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Marketing strategies in virtual worlds
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ACM SIGMIS Database archive
Volume 38 ,  Issue 4  (November 2007) table of contents
SESSION: Research contibutions table of contents
Pages: 77 - 80  
Year of Publication: 2007
ISSN:0095-0033
Authors
Tsz-Wai Lui  Cornell University
Gabriele Piccoli  Cornell University
Blake Ives  University of Houston
Publisher
ACM  New York, NY, USA
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ABSTRACT

More and more businesses are selling products and providing services through multiple channels. 3D virtual worlds are emerging to be one of the channels for companies to communicate with their customers. Being able to simulate similar experiences as customers have in real stores, virtual worlds are able to enhance product knowledge, attitude and purchase intention of customers. However, not all product attributes are able to be experienced virtually because not all kinds of senses (e.g. taste) can be digitzed and presented through a virtual reality interface. Applying theory of cognitive fit and media richness theory, we propose the products attributes that can be experienced virtually with the current technologies. These product attributes and their moderating effects on the relationships between virtual reality and product knowledge, attitude and purchase intention should be studied further so that companies can make decides on the investment in their presence in virtual worlds and the marketing strategies most appropriate for their products.


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.

 
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Edery. D. (2006). "Marketing-Reverse Product Placement in Virtual Worlds," Harvard Business Review, Vol. 84, No.12, p. 24.
 
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Klein, L.R. (2003). "Creating Virtual Product Experiences: The Role of Telespresence," Journal of Interactive Marketing, Vol. 7, No.1, pp. 41--55.
 
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Li, H.R., 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.3, pp. 43--57.
 
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Steuer, J. (1992). "Defining Virtual Reality: Dimensions Determining Telepresence," Journal of Communication, Vol. 42, No.4, pp. 73--93.
 
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Suh, K.S., and Lee, Y.E. (2005). "The Effects of Virtual Reality of Consumer Learning: An Empirical Investigation," MIS Quarterly, Vol. 29, No.4, pp. 674--697.
 
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Vessey, I. (1991). "Cognitive Fit: A Theory-Based Analysis of the Graphs Versus Tables Literature," Decision Sciences, Vol. 22, No.2, pp. 219--240.


Collaborative Colleagues:
Tsz-Wai Lui: colleagues
Gabriele Piccoli: colleagues
Blake Ives: colleagues