ACM Home Page
Please provide us with feedback. Feedback
Virtual worlds as a medium for advertising
Full text PdfPdf (3.02 MB)
Source
ACM SIGMIS Database archive
Volume 38 ,  Issue 4  (November 2007) table of contents
SESSION: Research contibutions table of contents
Pages: 45 - 55  
Year of Publication: 2007
ISSN:0095-0033
Author
Stuart Barnes  University of East Anglia
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 91,   Downloads (12 Months): 557,   Citation Count: 2
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1314234.1314244
What is a DOI?

ABSTRACT

Online virtual worlds, such as Second Life, are rapidly becoming recognized as a technology of substantial future importance for marketers and advertisers. Many of these virtual worlds provide the potential medium for very rich and varied new and enhanced modes of advertising--all in one online channel. Such varied advertising experiences can be immersive or absorptive, active or passive. Potential modes of advertising include product placement of 3-D objects (such as brand-name clothing), billboards, radio, musical performances, movies and videos, advergames (typically mini-worlds or mini-games) and cross-promotional offers and activities. Little is known about the effectiveness of advertising in virtual worlds on purchasing intention towards a product. The purpose of this paper is to introduce the concept of advertising in virtual worlds and to create an agenda for future experimental research in this exceptionally new domain. As a result, we hope to encourage others to begin to further engage in research on this topic over the period from 2007-2014.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
 
2
Chambers, J. (2005). "The Sponsored Avatar: Examining the Present Reality and Future Possibilities of Advertising in Digital Games," Proceedings of the Digital Games Research Association Conference: Changing Views--- Worlds in Play, Vancouver, Canada.
 
3
ComScore (2007). "ComScore finds that Second Life has a rapidly growing and global base of active residents," Comscore.com, Retreived July 24, 2007, from http://www.comscore.com/press/release.asp?press=1425.
 
4
Csíkszentmihályi, M. (1998). Finding Flow: The Psychology of Engagement With Everyday Life, New York: Basic Books.
 
5
Curran, O.J., West, S.G., and Finch, J.F. (1996). "The Robustness of Test Statistics to Nonnormality and Specification Error in Confirmatory Factor Analysis," Psychological Bulletin, Vol. 101, pp. 126--135.
 
6
Fornell, C., and Larcker, F.D. (1981). "Evaluating Structural Equation Models with Unobservable Variables and Measurement Error," Journal of Marketing Research, Vol. 18, No.1, pp. 39--50.
 
7
Good, R. (2007). "Online Virtual Worlds: A Mini Guide," Techsoup.org, Retreived April 19, 2007, from http://www.techsoup.org/learningcenter/internet/page6759.cfm?rss=1.
 
8
 
9
Hemp, P. (2006). "Avatar-Based Marketing," Harvard Business Review, Vol. 84, No.6, pp. 48--56.
 
10
Holzwarth, M., Janiszewski, C., and Neumann, M.M. (2006). "The Influence of Avatars on Online Consumer Shopping Behavior," Journal of Marketing, Vol. 70, Vol.4, pp. 19--36.
 
11
Kleeberger, J. (2002). Online-Gaming as a Marketing and Sales Catalyst. Department of Media and Communication, University of St. Gallen, Switzerland.
 
12
Kroeber-Riel, W., and Weinberg, P. (1999). Konsumentenverhalten, Munich: Verlag Vahlen.
 
13
Kzero. (2007a). "100 major brands now in Second Life", kzero.co.uk, Retrieved July 24, 2007 from http://www.kzero.co.uk/blog/?p=857.
 
14
______. (2007b). "Second Life Brand Map v1.6", kzero.co.uk, Retrieved July 24, 2007, from http://www.kzero.co.uk/blog/wp-content/uploads/2007/05/sl-brand-map-v17.jpg.
 
15
Li, H., Daugherty, T., and Biocca, F. (2002). "Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention: The Mediating Role of Presence," Journal of Advertising, Vol. 31, No.4, pp. 43--57.
 
16
Manninen, T., and Kujanpää, T. (2007). "The Value of Virtual Assets-The Role of Game Characters in MMOGs," International Journal of Business Science and Applied Management, Vol. 2, No.1, pp. 21--33.
 
17
Maslow, A. (1943). "A Theory of Human Motivation," Psychological Review, Vol. 50, pp. 370--96.
 
18
Nunnally, G. (1978). Psychometric Theory, New York: McGraw-Hill.
 
19
Pine, B.J., and Gilmore, J.H. (1999). The Experience Economy: Work is Theatre and Every Business a Stage, Boston: Harvard Business School Press.
 
20
Reeves, B. (2000). The Benefits of Interactive Online Characters. Center for the Study of Language and Information, Stanford University.
 
21
Straub, D., and Carlson, C.L. (1989). "Validating instruments in MIS research," MIS Quarterly, Vol. 13, No.2, pp. 147--169.
 
22
Vedrashko, I. (2006). Advertising in Computer Games, Department of Comparative and Media Studies, Massachusetts Institute of Technology.