TY - JOUR
T1 - Using virtual reality to promote the university brand
T2 - When do telepresence and system immersion matter?
AU - Shen, Jie
AU - Wang, Yanyun
AU - Chen, Chen
AU - Nelson, Michelle R.
AU - Yao, Mike Z.
N1 - Publisher Copyright:
© 2019, © 2019 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2020/5/18
Y1 - 2020/5/18
N2 - While virtual reality (VR) has been shown to increase a sense of being there (i.e., telepresence) and enhance audience perceptions of the content, few studies have examined the impact of the varying degrees of ‘system immersion’ on persuasion outcomes under different VR viewing conditions. To fill this gap, our research investigates consumer perceptions of a branded VR experience of a university campus tour under different viewing conditions across two studies. In Study 1, we interviewed 17 participants who experienced the VR tour on Oculus Rift CV1. Emerging themes from the data revealed a sense of telepresence, enjoyment, and appreciation for going places not available to participants in real life. Study 2 employed an experimental design where participants viewed the same content using one of the three VR devices that varied in system immersion (smartphone, Google Cardboard, Oculus Rift DK2). Telepresence and its impact on recall and persuasion were measured. Results show that all three viewing conditions had equal capacity to create a sense of telepresence. Perceived telepresence negatively impacted recall of targeted locations in the virtual tour, whereas telepresence positively correlated with intentions to recommend the campus to others.
AB - While virtual reality (VR) has been shown to increase a sense of being there (i.e., telepresence) and enhance audience perceptions of the content, few studies have examined the impact of the varying degrees of ‘system immersion’ on persuasion outcomes under different VR viewing conditions. To fill this gap, our research investigates consumer perceptions of a branded VR experience of a university campus tour under different viewing conditions across two studies. In Study 1, we interviewed 17 participants who experienced the VR tour on Oculus Rift CV1. Emerging themes from the data revealed a sense of telepresence, enjoyment, and appreciation for going places not available to participants in real life. Study 2 employed an experimental design where participants viewed the same content using one of the three VR devices that varied in system immersion (smartphone, Google Cardboard, Oculus Rift DK2). Telepresence and its impact on recall and persuasion were measured. Results show that all three viewing conditions had equal capacity to create a sense of telepresence. Perceived telepresence negatively impacted recall of targeted locations in the virtual tour, whereas telepresence positively correlated with intentions to recommend the campus to others.
KW - 360-degree video
KW - Virtual reality
KW - system immersion
KW - telepresence
KW - university branding
UR - http://www.scopus.com/inward/record.url?scp=85074016636&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85074016636&partnerID=8YFLogxK
U2 - 10.1080/13527266.2019.1671480
DO - 10.1080/13527266.2019.1671480
M3 - Article
AN - SCOPUS:85074016636
SN - 1352-7266
VL - 26
SP - 362
EP - 393
JO - Journal of Marketing Communications
JF - Journal of Marketing Communications
IS - 4
ER -