Prioritizing marketing research in virtual reality: development of an immersion/fantasy typology
暂无分享,去创建一个
[1] C. Spence. Crossmodal correspondences: A tutorial review , 2011, Attention, perception & psychophysics.
[2] Frank Biocca,et al. Consumer Learning and the Effects of Virtual Experience Relative to Indirect and Direct Product Experience , 2008 .
[3] Frank Biocca,et al. Immersive virtual reality technology , 1995 .
[4] Matthias R. Mehl,et al. Social engagement and user immersion in a socially based virtual world , 2014, Comput. Hum. Behav..
[5] Nicola Döring,et al. The German VR Simulation Realism Scale - Psychometric Construction for Virtual Reality Applications with Virtual Humans , 2013, Annual Review of Cybertherapy and Telemedicine.
[6] Desney S. Tan,et al. Physically large displays improve performance on spatial tasks , 2006, TCHI.
[7] Johann Füller,et al. Co-Creation in Virtual Worlds: The Design of the User Experience , 2011, MIS Q..
[8] Phillip Wolff,et al. Causal reasoning with forces , 2015, Front. Hum. Neurosci..
[9] Tanya Domina,et al. Understanding factors affecting consumer intention to shop in a virtual world , 2012 .
[10] Jennifer Wu,et al. Positive Preferences: The Emotional Valence of What an Avatar Says Matters , 2017, Cyberpsychology Behav. Soc. Netw..
[11] Grzegorz Pochwatko,et al. The Effects of Virtual Experience on Attitudes Toward Real Brands , 2014, Cyberpsychology Behav. Soc. Netw..
[12] Mel Slater,et al. An Eye Gaze Model for Dyadic Interaction in an Immersive Virtual Environment: Practice and Experience , 2004, Comput. Graph. Forum.
[13] Ann E. Schlosser. Experiencing Products in the Virtual World: The Role of Goal and Imagery in Influencing Attitudes versus Purchase Intentions , 2003 .
[14] Andrea Gaggioli,et al. Designing Awe in Virtual Reality: An Experimental Study , 2018, Front. Psychol..
[15] Namkee Park,et al. Parasocial Interaction with My Avatar: Effects of Interdependent Self-Construal and the Mediating Role of Self-Presence in an Avatar-Based Console Game, Wii , 2009, Cyberpsychology Behav. Soc. Netw..
[16] P. Hibbard,et al. Summation of visual attributes in auditory–visual crossmodal correspondences , 2017, Psychonomic Bulletin & Review.
[17] F. Nah,et al. Enhancing%' or paper_id like 'brand equity through flow and telepresence: a comparison of 2D and 3D virtual worlds , 2011 .
[18] G. Riva,et al. Virtual Reality for Research in Social Neuroscience , 2017, Brain sciences.
[19] Hart Blanton,et al. Real-World Persuasion From Virtual-World Campaigns , 2016, Commun. Res..
[20] Byoungsoo Kim,et al. Understanding Key Factors of Users' Intentions to Repurchase and Recommend Digital Items in Social Virtual Worlds , 2012, Cyberpsychology Behav. Soc. Netw..
[21] C. Spence,et al. I know that “Kiki” is angular: The metacognition underlying sound–shape correspondences , 2018, Psychonomic Bulletin & Review.
[22] John G. Hedberg,et al. Situated, embodied and social problem-solving in virtual worlds , 2011 .
[23] Iljoo Kim,et al. Personal Financial Aggregation and Social Media Mining: A New Framework for Actionable Financial Business Intelligence (AFBI) , 2014, Int. J. Bus. Intell. Res..
[24] Jari Salo,et al. Purchasing behavior in social virtual worlds: An examination of Habbo Hotel , 2013, Int. J. Inf. Manag..
[25] Stuart J. Barnes,et al. Virtual item purchase behavior in virtual worlds: an exploratory investigation , 2009, Electron. Commer. Res..
[26] Jeremy N. Bailenson,et al. How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence , 2016 .
[27] Nikhilesh Dholakia,et al. Virtuality as place and process , 2013 .
[28] Michael T. Ewing,et al. Using Second Life to Teach About Marketing in Second Life , 2011 .
[29] Eman Gadalla,et al. Metaverse-retail service quality: A future framework for retail service quality in the 3D internet , 2013 .
[30] Bartholomäus Wissmath,et al. Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..
[31] Alisha Ali,et al. ICT and sustainable tourism development: an innovative perspective , 2014 .
[32] Lakshmi Goel,et al. If you build it will they come?—An empirical investigation of consumer perceptions and strategy in virtual worlds , 2009, Electron. Commer. Res..
[33] Raed Algharabat,et al. 3D Product authenticity model for online retail: An invariance analysis , 2010, International Journal of Business Science and Applied Management.
[34] Sheila J. Backman,et al. Exploring the impacts of involvement and flow experiences in Second Life on people's travel intentions , 2012 .
[35] M. Rosa,et al. Presence and emotions in virtual environments: the influence of stereoscopy. , 2008 .
[36] S. Litleskare,et al. Experiencing Nature through Immersive Virtual Environments: Environmental Perceptions, Physical Engagement, and Affective Responses during a Simulated Nature Walk , 2018, Front. Psychol..
[37] Konstantinos Chorianopoulos,et al. Avatars' Appearance and Social Behavior in Online Virtual Worlds , 2009, 2009 13th Panhellenic Conference on Informatics.
[38] V. Braun,et al. Using thematic analysis in psychology , 2006 .
[39] Leo Sang-Min Whang,et al. Lifestyles of Virtual World Residents: Living in the On-Line Game "Lineage" , 2004, Cyberpsychology Behav. Soc. Netw..
[40] Tze-Hsien Liao,et al. Online shopping post-payment dissonance: Dissonance reduction strategy using online consumer social experiences , 2017, Int. J. Inf. Manag..
[41] Bernard N'Kaoua,et al. Virtual/Real Transfer of Spatial Knowledge: Benefit from Visual Fidelity Provided in a Virtual Environment and Impact of Active Navigation , 2011, Cyberpsychology Behav. Soc. Netw..
[42] H. R. Gimblett,et al. RBSim: geographic simulation of wilderness recreation behavior. , 2001 .
[43] Mikael Söderman. Virtual reality in product evaluations with potential customers: An exploratory study comparing virtual reality with conventional product representations , 2005 .
[44] T. Parsons. Virtual Reality for Enhanced Ecological Validity and Experimental Control in the Clinical, Affective and Social Neurosciences , 2015, Front. Hum. Neurosci..
[45] Leyland Pitt,et al. Advocating Avatars: The Salesperson in Second Life , 2010 .
[46] Alexander Toet,et al. Is a Dark Virtual Environment Scary? , 2009, Cyberpsychology Behav. Soc. Netw..
[47] Ganesh D. Bhatt,et al. Bringing virtual reality for commercial Web sites , 2004, Int. J. Hum. Comput. Stud..
[48] Nicholas L. Matthews. Too good to care: The effect of skill on hostility and aggression following violent video game play , 2015, Comput. Hum. Behav..
[49] Alessandro Innocenti,et al. Virtual Reality Experiments in Economics , 2015 .
[50] Robert M. O'Keefe,et al. Virtual destination image: Testing a telepresence model , 2012 .
[51] K. Newell,et al. Modulation of cortical activity in 2D versus 3D virtual reality environments: an EEG study. , 2015, International journal of psychophysiology : official journal of the International Organization of Psychophysiology.
[52] Kate Tchanturia,et al. "What Are You Thinking When You Look at Me?" A Pilot Study of the Use of Virtual Reality in Body Image , 2016, Cyberpsychology Behav. Soc. Netw..
[53] Nicola Fox Hamilton,et al. Deception Detection: The Relationship of Levels of Trust and Perspective Taking in Real-Time Online and Offline Communication Environments , 2016, Cyberpsychology Behav. Soc. Netw..
[54] Enrique Bigné,et al. Elapsed time on first buying triggers brand choices within a category: A virtual reality-based study , 2016 .
[55] Sung-Byung Yang,et al. An Odyssey into Virtual Worlds: Exploring the Impacts of Technological and Spatial Environments , 2011, MIS Q..
[56] Mary C. Whitton,et al. A Psychophysical Experiment Regarding Components of the Plausibility Illusion , 2017, IEEE Transactions on Visualization and Computer Graphics.
[57] David Mazursky,et al. Modifying consumer search processes in enhanced on-line interfaces , 2005 .
[58] Sherrena Buckby,et al. A framework for evaluating business lead users’ virtual reality innovations in Second Life , 2009, Electron. Commer. Res..
[59] Holger Regenbrecht,et al. Immersion factors affecting perception and behaviour in a virtual reality power wheelchair simulator. , 2017, Applied ergonomics.
[60] Tibert Verhagen,et al. Making Online Products More Tangible: The Effect of Product Presentation Formats on Product Evaluations , 2016, Cyberpsychology Behav. Soc. Netw..
[61] Jang-Han Lee,et al. The Influence of Arousal and Expectation on Eyewitness Memory in a Virtual Environment , 2014, Cyberpsychology Behav. Soc. Netw..
[62] J. Loomis,et al. Immersive virtual environment technology as a basic research tool in psychology , 1999, Behavior research methods, instruments, & computers : a journal of the Psychonomic Society, Inc.
[63] Jeremy N. Bailenson,et al. Virtual Reality , 2009, J. Media Psychol. Theor. Methods Appl..
[64] Hongki Kim,et al. What If Your Avatar Looks Like You? Dual-Congruity Perspectives for Avatar Use , 2011, MIS Q..
[65] Judy M. Vance,et al. Industry use of virtual reality in product design and manufacturing: a survey , 2017, Virtual Reality.
[66] Seung-A. Annie Jin. Does Imposing a Goal Always Improve Exercise Intentions in Avatar-Based Exergames? The Moderating Role of Interdependent Self-Construal on Exercise Intentions and Self-Presence , 2010, Cyberpsychology Behav. Soc. Netw..
[67] Martin Meißner,et al. Combining virtual reality and mobile eye tracking to provide a naturalistic experimental environment for shopper research , 2017, Journal of Business Research.
[68] Albert A. Rizzo,et al. Immersiveness and Physiological Arousal within Panoramic Video-Based Virtual Reality , 2007, Cyberpsychology Behav. Soc. Netw..
[69] Douglas R. Vogel,et al. Virtual Space and Place: Theory and Test , 2011, MIS Q..
[70] Jeremy N. Bailenson,et al. A Method for Longitudinal Behavioral Data Collection in Second Life , 2008, PRESENCE: Teleoperators and Virtual Environments.
[71] Howell O. Istance,et al. Gaze interaction with virtual on-line communities: levelling the playing field for disabled users , 2010, Universal Access in the Information Society.
[72] Jim Blascovich,et al. Using a preamble to increase presence in digital virtual environments , 2017, Virtual Reality.
[73] Marc Erich Latoschik,et al. The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response , 2018, IEEE Transactions on Visualization and Computer Graphics.
[74] D. Washburn. The games psychologists play (and the data they provide) , 2003, Behavior research methods, instruments, & computers : a journal of the Psychonomic Society, Inc.
[75] Katheryn R. Christy,et al. Transportability and Presence as Predictors of Avatar Identification Within Narrative Video Games , 2016, Cyberpsychology Behav. Soc. Netw..
[76] Yoram Wind,et al. Toward a new marketing paradigm , 2013 .
[77] Anthony Faiola,et al. Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning , 2013, Comput. Hum. Behav..
[78] K. Chan,et al. Understanding consumer-to-consumer interactions in virtual communities : the salience of reciprocity , 2010 .
[79] Manning Li,et al. Advisory services in the virtual world: an empowerment perspective , 2012, Electron. Commer. Res..
[80] Felix D. Schönbrodt,et al. Virtual social environments as a tool for psychological assessment: dynamics of interaction with a virtual spouse. , 2011, Psychological assessment.
[81] D. Tranfield,et al. Towards a Methodology for Developing Evidence-Informed Management Knowledge by Means of Systematic Review , 2003 .
[82] Rosa María Baños,et al. Immersion and Emotion: Their Impact on the Sense of Presence , 2004, Cyberpsychology Behav. Soc. Netw..
[83] Francisco Rebelo,et al. Preliminary Study about Social Influence Over Wayfinding Decisions , 2015 .
[84] Ernan Haruvy,et al. Remarks on Virtual World and Virtual Reality Experiments , 2011 .
[85] M. Csíkszentmihályi,et al. The Concept of Flow , 2014 .
[86] M. Molesworth. Real brands in imaginary worlds: investigating players' experiences of brand placement in digital games , 2006 .
[87] Deltcho Valtchanov,et al. Restorative Effects of Virtual Nature Settings , 2010, Cyberpsychology Behav. Soc. Netw..
[88] Jorge Peña,et al. The Priming Effects of Avatars in Virtual Settings , 2009, Commun. Res..
[89] Hal E. Hershfield,et al. Increasing Saving Behavior Through Age-Progressed Renderings of the Future Self , 2011, JMR, Journal of marketing research.
[90] Raymond R. Burke. Virtual Shopping: Breakthrough in Marketing Research , 1996 .
[91] Christèle Boulaire,et al. Online communities serving the consumer/producer: observations from the study of a fantasy world , 2008 .
[92] Michail D. Kozlov,et al. Real Behavior in Virtual Environments: Psychology Experiments in a Simple Virtual-Reality Paradigm Using Video Games , 2010, Cyberpsychology Behav. Soc. Netw..
[93] Wen-Bin Chiou,et al. The Power of the Virtual Ideal Self in Weight Control: Weight-Reduced Avatars Can Enhance the Tendency to Delay Gratification and Regulate Dietary Practices , 2016, Cyberpsychology Behav. Soc. Netw..
[94] Jyh-Jeng Wu,et al. Trust factors influencing virtual community members: A study of transaction communities , 2010 .
[95] Stéphane Bouchard,et al. Body Image and Anti-Fat Attitudes: An Experimental Study Using a Haptic Virtual Reality Environment to Replicate Human Touch , 2016, Cyberpsychology Behav. Soc. Netw..
[96] C. Spence,et al. Are crossmodal correspondences relative or absolute? Sequential effects on speeded classification , 2018, Attention, perception & psychophysics.
[97] Bart van den Hooff,et al. Lost in space? Cognitive fit and cognitive load in 3D virtual environments , 2013, Comput. Hum. Behav..
[98] Jeffrey Katz,et al. Dissociation of Past and Present Experience in Problem Solving Using a Virtual Environment , 2009, Cyberpsychology Behav. Soc. Netw..
[99] Izak Benbasat,et al. Virtual Product Experience: Effects of Visual and Functional Control of Products on Perceived Diagnosticity and Flow in Electronic Shopping , 2004, J. Manag. Inf. Syst..
[100] Adam P. Vrechopoulos,et al. Store layout effects on consumer behavior in 3D online stores , 2018 .
[101] Egon L. van den Broek,et al. Navigating through Virtual Environments: Visual Realism Improves Spatial Cognition , 2009, Cyberpsychology Behav. Soc. Netw..
[102] Daniel A. Guttentag. Virtual reality: Applications and implications for tourism , 2010 .
[103] Andrew K. Przybylski,et al. The Ideal Self at Play , 2012, Psychological science.
[104] Charles E. Hughes,et al. Virtual Experiments and Environmental Policy , 2009 .
[105] Seung-A. Annie Jin. Effects of 3D Virtual Haptics Force Feedback on Brand Personality Perception: The Mediating Role of Physical Presence in Advergames , 2010, Cyberpsychology Behav. Soc. Netw..
[106] John R. Wilson,et al. Structured Development of Virtual Environments , 2014, Handbook of Virtual Environments, 2nd ed..
[107] Paul D. Bolls,et al. How Avatar Customizability Affects Children's Arousal and Subjective Presence During Junk Food-Sponsored Online Video Games , 2009, Cyberpsychology Behav. Soc. Netw..
[108] Julien Nelson,et al. The Relationship Between Contextual Cues in Virtual Environments and Creative Processes , 2017, Cyberpsychology Behav. Soc. Netw..
[109] Devika Vashisht,et al. Effect of game-interactivity and congruence on presence and brand attitude , 2017 .
[110] Michael Bourlakis,et al. Modelling the determinants of a simulated experience in a virtual retail store and users’ product purchasing intentions , 2013 .
[111] Bo Hsiao,et al. The effect of user's perceived presence and promotion focus on usability for interacting in virtual environments. , 2015, Applied ergonomics.
[112] Stéphane Bouchard,et al. Eye-Tracking in Immersive Environments: A General Methodology to Analyze Affordance-Based Interactions from Oculomotor Dynamics , 2003, Cyberpsychology Behav. Soc. Netw..
[113] Kyle Johnsen,et al. Using Virtual Pets to Increase Fruit and Vegetable Consumption in Children: A Technology-Assisted Social Cognitive Theory Approach , 2016, Cyberpsychology Behav. Soc. Netw..
[114] Seung-A. Annie Jin,et al. Modality Effects in Second Life: The Mediating Role of Social Presence and the Moderating Role of Product Involvement , 2009, Cyberpsychology Behav. Soc. Netw..
[115] Maria Roussou,et al. Learning by doing and learning through play: an exploration of interactivity in virtual environments for children , 2004, CIE.
[116] Alladi Venkatesh,et al. Marketing beyond the frontier? Researching the new marketing landscape of virtual worlds , 2013 .
[117] G. Young. Virtually real emotions and the paradox of fiction: Implications for the use of virtual environments in psychological research , 2010 .
[118] Bartholomäus Wissmath,et al. Being present in more than one place at a time? Patterns of mental self-localization , 2011, Consciousness and Cognition.