Skip to main content

Inside Advertising: The Role of Presence in the Processing of Branded VR Content

  • Chapter
  • First Online:
Book cover Augmented Reality and Virtual Reality

Part of the book series: Progress in IS ((PROIS))

Abstract

Virtual reality (VR) has become a new playground for brands and advertisers. However, empirical evidence for the effectiveness of VR branded content is still scarce. The aim of this study is therefore to examine the effectiveness of branded content in virtual space and the role of presence in the processing of brand information when playing a branded VR game. An experiment (N = 81) was conducted (using HTC Vive hardware) and showed that playing branded VR games can improve (implicit) brand memory. Moreover, the study showed that the increase in immersion experienced from playing a branded VR game strengthens players’ brand memory.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 199.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Chen, H., & Wang, Y. (2019). Product placement in virtual reality videos from the perspective of dialogic engagement. Journal of Interactive Advertising. Advance online publication.

    Google Scholar 

  • Evans, N. J., & Park, D. (2015). Rethinking the persuasion knowledge model: Schematic antecedents and associative outcomes of persuasion knowledge activation for covert advertising. Journal of Current Issues & Research in Advertising,36(2), 157–176.

    Article  Google Scholar 

  • Gabana, D., Tokarchuk, L., Hannon, E., & Gunes, H. (2017). Effects of valence and arousal on working memory performance in virtual reality gaming. In Seventh International Conference on Affective Computing and Intelligent Interaction (ACII, pp. 36–41). IEEE.

    Google Scholar 

  • Hartmann, T., Wirth, W., Schramm, H., Klimmt, C., Vorderer, P., Gysbers, A., et al. (2016). The spatial presence experience scale (SPES): A short self-report measure for diverse media settings. Journal of Media Psychology,26(1), 1–15.

    Google Scholar 

  • Hayes, A. F. (2013). Introduction to mediation, moderation, and conditional process analysis: A regression-based approach. Guilford Press.

    Google Scholar 

  • Klein, L. R. (2003). Creating virtual product experiences: The role of telepresence. Journal of Interactive Marketing,17(1), 41–55.

    Article  Google Scholar 

  • Lang, A. (2000). The limited capacity model of mediated message processing. Journal of Communication,50(1), 46–70.

    Article  Google Scholar 

  • Lin, J. W., Duh, H. B. L., Parker, D. E., Abi-Rached, H., & Furness, T. A. (2002). Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment. In B. Loftin, J. X. Chen, S. Rizzo, M. Goebel & M. Hirose (Eds.), Proceedings IEEE Virtual Reality 2002(pp. 164-171). IEEE.

    Google Scholar 

  • Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2), JCMC321.

    Google Scholar 

  • Long, J. S., & Ervin, L. H. (2000). Using heteroscedasticity consistent standard errors in the linear regression model. The American Statistician,54(3), 217–224.

    Google Scholar 

  • Martínez-Navarro, J., Bigné, E., Guixeres, J., Alcañiz, M., & Torrecilla, C. (2019). The influence of virtual reality in e-commerce. Journal of Business Research,100, 475–482.

    Article  Google Scholar 

  • Maxian, W., Bradley, S. D., Wise, W., & Toulouse, E. N. (2013). Brand love is in the heart: Physiological responding to advertised brands. Psychology & Marketing,30(6), 469–478.

    Article  Google Scholar 

  • Preacher, K. J., & Hayes, A. F. (2008). Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models. Behavior Research Methods,40, 879–891.

    Article  Google Scholar 

  • Rajaram, S., Srinivas, K., & Travers, S. (2001). The effects of attention on perceptual implicit memory. Memory & Cognition,29, 920–930.

    Article  Google Scholar 

  • Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., et al. (2007). Affective interactions using virtual reality: The link between presence and emotions. CyberPsychology & Behavior, 10(1), 45–56.

    Google Scholar 

  • Roettl, J., & Terlutter, R. (2018). The same video game in 2D, 3D or virtual reality—How does technology impact game evaluation and brand placements? PLoS ONE,13(7), Article e0200724.

    Article  Google Scholar 

  • Sanchez-Vives, M. V., & Slater, M. (2005). From presence to consciousness through virtual reality. Nature Reviews Neuroscience,6, 332–339.

    Article  Google Scholar 

  • Seibert, J., & Shafer, D. M. (2018). Control mapping in virtual reality: Effects on spatial presence and controller naturalness. Virtual Reality,22(1), 79–88.

    Article  Google Scholar 

  • Solon, O. (2016, October 11). Is our world a simulation? Why some scientists say it’s more likely than not. The Guardian. Retrieved from https://www.theguardian.com/technology/2016/oct/11/simulated-world-elon-musk-the-matrix.

  • Terlutter, R., & Capella, M. L. (2013). The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of Advertising,42(2-3), 95–112.

    Article  Google Scholar 

  • Tussyadiah, I. P., Wang, D., Jung, T. H., & tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change: empirical evidence from tourism. Tourism Management, 66, 140–154.

    Google Scholar 

  • Van Berlo, Z. M. C., Van Reijmersdal, E. A., & Rozendaal, E. (2017). Weet wat er speelt: De rol van merkbekendheid in effecten van mobiele advergames op tieners [The rules of the game: The role of brand familiarity in mobile advergames]. Tijdschrift voor Communicatiewetenschap,45(3), 216–236.

    Google Scholar 

  • Wise, K., Bolls, P. D., Kim, H., Venkataraman, A., & Meyer, R. (2008). Enjoyment of advergames and brand attitudes: The impact of thematic relevance. Journal of Interactive Advertising,9(1), 27–36.

    Article  Google Scholar 

  • Witmer, B. G., Jerome, C. J., & Singer, M. J. (2005). The factor structure of the presence questionnaire. Presence: Teleoperators & Virtual Environments, 14, 298–312.

    Google Scholar 

  • Wang, Y., & Chen, H. (2019). The influence of dialogic engagement and prominence on visual product placement in virtual reality videos. Journal of Business Research,100, 493-502.

    Google Scholar 

  • Wirth, W., Hartmann, T., Böcking, S., Vorderer, P., Klimmt, C., Schramm, H., et al. (2007). A process model of the formation of spatial presence experiences. Media Psychology,9(3), 493–525.

    Article  Google Scholar 

Download references

Acknowledgements

The data that are presented in this paper were collected during a project (314-98-107) that is part of the research programme Creative Industry—Knowledge Innovation Mapping (KIEM). The project was partly financed by the Netherlands Organisation for Scientific Research (NWO) and partly by a private partner (VR Owl).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Zeph M. C. van Berlo .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

van Berlo, Z.M.C., van Reijmersdal, E.A., Smit, E.G., van der Laan, L.N. (2020). Inside Advertising: The Role of Presence in the Processing of Branded VR Content. In: Jung, T., tom Dieck, M.C., Rauschnabel, P.A. (eds) Augmented Reality and Virtual Reality. Progress in IS. Springer, Cham. https://doi.org/10.1007/978-3-030-37869-1_2

Download citation

Publish with us

Policies and ethics