The ethical landscape of immersive marketing: virtual and augmented reality in advertising

被引:0
作者
Asif, Muhammad [1 ]
Fazel, Hashem [2 ]
Alghamdi, Faten Saleh [3 ]
机构
[1] Univ Educ, Lahor, Pakistan
[2] Univ Bisha, Bisha, Saudi Arabia
[3] Univ Technol Malaysia, Kuala Lumpur, Malaysia
关键词
Virtual reality; Augmented reality; Ethics; Marketing; Thematic analysis; TECHNOLOGIES; INDUSTRY;
D O I
10.1108/MIP-07-2024-0519
中图分类号
F [经济];
学科分类号
02 ;
摘要
PurposeIn marketing, virtual reality (VR) and augmented reality (AR) provide innovative ways to connect with audiences, transforming traditional advertising into dynamic and engaging storytelling. The purpose of this study is to explore ethical considerations in VR and AR marketing, analyze risks and perceptions among marketers, and propose guidelines for responsible immersive advertising practices.Design/methodology/approachThis qualitative study employs semi-structured interviews with marketers from Saudi Arabia and Pakistan in the tourism and hospitality industry. Thematic analysis is used to analyze data by using NVivo 14.FindingsThe study identifies significant privacy concerns, psychological impacts and data security risks in immersive advertising. Marketers emphasize transparency, consumer consent and ethical boundaries.Originality/valueThis study contributes novel insights into the ethical dimensions of VR and AR marketing in Saudi Arabia and Pakistan, exploring unique cultural perspectives and proposing practical guidelines for ethical advertising practices.
引用
收藏
页数:19
相关论文
共 61 条
  • [51] Future of mental health in the metaverse
    Usmani, Sadia Suhail
    Sharath, Medha
    Mehendale, Meghana
    [J]. GENERAL PSYCHIATRY, 2022, 35 (04)
  • [52] Designing augmented reality services for enhanced customer experiences in retail
    Vaidyanathan, Nageswaran
    Henningsson, Stefan
    [J]. JOURNAL OF SERVICE MANAGEMENT, 2023, 34 (01) : 78 - 99
  • [53] Detection of Security and Privacy Attacks Disrupting User Immersive Experience in Virtual Reality Learning Environments
    Valluripally, Samaikya
    Frailey, Benjamin
    Kruse, Brady
    Palipatana, Boonakij
    Oruche, Roland
    Gulhane, Aniket
    Hoque, Khaza Anuarul
    Calyam, Prasad
    [J]. IEEE TRANSACTIONS ON SERVICES COMPUTING, 2023, 16 (04) : 2559 - 2574
  • [54] 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
    [J]. JOURNAL OF BUSINESS RESEARCH, 2021, 122 : 458 - 465
  • [55] Vinnakota S., 2023, ED RES IJMCER, V5, P08
  • [56] Transparency in persuasive technology, immersive technology, and online marketing: Facilitating users’ informed decision making and practical implications
    Wang R.
    Bush-Evans R.
    Arden-Close E.
    Bolat E.
    McAlaney J.
    Hodge S.
    Thomas S.
    Phalp K.
    [J]. Computers in Human Behavior, 2023, 139
  • [57] Data privacy and cybersecurity challenges in the digital transformation of the banking sector
    Wang, Shuang
    Asif, Muhammad
    Shahzad, Muhammad Farrukh
    Ashfaq, Muhammad
    [J]. COMPUTERS & SECURITY, 2024, 147
  • [58] How Disinformation Affects Sales: Examining the Advertising Campaign of a Socially Responsible Brand
    Yannopoulou, Natalia
    Chandrasapth, Koblarp
    Bian, Xuemei
    Jin, Boyi
    Gupta, Suraksha
    Liu, Martin J.
    [J]. JOURNAL OF BUSINESS RESEARCH, 2024, 182
  • [59] Exploring virtual reality for quality immersive empathy building experiences
    Young, Gareth W.
    O'Dwyer, Neill
    Smolic, Aljosa
    [J]. BEHAVIOUR & INFORMATION TECHNOLOGY, 2022, 41 (16) : 3415 - 3431
  • [60] Designing the metaverse: A study on inclusion, diversity, equity, accessibility and safety for digital immersive environments
    Zallio, Matteo
    Clarkson, P. John
    [J]. TELEMATICS AND INFORMATICS, 2022, 75