DO CONSUMERS MAKE IMPULSIVE OR REFLECTIVE PURCHASE DECISIONS DURING IMMERSIVE METAVERSE SHOPPING?
(주)코리아스칼라
- 최초 등록일
- 2023.07.17
- 최종 저작일
- 2023.07
- 5페이지/ 어도비 PDF
- 가격 4,000원
* 본 문서는 배포용으로 복사 및 편집이 불가합니다.
서지정보
ㆍ발행기관 : 글로벌지식마케팅경영학회(GFMC)
ㆍ수록지정보 : Global Marketing Conference
ㆍ저자명 : Tomi Tonteri, Jani Holopainen, Heli Hallikainen, Tommi Laukkanen
영어 초록
Virtual reality (VR) has been set with an expectation of becoming the technology to enable new electronic businesses on metaverse platforms. VR is an application of three-dimensional computer graphics to create a convincing virtual environment where users can interact (Cowan & Ketron, 2019). The most used immersive VR devices are head-mounted displays. Importantly, in addition to visual sense, auditory, haptic, and olfactory senses stimulating devices are used in conjunction with head-mounted displays to reach a multi-sensory VR experience (Xi & Hamari, 2021). VR has been part of the brand strategy for various marketing endeavours (Cowan & Ketron, 2019) such as viewing furniture or kitchen setups by IKEA or creating virtual customer experiences in the real estate sector. However, VR’s impact on the consumer thought model has not been thoroughly examined. This extended abstract contributes to this shortcoming.
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