Consumer profiles in reality vs fantasy‐based virtual worlds: implications for brand entry

幻想 虚拟实境 逃避现实 广告 独创性 心理学 人口统计学的 背景(考古学) 虚拟现实 社会心理学 计算机科学 社会学 业务 创造力 人机交互 生物 人口学 古生物学 人工智能
作者
Joanna Phillips Melancon
出处
期刊:Journal of Research in Interactive Marketing [Emerald Publishing Limited]
卷期号:5 (4): 298-312 被引量:32
标识
DOI:10.1108/17505931111191500
摘要

Purpose Virtual environments (VEs) are computer‐based, three‐dimensional virtual worlds where users create avatars and interact socially and competitively within the environment. Users spend millions of dollars every year consuming items for their avatars. Marketers have begun offering branded items in these communities with mixed results. The purpose of this paper is to examine motivational, usage, and demographic differences in VEs across two popular VE types: reality and fantasy‐based platforms. Design/methodology/approach A sample of 106 users of reality and fantasy based VEs was collected using an online survey methodology. Findings Results indicate that both reality and fantasy worlds are outlets for escapism and immersion. Reality VE users are more motivated to seek social relationships with other users and are more highly involved in the VE than fantasy users. Fantasy‐users are motivated by achievement and manipulation of others and are slightly more likely to be male, younger, and engage in the VE with members of their household. Practical implications Studies suggest that message congruency with the gaming context leads to better attitudes toward advertising in online games. This study suggests that tailoring communications for differences due to VE type may produce more favorable outcomes for marketers. Implications for product and branding strategy are suggested. Originality/value Little empirical work addresses successful marketing strategy in VEs, although hundreds of brands have entered these worlds. This research is the first to consider VE type and user motivation, usage, and demographics in the framing of marketing messages.
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