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Brands in virtual reality games: Affective processes within computer-mediated consumer experiences

van Berlo,Zeph M.C.
van Reijmersdal,Eva A.
Smit,Edith G.
van der Laan,L. Nynke
Abstract
Virtual reality (VR) marketing is here to stay—or at least that is what is generally believed. Head-mounted display (HMD) VR hardware is rapidly becoming more accessible to the general public, and businesses have started adopting VR as an experiential marketing platform. In this study, we examine two affective mechanisms that play a role in the workings of branded VR games in an HMD VR context: (1) virtual product appeal and (2) emotional response. We conducted a between-subjects (branded VR game vs. non-branded VR game) lab experiment (N = 81) among young adults who were recruited via the university's lab recruitment system. During the experiment, participants used HTC Vive hardware with hand-held controllers. The results show that virtual product appeal strengthens the effect of brands in VR games on brand attitude. Moreover, brands in VR games elicit emotional responses, which subsequently drive brand attitude and purchase intention.
Description
Date
2021-01
Journal Title
Journal ISSN
Volume Title
Publisher
Research Projects
Organizational Units
Journal Issue
Keywords
Brand engagement, Consumer learning, Emotional response, Head-mounted display (HMD), Virtual reality (VR)
Citation
van Berlo, Z M C, van Reijmersdal, E A, Smit, E G & van der Laan, L N 2021, 'Brands in virtual reality games : Affective processes within computer-mediated consumer experiences', Journal of Business Research, vol. 122, pp. 458-465. https://doi.org/10.1016/j.jbusres.2020.09.006
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