元宇宙环境中的新型沉浸式酒类营销和商务。

IF 3 3区 医学 Q2 SUBSTANCE ABUSE
Taisia Huckle, Kristen Mummert, Antonia Lyons, Tim McCreanor, Georgia McLellan, Helen Moewaka Barnes
{"title":"元宇宙环境中的新型沉浸式酒类营销和商务。","authors":"Taisia Huckle, Kristen Mummert, Antonia Lyons, Tim McCreanor, Georgia McLellan, Helen Moewaka Barnes","doi":"10.1111/dar.13967","DOIUrl":null,"url":null,"abstract":"<p><strong>Introduction: </strong>The study aims are to: (i) explore methods for identifying alcohol company marketing in metaverses; (ii) identify current types of alcohol marketing in metaverses; and (iii) identify dominant portrayals and meanings of alcohol marketing in these settings.</p><p><strong>Methods: </strong>Our design was exploratory, employing various approaches to identify alcohol company marketing across multiple metaverses. In stage one, we systematically navigated through metaverses as an avatar, documenting and coding all instances of alcohol company marketing. In stage two, the research team collaboratively explored and discussed excerpts of this marketing. The team thematically analysed the transcribed discussion, identifying key meanings and interpretations of immersive and interactive alcohol marketing.</p><p><strong>Results: </strong>Stage one: alcohol company marketing was identified in two metaverses, Decentraland and Sandbox. Within those metaverses were five alcohol company marketing experiences: Heineken Silver, Jose Cuervo Tequila, Wisher Vodka, San Matias Tequila, and Mason Martell Cognac. Marketing strategies included immersive commerce, virtual drinking, immersive branding, immersive engagement, gaming, non-fungible tokens (digital assets), education, non-player characters promoting brands and virtual event-based marketing. Stage two: themes identified were: (i) immersive branding, representing continued exposure to brands that were both foregrounded and on the edge of users' awareness; (ii) immersive engagement, including alcohol-related gaming, quests, and alcohol production; (iii) avatars simulating drinking behaviour (virtual drinking); and (iv) immersive commerce representing how metaverse alcohol marketing may drive alcohol transactions.</p><p><strong>Discussion and conclusion: </strong>Alcohol companies are using novel immersive marketing techniques in metaverses. The impact on the experiences and drinking behaviours of users are unknown and require investigation.</p>","PeriodicalId":11318,"journal":{"name":"Drug and alcohol review","volume":null,"pages":null},"PeriodicalIF":3.0000,"publicationDate":"2024-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"New immersive alcohol marketing and commerce in metaverse environments.\",\"authors\":\"Taisia Huckle, Kristen Mummert, Antonia Lyons, Tim McCreanor, Georgia McLellan, Helen Moewaka Barnes\",\"doi\":\"10.1111/dar.13967\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Introduction: </strong>The study aims are to: (i) explore methods for identifying alcohol company marketing in metaverses; (ii) identify current types of alcohol marketing in metaverses; and (iii) identify dominant portrayals and meanings of alcohol marketing in these settings.</p><p><strong>Methods: </strong>Our design was exploratory, employing various approaches to identify alcohol company marketing across multiple metaverses. In stage one, we systematically navigated through metaverses as an avatar, documenting and coding all instances of alcohol company marketing. In stage two, the research team collaboratively explored and discussed excerpts of this marketing. The team thematically analysed the transcribed discussion, identifying key meanings and interpretations of immersive and interactive alcohol marketing.</p><p><strong>Results: </strong>Stage one: alcohol company marketing was identified in two metaverses, Decentraland and Sandbox. Within those metaverses were five alcohol company marketing experiences: Heineken Silver, Jose Cuervo Tequila, Wisher Vodka, San Matias Tequila, and Mason Martell Cognac. Marketing strategies included immersive commerce, virtual drinking, immersive branding, immersive engagement, gaming, non-fungible tokens (digital assets), education, non-player characters promoting brands and virtual event-based marketing. Stage two: themes identified were: (i) immersive branding, representing continued exposure to brands that were both foregrounded and on the edge of users' awareness; (ii) immersive engagement, including alcohol-related gaming, quests, and alcohol production; (iii) avatars simulating drinking behaviour (virtual drinking); and (iv) immersive commerce representing how metaverse alcohol marketing may drive alcohol transactions.</p><p><strong>Discussion and conclusion: </strong>Alcohol companies are using novel immersive marketing techniques in metaverses. The impact on the experiences and drinking behaviours of users are unknown and require investigation.</p>\",\"PeriodicalId\":11318,\"journal\":{\"name\":\"Drug and alcohol review\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":3.0000,\"publicationDate\":\"2024-11-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Drug and alcohol review\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1111/dar.13967\",\"RegionNum\":3,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"SUBSTANCE ABUSE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Drug and alcohol review","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1111/dar.13967","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"SUBSTANCE ABUSE","Score":null,"Total":0}
引用次数: 0

摘要

导言:研究目的是(i)探索在元verses中识别酒类公司营销的方法;(ii)识别当前元verses中酒类营销的类型;(iii)识别在这些环境中酒类营销的主要描述和含义:我们的设计是探索性的,采用了多种方法来识别多个元vers 中的酒类公司营销。在第一阶段,我们以化身的方式系统地浏览元verses,记录所有酒类公司营销的实例并进行编码。在第二阶段,研究团队共同探讨和讨论了这些营销的摘录。研究小组对转录的讨论内容进行了专题分析,确定了身临其境和互动式酒精营销的关键含义和解释:第一阶段:在两个元verses(Decentraland 和 Sandbox)中发现了酒类公司的营销活动。在这两个元verses 中有五个酒类公司的营销体验:喜力银酒、何塞-库尔沃龙舌兰酒、威瑟伏特加酒、圣马蒂亚斯龙舌兰酒和梅森-马爹利干邑。营销策略包括身临其境的商业、虚拟饮酒、身临其境的品牌、身临其境的参与、游戏、不可篡改的代币(数字资产)、教育、宣传品牌的非玩家角色以及基于虚拟事件的营销。第二阶段:确定的主题有(i)身临其境的品牌推广,代表用户持续接触到的品牌既是前台品牌,也是用户认知边缘的品牌;(ii)身临其境的参与,包括与酒有关的游戏、任务和酒类生产;(iii)模拟饮酒行为的化身(虚拟饮酒);以及(iv)身临其境的商业,代表元数据酒类营销如何推动酒类交易:讨论与结论:酒类公司正在元虚拟世界中使用新颖的沉浸式营销技术。对用户体验和饮酒行为的影响尚不清楚,需要进行调查。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
New immersive alcohol marketing and commerce in metaverse environments.

Introduction: The study aims are to: (i) explore methods for identifying alcohol company marketing in metaverses; (ii) identify current types of alcohol marketing in metaverses; and (iii) identify dominant portrayals and meanings of alcohol marketing in these settings.

Methods: Our design was exploratory, employing various approaches to identify alcohol company marketing across multiple metaverses. In stage one, we systematically navigated through metaverses as an avatar, documenting and coding all instances of alcohol company marketing. In stage two, the research team collaboratively explored and discussed excerpts of this marketing. The team thematically analysed the transcribed discussion, identifying key meanings and interpretations of immersive and interactive alcohol marketing.

Results: Stage one: alcohol company marketing was identified in two metaverses, Decentraland and Sandbox. Within those metaverses were five alcohol company marketing experiences: Heineken Silver, Jose Cuervo Tequila, Wisher Vodka, San Matias Tequila, and Mason Martell Cognac. Marketing strategies included immersive commerce, virtual drinking, immersive branding, immersive engagement, gaming, non-fungible tokens (digital assets), education, non-player characters promoting brands and virtual event-based marketing. Stage two: themes identified were: (i) immersive branding, representing continued exposure to brands that were both foregrounded and on the edge of users' awareness; (ii) immersive engagement, including alcohol-related gaming, quests, and alcohol production; (iii) avatars simulating drinking behaviour (virtual drinking); and (iv) immersive commerce representing how metaverse alcohol marketing may drive alcohol transactions.

Discussion and conclusion: Alcohol companies are using novel immersive marketing techniques in metaverses. The impact on the experiences and drinking behaviours of users are unknown and require investigation.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Drug and alcohol review
Drug and alcohol review SUBSTANCE ABUSE-
CiteScore
4.80
自引率
10.50%
发文量
151
期刊介绍: Drug and Alcohol Review is an international meeting ground for the views, expertise and experience of all those involved in studying alcohol, tobacco and drug problems. Contributors to the Journal examine and report on alcohol and drug use from a wide range of clinical, biomedical, epidemiological, psychological and sociological perspectives. Drug and Alcohol Review particularly encourages the submission of papers which have a harm reduction perspective. However, all philosophies will find a place in the Journal: the principal criterion for publication of papers is their quality.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信