectiveness of embedded in-game ads in a custom-built car racing game. A total of 88 undergraduate students participated in a 2 (telepresence: VR versus flat screen) × 2 (active control: playing versus viewing) between-subject experiment. Brand recall, brand recognition, product purchase intention, and advertised product price estimates were measured. The results showed that billboard ads were the least likely to be remembered by players and the most likely to be remembered by viewers. We did not find a difference in brand recall and recognition between the VR and flat-screen conditions. However, regardless of game control, VR led to higher price estimates. We also found an interaction effect of telepresence and control on purchase intention.
你注意到广告了吗?考察远程呈现和用户控制对VR赛车游戏中嵌入式广告牌广告效果的影响
摘要虚拟现实(VR)技术通过远程呈现的方式创造出一种超现实的游戏环境,从而提升玩家的游戏体验。虽然营销人员已经在这种新媒介中找到了广告机会,但消费者如何处理VR中显示的广告却知之甚少。本研究考察了远程呈现和主动控制对定制赛车游戏中嵌入游戏内广告效果的影响。88名大学生参与了2(远程呈现:虚拟现实vs平面屏幕)× 2(主动控制:游戏vs观看)被试实验。测量了品牌召回、品牌认知度、产品购买意愿和广告产品价格估算。结果显示,广告牌广告最不容易被玩家记住,而最容易被观众记住。我们没有发现VR和平板条件下的品牌回忆和认知度有什么不同。然而,撇开游戏控制不谈,VR导致了更高的价格预估。我们还发现了网真和控制对购买意愿的交互作用。
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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来源期刊
Journal of Interactive Advertising
Journal of Interactive Advertising Social Sciences-Communication
CiteScore
7.40
自引率
0.00%
发文量
22
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