Prioritizing marketing research in virtual reality: development of an immersion/fantasy typology

被引:46
|
作者
Cowan, Kirsten [1 ]
Ketron, Seth [2 ]
机构
[1] Univ Edinburgh, Dept Mkt, Edinburgh, Midlothian, Scotland
[2] Calif State Polytech Univ Pomona, Dept Int Business & Mkt, Pomona, CA 91768 USA
关键词
Future studies; Virtual reality; Immersion; Flow theory; Realism-fantasy; MEDIATING ROLE; MODERATING ROLE; ONLINE GAMES; IDEAL SELF; 2ND LIFE; ENVIRONMENTS; BEHAVIOR; AVATAR; WORLDS; EXPERIENCE;
D O I
10.1108/EJM-10-2017-0733
中图分类号
F [经济];
学科分类号
02 ;
摘要
Purpose Virtual reality (VR) is of increasing interest to marketers because it can be used to explore and proactively shape long-term futures, co-create value with consumers, and foster consumer-brand engagement. Yet, to date, the field lacks a cohesive framework for approaching VR research; thus, the objective of this systematic literature review is to provide such a framework and highlight research opportunities. Design/methodology/approach First, after conducting a systematic literature review, we highlight VR themes instrumental to flow and propose a typology for VR research using realism-fantasy and immersion as dimensions. Next, we review the current state of empirical research for each quadrant. Finally, we synthesize research within each quadrant, specifying criteria and considerations for conducting research. In doing so, we propose an agenda for marketing research, centered on methodological, future studies, and consumer-related contributions. Findings VR themes instrumental to flow include the avatar, application quality, and interactivity. We find, contrary to some conceptualizations of VR, that all applications are capable of producing flow. Conflicting research and gaps are highlighted in the findings section and summarized in Table III. Additionally, while prior research seems to draw from findings of other VR applications in advancing knowledge in general, the results of the literature review suggest that VR applications should be treated uniquely. Finally, we propose highly immersive VR applications as more conducive to future studies research. Originality/value The objective of this paper is to examine varying opportunities for VR research given flow and fantasy potential and to prioritize VR research.
引用
收藏
页码:1585 / 1611
页数:27
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