Abstract
This paper seeks to provide an overview of the current practitioners and scientific knowledge with regard to the use of Virtual Reality in marketing. A literature review was employed to conduct a systematic analysis of 50 sources to comprehensively capture the state of research and implementation of Virtual Reality. Findings reveal, that the majority of articles focus on either area of application or the effectiveness of Virtual Reality versus other media technologies. This paper critiques the current range of VR application and performance measures by proposing an alternate perspective, provided by narrative theory, as derived from the animation and filmmaking industry.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Suh, A., Prophet, J.: The state of immersive technology research: a literature analysis. Comput. Human Behav. (86), 77–90 (2018)
Kilic, K., Saygi, M.G., Sezer, S.O.: Exact and heuristic methods for personalized display advertising in virtual reality platforms. J. Ind. Manag. Optim. 15(2), 833–854 (2019)
Loureiro, S.M.C., Guerreiro, J., Eloy, S., Langaro, D., Panchapakesan, P.: Understanding the use of virtual reality in marketing: a text mining-based review. J. Bus. Res. 100, 514–530 (2019)
Steuer, J.: Defining virtual reality: Dimensions determining telepresence. J. Commun. 42(4), 73–93 (1992)
Yoh, M.S.: The reality of virtual reality. In: Proceedings Seventh International Conference on Virtual Systems and Multimedia, pp. 666–674. IEEE (2001)
Sherman, W.R., Craig, A.B.: Understanding Virtual Reality: Interface, Application, and Design. Morgan Kaufmann (2018)
Ni, D., Nee, A.Y.C., Ong, S.K., Li, H., Zhu, C., Song, A.: Point cloud augmented virtual reality environment with haptic constraints for teleoperation. Trans. Instit. Meas. Control, 40(15), 4091–4104 (2018)
Cruz-Neira, C., Sandin, T.A., DeFanti R.V.: Surround screen projection-based virtual reality: the design and implementation of the cave. In: Proceedings of SIGGRAPH 1993, pp 135–142 (1993)
Kwon, J.H., Powell, J., Chalmers, A.: how level of realism influences anxiety in virtual reality environments for a job interview. Int. J. Human-Comput. Stud. 71(10), 978–987 (2013)
Tham, J., Duin, A.H., Gee, L., Ernst, N., Abdelqader, B., McGrath, M.: Understanding virtual reality: presence, embodiment, and professional practice. IEEE Trans. Prof. Commun. 61(2), 178–195 (2018)
Schnack, A., Wright, M.J., Holdershaw, J.L.: Immersive virtual reality technology in a three-dimensional virtual simulated store: investigating telepresence and usability. Food Res. Int. 117, 40–49 (2019)
Rynarzewska, A.I.: Virtual reality: a new channel in sport consumption. J. Res. Interact. Market. 12(4), 472–488 (2018)
Sihi, D.: Home sweet virtual home: the use of virtual and augmented reality technologies in high involvement purchase decisions. J. Res. Interact. Market. 12(4), 398–417 (2018)
Guttentag, D.A.: Virtual reality: applications and implications for tourism. Tourism Manag. 31(5), 637–651 (2010)
Huang, Y.C., Backman, K.F., Backman, S.J., Chang, L.L.: Exploring the implications of virtual reality technology in tourism marketing: An integrated research framework. Int. J. Tourism Res. 18(2), 116–128 (2016)
Tussyadiah, I.P., Wang, D., Jung, T.H., Tom Dieck, M.C.: Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Manag. 66, 140–154 (2018)
Marasco, A., Buonincontri, P., van Niekerk, M., Orlowski, M., Okumus, F.: Exploring the role of next-generation virtual technologies in destination marketing. J. Destination Market. Manag. 9, 138–148 (2018)
Cacho-Elizondo, S., Álvarez, J.D.L., Garcia, V.E.: Exploring the adoption of augmented and virtual reality in the design of customer experiences: proposal of a conceptual framework. J. Market. Trends 5(2), 1961–7798 (2018)
Bogicevic, V., Seo, S., Kandampully, J.A., Liu, S.Q., Rudd, N.A.: Virtual reality presence as a preamble of tourism experience: the role of mental imagery. Tourism Manag. 74, 55–64 (2019)
Boyd, D.E., Koles, B.: Virtual reality and its impact on B2B marketing: a value-in-use perspective. J. Bus. Res. 100, 590–598 (2019)
Kato, T., Tsuda, K.: December. does virtual reality influence customer behavior in car design?. In: ISPIM Innovation Symposium, pp. 1–15. The International Society for Professional Innovation Management (ISPIM) (2018)
Saren, M., Harwood, T., Ward, J., Venkatesh, A.: Marketing beyond the frontier? Researching the new marketing landscape of virtual worlds (2013)
Singh, H., Singh, C., Majumdar, R.: Virtual reality as a marketing tool. In: Emerging Trends in Expert Applications and Security, pp. 445–450. Springer, Singapore (2019)
Grudzewski, F., Awdziej, M., Mazurek, G., Piotrowska, K.: Virtual reality in marketing communication–the impact on the message, technology and offer perception–empirical study. Econ. Bus. Rev. 4(3), 36–50 (2018)
Biocca, F.: Communication within virtual reality: Creating a space for research. J. Commun. (1992)
Bates, R., Vickers, S., Istance, H.O.: Gaze interaction with virtual on-line communities: levelling the playing field for disabled users. Univers. Access Inform. Soc. 9(3), 261–272 (2010)
Eisenbeiss, M., Blechschmidt, B., Backhaus, K. Freund, P.A.: The (real) world is not enough: motivational drivers and user behavior in virtual worlds. J. Interact. Market. 26(1), 4–20 (2012)
Diemer, J., Alpers, G.W., Peperkorn, H.M., Shiban, Y., Mühlberger, A.: The impact of perception and presence on emotional reactions: a review of research in virtual reality. Frontiers Psychol. 6, 26 (2015)
Willems, K., Brengman, M., Van Kerrebroeck, H.:. The impact of representation media on customer engagement in tourism marketing among millennials. Eur. J. Market. (2019)
Parsons, T.D., Rizzo, A.: Affective outcomes of virtual reality exposure therapy for anxiety and specific phobias: a meta-analysis. J. Behav. Ther. Exp. Psychiatry 39, 250–261 (2008)
Price, M., Mehta, N., Tone, E.B., Anderson, P.L.: Does engagement with exposure yield better outcomes? Components of presence as a predictor of treatment response for virtual reality exposure therapy for social phobia. J. Anxiety Disord. 25, 763–770 (2011)
Slater, M., Wilbur, S.: A Framework for Immersive Virtual Environments (FIVE): Speculations on the role of presence in virtual environments. Presence Teleoperators Virtual Environ. 6(6), 603–616 (1997)
Schubert, T., Friedmann, F., Regenbrecht, H.: The experience of presence: factor analytic insights. Presence: Teleoperators Virtual Environ. 10(3), 266–281 (2001)
Seth, A.K., Suzuki, K., Critchley, H.D.: An interoceptive predictive coding model of conscious presence. Frontiers Psychol. 2, 395 (2011)
Milgram, P., Takemura, H., Utsumi, A., Kishino, F.: Augmented reality: a class of displays on the reality-virtuality continuum. systems research. In: Das, H. (ed.) Telemanipulator and Telepresence Technologies. Telemanipulator and Tele- Presence Technologies,vol. 2351, pp. 282–292. Photonics for Industrial Applications, Boston (1994)
Sanchez-Vives, M.V., Slater, M.: From presence to consciousness through virtual reality. Nat. Rev. Neurosci. 6(4), 332 (2005)
Lorenz, M., Brade, J., Diamond, L., Sjolie, D., Busch, M., Tscheligi, M., Kilasmant, P., Heyde, C., Hammer, N.: Presence and User Experience in a Virtual Environment under the Influence of Ethanol: An Explorative Study (2018)
Barfield, W., Hendrix, C.: The Effect of Update Rate on the Sense of Presence (1995)
Slater, M., Usoh, M., Steed, A.: Depth of presence in virtual environments. Presence: Teleoperators Virtual Environ. 3(2), 130–144 (1994)
Slater, M., Usoh, M., Steed, A.: Taking steps: the influence of a walking technique on presence in virtual reality. ACM Trans. Comput.-Human Interact. (TOCHI), 2(3), 201–219 (1995)
Welch, R.B., Blackmon, T.T., Liu, A., Mellers, B.A., Stark, L.W.: The effects of pictorial realism, delay of visual feedback, and observer interactivity on the subjective sense of presence. Presence: Teleoperators Virtual Environ. 5(3), 263–273 (1996)
Zimmons, P., Panter, A.: The influence of rendering quality on presence and task performance in a virtual environment. In: IEEE Virtual Reality, 2003. Proceedings, pp. 293–294. IEEE (2003)
Baños, R.M., Botella, C., Alcañiz, M., Liaño, V., Guerrero, B., Rey, B.: Immersion and emotion: their impact on the sense of presence. Cyberpsychology Behav. 7(6), 734–741 (2004)
Higgins, S.: Suspenseful situations: melodramatic narrative and the contemporary action film. Cinema J. 74–96 (2008)
Bauer, L.: Linguistics Student’s Handbook. Edinburgh University Press (2007)
Saussure, F.D.: Course in general linguistics (W. Baskin, Trans.). Philosophical Library, New York (1959)
Dooley, K.: Storytelling with virtual reality in 360°: a new screen grammar. Stud. Australasian Cinema 11(3), 161–171 (2017)
Gödde, M., Gabler, F., Siegmund, D., Braun, A.: Cinematic Narration in VR–Rethinking Film Conventions for 360°. In: International Conference on Virtual, Augmented and Mixed Reality, pp. 184–201 (2018)
Barricelli, B., Gadia, D., Rizzi, A., Marini, D.: Semiotics of –virtual reality as a communication process. Behav. Inform. Technol. 35, 879–896 (2016)
Boyd, D., Koles, B.: An introduction to the special issue “virtual reality in marketing”: definition, theory and practice. J. Bus. Res. (2019)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Rach, M., Scott, R. (2020). The Use of Virtual Reality in Marketing: Exploring the Need for Technology and Language Adaptation to Create High Quality Immersive Experiences. In: Rocha, Á., Reis, J., Peter, M., Bogdanović, Z. (eds) Marketing and Smart Technologies. Smart Innovation, Systems and Technologies, vol 167. Springer, Singapore. https://doi.org/10.1007/978-981-15-1564-4_8
Download citation
DOI: https://doi.org/10.1007/978-981-15-1564-4_8
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-15-1563-7
Online ISBN: 978-981-15-1564-4
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)