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Experiences in multi-platform campaigns: Similarities between game engagement and advertising engagement in virtual reality

Experiences in multi-platform campaigns: Similarities between game engagement and advertising engagement in virtual reality
Experiences in multi-platform campaigns: Similarities between game engagement and advertising engagement in virtual reality
This chapter discusses the relationship between engagement actions during the experiences in game advertising, with the aim to investigate the elements that support consumer action in a Virtual Reality (VR) game developed for Oculus Rift. Since VR can be understood as a potential investment in advertising platform, the proposal of this chapter is to comprehend the experience of engagement with brands inside the game, including aspects about VR gameplay and immersion. For that, the researchers developed a game with different levels of brand integration in a VR environment. In order to measure engagement levels in this experience, the researchers have invited 24 participants to play the game to observe their behaviors. As a result of this study, it is suggested that the VR can be a useful environment to insert advertising for multi-platforms experiences, since it can promote an emotional and cognitive experiences around the brand and not only a simple exposition of the advertising.
VR, advergames, advertising, consumer behaviour, Virtual reality
81-117
IGI Global
Thaiane, Oliveira
a4cd6ce6-3c27-4643-9044-8df4fa6ca79c
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
da Matta, Thalyta
b82b5b65-b862-4b26-87aa-14bdeb51dbf1
Yang, Kenneth
Thaiane, Oliveira
a4cd6ce6-3c27-4643-9044-8df4fa6ca79c
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
da Matta, Thalyta
b82b5b65-b862-4b26-87aa-14bdeb51dbf1
Yang, Kenneth

Thaiane, Oliveira, Wanick, Vanissa and da Matta, Thalyta (2018) Experiences in multi-platform campaigns: Similarities between game engagement and advertising engagement in virtual reality. In, Yang, Kenneth (ed.) Multi-Platform Advertising Strategies in the Global Marketplace. IGI Global, pp. 81-117. (doi:10.4018/978-1-5225-3114-2.ch004).

Record type: Book Section

Abstract

This chapter discusses the relationship between engagement actions during the experiences in game advertising, with the aim to investigate the elements that support consumer action in a Virtual Reality (VR) game developed for Oculus Rift. Since VR can be understood as a potential investment in advertising platform, the proposal of this chapter is to comprehend the experience of engagement with brands inside the game, including aspects about VR gameplay and immersion. For that, the researchers developed a game with different levels of brand integration in a VR environment. In order to measure engagement levels in this experience, the researchers have invited 24 participants to play the game to observe their behaviors. As a result of this study, it is suggested that the VR can be a useful environment to insert advertising for multi-platforms experiences, since it can promote an emotional and cognitive experiences around the brand and not only a simple exposition of the advertising.

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More information

e-pub ahead of print date: December 2017
Published date: 2018
Keywords: VR, advergames, advertising, consumer behaviour, Virtual reality

Identifiers

Local EPrints ID: 415608
URI: http://eprints.soton.ac.uk/id/eprint/415608
PURE UUID: fe52e6c6-f70d-45e5-997b-eb1ba676ea29
ORCID for Vanissa Wanick: ORCID iD orcid.org/0000-0002-6367-1202

Catalogue record

Date deposited: 16 Nov 2017 17:30
Last modified: 21 Nov 2024 02:51

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Contributors

Author: Oliveira Thaiane
Author: Vanissa Wanick ORCID iD
Author: Thalyta da Matta
Editor: Kenneth Yang

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