De Regt Et Al 2021 VR Experiences and Customer Advocacy JBR Author Accepted Version
De Regt Et Al 2021 VR Experiences and Customer Advocacy JBR Author Accepted Version
DOI:
10.1016/j.jbusres.2021.08.004
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ABSTRACT
Marketing managers strive to build branded experiences that both excite and engage their
customers in novel ways in order to enhance attitudes and encourage positive behaviors towards
their brands. As it offers immersive and interactive encounters, Virtual Reality (VR) technology
is a promising tool for managers to create these experiences, evidenced by increasing and
successful VR marketing applications. Yet, the literature offers little guidance on how VR
experiences can be strategically designed to create favorable customer perceptions, attitudes, and
behaviors. Based on five semi-structured focus groups of 27 VR consumers, this article constructs
a framework that deconstructs VR branded experiences into both narrative and social interactions
to optimize strategic customer outcomes. An experimental study validates the findings after which
practical recommendations to maximize the success of VR branding campaigns and a future
research agenda for VR marketing is provided.
KEYWORDS: virtual reality (VR); virtual reality marketing; virtual reality brand campaigns;
customer experience; customer brand engagement (CBE).
SUGGESTED CITATION:
De Regt A, Plangger K & Barnes S (2021) Virtual Reality Marketing and Customer Advocacy:
Transforming Experiences from Storytelling to Story-Doing, Journal of Business Research, 136,
513-522.
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1. INTRODUCTION
As consumers increasingly interact on digital platforms with brands, relationships are established,
enhanced, and broken due to customers’ direct and indirect experiences (Okazaki et al., 2019).
This interaction has given rise to the experience economy where customers increasingly desire
unique experiences that go beyond mere consumption, offering novel ways of exciting and
engaging them (Pine & Gilmore, 1998). Virtual reality (VR) technology provides a promising
avenue to for firms to create fully immersive, multi-sensory customer experiences. Several brands
are experimenting with VR as a promotional channel by providing immersive experiences that
enhance and build brand relationships, including brands in retail (Kang, Shin & Ponto, 2020), real
estate (Pleyers & Poncin, 2020), and tourism industries (Yung & Khoo-Lattimore, 2019). This
article explores how campaigns that use VR can contribute to the effectiveness of marketing, retail,
and brand management.
As customer interactions with brands are heavily dependent upon their environment
(Hudson et al., 2019), brand campaigns that employ VR technology offer completely synthetic and
vivid worlds that can exceed the bounds of a physical reality environment. These branded VR
experiences enable customers to be fully immersed with environments they can interact with
(Deng, Unnava & Lee, 2019).
However, beyond adoption studies, few academic studies explore VR’s true potential to
deliver integrated, real-time, and relevant experiences in context (MSI, 2018). Therefore, this
article explores how VR can enhance customers’ experiences by moving from storytelling to story-
doing; it investigates how turning passive observers into active participants, through VR brand
experiences, influences strategic outcomes. Aligned with a human-centered and experience-based
approach, VR is regarded as a real-time, immersive, and interactive multisensory experience
situated in, and artificially induced by, a responsive three-dimensional computer-generated virtual
environment (De Regt & Barnes, 2019).
Marketing practitioners fully embraced customer brand engagement (CBE), as one of the
core elements of their marketing strategies to sustain and increase relative attitudes and positive
behaviors towards their brands (Hollebeek, 2011). CBE can be both positively and negatively
valanced, resulting in affective, cognitive, or behavioral responses that are not always favorable
towards advertised brands (Naumann, Bowden & Gabbott, 2020). Moreover, Hollebeek and Chen
(2014) report that the consumers’ immersive relationship with the brand significantly impacts
customer attitudes towards the brand. Since branded VR experiences are highly immersive in
nature, this article explores CBE in a VR context by first adopting an interpretive method to gain
deeper conceptual insights before testing the factors that contribute to positively valenced
consumer responses.
This article offers two principal contributions. First, guided by insights from a literature
review and focus, the article develops a conceptual framework that clarifies CBE outcomes —
brand awareness, brand attachment and brand advocacy—based on customers’ level of social and
narrative interaction in a VR context. Second, an experimental survey extends these conclusions
and confirms that VR brand campaigns facilitate advanced CBE in the form of brand advocacy
through enhancing social presence, narrative interaction, narrative transportation, and affective
brand engagement.
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2. LITERATURE REVIEW
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3. EMPIRICAL EXPLORATIONS
3.1 Study One: Exploring VR Customer Brand Engagement with Focus Groups
Focus groups allowed the exploration of how social presence and narrative interaction promote
CBE and its outcomes. Focus groups are an interpretative research method where participants
interact dynamically (e.g., questioning one another, commenting on each other’s’ experiences).
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Focus groups create synergistic effects that increase the depth of the inquiry and unveil aspects of
the phenomenon assumed to be otherwise less accessible (Stewart & Shamdasani, 2014) and reveal
participants’ similarities and differences of opinion and their understandings and belief. Because
this research, in part, focusses on social phenomena, focus groups were preferred as part of the
research design over individual interviews.
The focus groups lasted between one and a half to two hours. To mitigate social desirability
issues, worksheets were distributed in each group to provide an opportunity to report any other
personal views or statements that were not expressed during the group discussion. The worksheets
were also used to record demographics and the respondents’ familiarity with VR technology. The
focus groups were video recorded, transcribed verbatim, and analyzed using an inductive approach
consisting of the following steps: (i) open coding; (ii) identifying themes to create core categories;
(iii) the disaggregation of core categories to refine the definition of and understand the relationship
between core categories (i.e., axial coding); and (iv) hermeneutic interpretation of the findings
(Strauss & Corbin, 1998). Codes were developed posteriori for key concepts, such as presence,
CBE, social interaction and participation to aid the mapping of responses into core categories
relevant to designing branded content that transforms the VR experiences from storytelling to
story-doing.
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else. Because the place where I was their VR experience (human-object relation),
where a bit, was a bit small uhm so a lot other participants experienced enhanced
of people around. It was a bit crowded, social presence owing to being with others
people you know queuing up, waiting. (human-human relation) in the VR
And so I, but I didn’t feel that while I was environment (i.e., co-presence; Zhao, 2003).
experiencing the virtual reality. So, it was When recalling these group experiences, it
like, like a break. A brief break for reality becomes apparent that the interplay between
narrative transportation and social presence
Based on the findings and prior research that can result in different personal experiences
compares VR and standard video ads (Feng, and group story-doing. Thus, even though the
2018), the first hypothesis is: set-up of the VR experience stays the same,
H1: Customers experiencing a this set-up entices people to participate more
branded VR experience are than once, as is illustrated by Marc’s
more likely to be transported statement:
into the narrative than those It was a group of ten of us…we were all
who see a standard video ad. trying it at the same time. Although some
Second, social presence was referred to people before me and after me [limited
in many participants’ accounts of their capacity on number of people in VR
branded VR experiences. Talking about a experience]. Yeah, we all tried it different
360-degree video experience, Jack elaborates times. I didn't expect it to be so
on the extent to which VR allows users to good…Yeah, it’s funny, it’s shareable.
experience others as being psychologically
present and real: Thus, VR experiences can facilitate
I felt more included in the actual events, individuals’ interaction goals—building onto
although I was an observer, and they Nowak’s (2001) notion of social presence as
didn't know that I was there. Cause they transportation—leading to the following
weren't looking at me at any stage…I hypotheses:
wanted to actually get involved in the H2: Customers experiencing
conversation with the family, cause they branded VR experiences
were talking among themselves, and I got perceive higher levels of
drawn into that…I felt part of that group. social presence than those
who see a standard video ad.
In line with that, Jordan indicates that being H3: Customers that report high
narratively transported into the VR (vs. low) narrative
experience enhanced the emotional transportation will have
connection with the VR entities: increased perceptions of
Now, I have a great sense of respect for social presence.
them. Because I know it is next to Third, participants reported more
impossible to do something like that…I affective brand engagement with branded VR
feel differently about them now. Because experiences following being successfully
I didn't have a first-hand experience with transported into the storyline or narrative and
it, but I was very near to that first-hand perceived social presence. When comparing
experience [in the VR setting], I think her storytelling and story-doing experiences,
about them differently. Laura emphasizes this by saying the
Whereas Jack and Jordan did not have following:
the opportunity to engage with the entities in
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I have one [branded VR experience] that strengthen social interactions with others.
was more passive, where you were just Combining these focus group insights with
walking around an environment, and the transportation theory (Green et al., 2004),
other one was a Rollercoaster where I was storytelling can generate affective brand
getting a more whole-body experience engagement and also facilitate social
really. So, for me the roller coaster was presence. This is consistent with other
much more exciting! customer engagement research (Dessart &
Pitardi, 2019) and corroborates Pengnate,
This sentiment was widely shared amongst Riggins and Zhang (2020)’s findings that
participants in the different focus groups and social presence can improve the hedonic
extended further when discussing entities in value of VR. Thus, positing the following
the VR experience. Ian builds on to this hypotheses:
sentiment and extends it to the social H4: Customers experiencing
presence by saying: higher levels of narrative
I suppose it’s like not actually transportation increase
experiencing the real event [seeing affective brand engagement in
someone in real-life], but experiencing the branded VR experience.
the real emotions with that. H5: Customers that perceive high
(vs low) social presence will
When comparing branded VR experiences to have more affective brand
similar content experiences, participants engagement with the branded
emphasize VR experience.
Fourth, exploring deeper into the
VR’s ability to elicit positively emotions, as outcomes of branded VR campaigns,
Mia states: differences in narrative transportation and
social presence levels seem to be the most
I found it really kind of like strong in the influential in determining how participants
sense that this is actually a really good responded. Combined with the affective
way of capturing people’s, you know, of brand engagement in these campaigns,
getting people to relate to situations that participants brand outcomes can be classified
they are far away from…it was into three categories: (1) brand awareness,
memorable for me because yeah it really, the ease to which a brand can be recalled,
really stood out to me more than anything recognized and identified (Rossiter & Percy,
I’ve experienced in a long time, regarding 1997); (2) brand attachment, in which a brand
films or media. is positively perceived as being strongly
connected to a customer’s identity (Mitchell
Whereas Fae reflected that branded VR & Olson, 1981); and (3) brand advocacy,
experiences can be “an isolated experience, if where customers’ readiness to speak
you're the only person doing it, because you positively about the brand, try new offerings,
are the only person perceiving that reality.” and their resilience to negative brand
This point was echoed by Eline’s comment information (Du et al., 2007). Figure 1
that “I don’t really feel like it should be consolidates these outcome findings from the
taking away from human contact.” She exploratory focus groups into an initial
mentions that VR should instead be used to conceptual framework that is further
developed and supported below.
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add something. It still wasn’t down to the After these branded VR experiences,
virtual reality like in itself and such.” participants mention that they acquired new
Participants who only experienced 360- knowledge and felt more informed. These
degree branded VR video content, effects were even more pronounced for those
specifically highlight their expectation to VR experiences in which respondents
tailor and control certain elements of the perceived an authentic content-brand fit.
experience (e.g., the color of objects, camera Additionally, participants believe that they
angles, or the storyline), as Gloria indicates: acquired the most valuable knowledge when
I went to the [car brand] stand in the the VR content provided a brand experience
O2 arena and they had some virtual that they could not have experienced in the
reality experience that was like sitting real-world. Adam corroborates this point by
in a car and to try the technology of saying, “How to kind of disassemble it and
that car... I expected to, that I was see the parts inside [hands indicating picking
going to be able to customize the up and turning things around]. So, you know,
speed or the direction of the car, but I me playing with the product, because I
wasn't. The experience was already couldn't do that in the shop, I mean a normal
set. But I would like to think that if I shop.” Besides enhancing positive sentiment
do something, that I would expect and knowledge acquisition, respondents
from the brand, that it would allow indicated that VR advertising could facilitate
you to customize the experience. behavioral changes, including increases in
usage intention and positive word-of-mouth.
Some participants extend this by adding that Increasing the social and activity levels
personal data could be collected and used to during the branded VR experience appeared
tailor the branded VR experience to their to be the most efficient means to facilitate
specific needs or desires. Moreover, all these brand advocacy intentions and
participants with more than one VR behaviors. This point is illustrated by Hanna:
experience, believed that interactivity was I went to an event and tried
essential to their sentiment like the headset on with the
regarding their experiences. For example, reeling and they give me the
Yuta elaborates on her experience that used shoes to slide on the
externally platform...I posted it on
generated bodily sensations saying: [social network] because my
For me I think it's like at this friend back at home wanted to
point, every brand that is using read about my daily life and I
like virtual reality it's like they thought that this would add an
are like a step forward from interesting story to my diary.
the ones that are not. Not in
terms of like quality, not in Nearly all participants report sharing
terms of product, in terms of their VR experiences with at least one other
like connecting with person and often directly after taking part in
technology… that's like the the experience. Although some shared on
thing that changed my view. social media, most participants said that they
Like I saw that brand as like shared their VR experiences in person, as Kai
something more up to date. excitedly reported:
“I spoke to the whole of the [building] by the
time I got out of there. When I was going
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down the stairs, I was speaking to everyone, Based on these findings and the extent to
tourists, everybody!” Besides sharing their which VR as a medium allows users to
experience, respondents also expressed experience others as being psychologically
strong desires for more social VR present and real (Lee, 2004), it is
experiences where they feel they can connect hypothesized that:
with other users (e.g., family and friends) H6: Customers with more (vs.
during the experience itself (i.e., branded less) affective brand
multi-user experiences). This sharing engagement with the ad report
behavior occurs both in the physical world more brand advocacy
and in the virtual world. Moreover, behaviors.
participants’ social desires are amplified H7: Customers that perceive high
when gamification mechanics (c.f., Robson (vs. low) social presence will
et al., 2015) are embedded into branded VR have more brand advocacy
experiences. This also raised the allure of behaviors.
being in a branded VR environment with
strangers. Especially when other people’s 3.2 Study Two: Linking VR Customer
(perceived) presence in branded VR Brand Engagement with Brand Advocacy
experiences contributes to the ‘realness’ of To validate the focus group findings and test
the experience. This is illustrated by Carmen the resulting hypotheses, an experimental
who points out: “I think the expectation for study was designed and conducted that
the roller coaster, it's better to have more than compare a 360-degree VR video ad with a
one [person]. People sitting, trying it standard video ad. The experiment evaluated
together. Just like a real roller coaster where brand advocacy resulting from active
there is like six or seven of them together.” narrative interaction, resulting in enhanced
Thus, not only is there value to be created by narrative transportation and social presence
including social aspects in branded VR that increased affective engagement (see
experiences but depending on the context and Figure 2).
narrative it is often expected by customers.
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3.2.1 Study Two’s Method (Hollebeek, Glynn and Brodie, 2014), and
This experimental study implemented a one- social presence (Makransky, Lilleholt &
factor between-subjects design by Aaby 2017); and (4) filled out their
manipulating the video format of an VR ad, sociodemographic information. Table 2
Jeep’s A Surfing Journey in 360° (3:12 min), reports the descriptive statistics.
into a standard ad. This ad features two
World Surf League surfers (Jordy Smith and 3.2.2 Study Two’s Findings
Malia Manuel) as they embark on a Jeep The research model (Figure 2) was analyzed
brand adventure to find the best waves. using partial least squares structural equation
Rather than using a different Jeep ad, VR modeling (PLS-SEM), as PLS-SEM is
video-conversion software was used to turn designed for exploratory evaluations of
the VR video (interactive, first-person causal relationships among constructs in
panoramic perspective) into a standard theoretical models (Hair et al., 2019). The
traditional 2D video format (flat non- validity of construct items was assessed by
interactive, fixed perspective) to control for investigating the loadings (Table 2). Since all
the tone, narrative, and brand message values exceeded the 0.7 threshold (Hair et al.,
consistency in the two narrative interaction 2019), no changes to the construct structure
conditions. Thus, in the VR setting the were made. Table 3 shows that composite
consumer partly controls the narrative reliability scores and Cronbach’s α values all
through choosing where to look and what to exceeded the recommended value of 0.7
focus on (story-doing perspective). With the (Bagozzi & Yi, 1988), demonstrating high
standard video ad, the brand fully dictates the levels of internal consistency reliability.
narrative and the consumers attention (story- Since all latent variable’s average variance
telling perspective). extracted (AVE) values are greater than the
Time spent and the clicks on the page acceptable threshold of 0.5, convergent
were measured to ensure that people were validity was supported. The results in Table 3
exposed to the two different stimuli from start indicate that discriminant validity is well
to finish. This was followed up by an established since all the square roots of the
attention check (i.e., How many distinct jeep AVE values exceeded the correlations among
models (cars) are driven by the surfers in the latent variables (Fornell & Larcker, 1981).
video?). A total of 573 complete survey The variance inflation factors for the inner
responses were collected through the Cloud and outer model were all below the 5.0
Research platform (Litman, Robinson & benchmark (Hair et al., 2019).
Abberbock, 2017). These responses were Research model validity was assessed
checked for potential bot behavior, response by examining the coefficient of
patterns, and identical IP addresses after determination (R²) and the statistical
which 12 responses were removed, leaving significance and relevance of the path
561 responses that were used for the analysis coefficients. Path coefficients were tested
reported below. Respondents (1) read the using standards bootstrapping procedures
information sheet and accept the informed using 5000 subsamples (Table 4). The model
consent; (2) were randomly exposed to one of indicates a significant total effect of narrative
the narrative interaction scenarios; (3) interaction on brand advocacy (β=0.109,
answered in random order questions about p<0.001). All path coefficients are significant,
narrative transportation (Escalas, 2004), supporting the hypotheses at a minimum
brand advocacy (Obilo, Chefor & Saleh, p<0.05 level. The results indicate that 41.7%
2021), consumer brand engagement of the variance for the brand advocacy
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endogenous latent variable was accounted for social presence (R²=0.478) being moderately
by variables in the model (R²=0.417), with strong predictors (Hair et al., 2019).
affective brand engagement (R²=0.260) and
Table 2: Item Descriptive Statistics and Factor Loadings
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Table 4: Path coefficients and significance levels within the specified model
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these campaigns and gauges their efficacy in by the fact that people tend to
producing strategic CBE outcomes. The anthropomorphize computers and treat them
evidence indicates that branded VR as “social actors” (Reeves & Nass, 1996),
experiences produce strong emotive and even when the virtual actors are less
memorable events that contribute positively embodied.
towards the lasting brand perception and Enhanced CBE with the media
attitude. This could be explained due to vehicle does not necessarily translate into
reduced psychological distance of the positive responses toward the brand
message from customers and subsequently sponsoring or featured in the advertisement.
increased message processing fluency (Kim This can sometimes facilitate a link between
& Song, 2019); which could be further aided the consumer and the manufacturer of the
by the first-person perspective (Kilteni, technology. Prior research (e.g., Calder et al.,
2012) and body ownership (Han et al., 2020). 2009) provides no direct explanation for
This would also explain increases in the these results, since consumers that are highly
authenticity and validity perceptions of engaged with a media vehicle are generally
marketing claims and brand messages more open and responsive to advertising. The
(Wright et al., 2012). These findings are lack of authentic content-brand fit and
positively influenced by higher levels of narrative might not fully account for these
story-doing, contributing to enhanced results. Novelty effects might play a role as
narrative transportation and customer well, since novel stimuli, such as VR
perceptions of social presence. When technology, are thought to provoke
branded VR experiences move from intensified deliberation (Ajzen, 2002). This
storytelling to story-doing, customer could potentially shift the focus towards a
interactivity increases. different engagement object. Although this
Owing to the enhanced interactivity, explanation is strengthened by the vivid
brands not only allow for increased levels of recall of consumer’s first VR experiences,
CBE but also enable customers to take on the this does not necessarily provide an adequate
role of co-experience designers that, through explanation for participants with repeated or
their interpretation and interactions, shape prolonged branded VR experiences. An
the experience into the desired direction alternative explanation could be that the
(Ranjan & Read, 2016). This view on story unmasked logo displayed on the VR headset
doing aligns with the conception of narrative could lead to unintended co-advertising or
as a process and aids the classification of VR co-branding effects. In that case, the results
as a distinct narrative medium (Aylett & might be explained by competitive
Louchart, 2003). Facilitating social, or interference theory of dual-brand processing,
socially perceived, consumption experiences where two brands compete for attention
(Hudson et al., 2019) enhances campaign resources (Nguyen et al., 2018).
effectiveness. A possible explanation could
be that the social interaction with living or 4.1 Theoretical Implications
synthetic others improves the hedonic value The results indicate a direct positive
of VR (Pengnate et al., 2020) which can correlation between higher levels of narrative
positively impact future preference affects and social interaction in branded VR
(Zhao & Xie, 2011). The persistence of the experiences and CBE outcomes. However,
social interaction effects across VR they also suggest that CBE outcomes
modalities (e.g., web, mobile, head-mounted inspired by Web-VR experiences require
displays, or room-scale) could be explained more than only higher levels of narrative
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interaction. In other words, the findings point portfolio, which can help to generate
to a boundary of narrative interaction’s alignment across departments and facilitate
effectiveness when using simple Web-VR insights into how the campaign supports the
campaigns, therefore, indicating the need to key objectives of stakeholders. At the same
create content that enhances narrative time, different VR brand experiences in the
transportation and emotional engagement. In same category (e.g., 360-degree videos) can
addition to the CBE dimensions already be compared and evaluated.
established (i.e., affective, behavioral, Second, based on the input and the
cognitive and social), the findings show that learnings that follow from the framework, it
CBE needs to pay attention to the sensory can be implemented to advance strategic
elements of these branded VR experiences, branding practices both online and offline.
(i.e., physical and artificially induced Brands should clearly define the desired CBE
sensations). Prior research (e.g., Hepola et outcomes that they want to address with their
al., 2017) indicates that both involvement and brand campaign and decide on the
sensory brand experience are directly related appropriate narrative and social interaction
to CBE levels, with emotional engagement level accordingly. Based on the findings,
being the most influential factor. As such, the brands are generally advised to direct
results indicate a growing need to examine marketing communications in a VR context
the experience-engagement dichotomy in towards facilitating higher-order consumers’
interactive, multi-sensory branded VR need satisfaction and generating positive
experiences. Although the differences consumer-brand relationships through
between the two concepts are clearly defined interactive and social VR content. However,
theoretically, the technological features of smaller companies should carefully weigh
the medium and the context in which the the benefit of an agile route to brand
branded VR experience takes place might advocacy against the resource demands (e.g.,
blur these lines in practice. Thus, researchers financial or human capital) required to
investigating highly interactive media are achieve this goal. Moreover, it will help to
advised to ensure that the constructs (i.e., facilitate timely adjustment and refinement of
CBE) they are investigating are appropriate advertising goals, objectives, and targets. As
for their research context (i.e., VR the accumulation of datapoints rises,
experiences). businesses will also be able to better predict
the CBE of future VR campaigns and develop
4.2 Managerial Implications them in a way that is most likely to yield
Since VR is a relatively new marketing beneficial CBE responses.
channel, some businesses might be limited in
their ability to properly track and evaluate the 4.3 Limitations
impact of their VR-enabled marketing As with all empirical research, this article has
campaigns (de Regt, Barnes & Plangger, some limitations. This research uses a
2020). Brand managers can apply the relatively low immersive Web VR
conceptual framework as a consolidated basis experience. However, the findings indicate
for VR brand marketing in two ways. First, that even in a low immersive setting,
the framework can help to monitor and assess consumers have generally positive outcomes.
the current situation. Brands that are This suggests the potential for enhanced
experimenting with different types of VR effects when more immersive VR
experiences will quickly get an overview of experiences are strategically deployed in a
the performance of their diversified VR brand brand campaign. Additionally, the absence of
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normal distribution of the dataset in the (augmented reality or mixed reality). Future
quantitative study (study 2) limited the researchers can use the findings and see how
applicability of alternative forms of they could be used in other customer
quantitative analysis, specifically technology contexts.
covariance-based structural equation Third, although the self-selection of
modeling. Yet, the findings of study 2 appear branded VR experiences among the
to be consistent with the interpretative participants included both product and
analysis of the qualitative data in study 1. service encounters, a more extensive and
Lastly, both the focus groups and the diverse sample (other geographical and
experiment were conducted in English. cultural regions, different target groups, and
Combining this with the online modality of specific market segments) might provide
the experiment, the results might differ for further and more nuanced insights.
other geographical or cultural regions. Furthermore, other more quantitative
research methods, enabled by a VR customer
5.0 FUTURE RESEARCH IN VIRTUAL measurement scale, might provide more
REALITY MARKETING depth to the analysis and conclusions, as well
This article yields a useful framework that as potentially discovering new insights.
aids academics investigating branded VR Fourth, although participants reported
experiences in terms of VR system different intensities of narrative interaction
configurations, presence, interactivity, and and affective brand engagement, some
CBE. Several directions for future research participants provided cross-sectional
are proposed that can advance knowledge evidence that did not account for time-
further as VR rapidly spreads throughout dependent factors, such as state of mind or
business practice. First, although this article prior experience (Slater, 2003). Therefore,
responds to calls for more conceptual studies future research could investigate the
that deeply explore the application of new customer-brand relationship across multiple
technologies (e.g., Khan & Rahman, 2015) encounters, while examining the influences
and validated the model using a further of other moderators, such as the length of
empirical study, additional research to test time between the encounters or repurchase
and validate the findings with other frequency. These additional factors would
participants, in other contexts and varying facilitate understandings customer dynamics
levels of VR experiences is required. When outside of novelty and potentially establish
doing so, research geared towards fully- longitudinal effects of VR experiences. This
immersive branded VR experiences that could be combined with further exploration
utilize head-mounted displays on-site (i.e., of CBE as a multi-dimensional construct
integrated into the broader business context) (Obilo et al., 2021) to further strengthen the
aided by non-invasive or implicit measures, results.
such as external observation or eye-tracking, Fifth, to fully leverage the potential of
could further enrich the findings. branded VR experiences, future research
Second, since this research adopts a should take a more omni-channel approach.
human-centered VR approach (de Regt & The effects of a diversified VR branding
Barnes, 2019) that highlights the individual portfolio should be investigated while
and context-dependent state of the consumer- incorporating customer touchpoints
brand relationship, caution needs to be generated by other (traditional) advertising
exercised in generalizing these findings to platforms to provide a more holistic view on
include other alternate reality contexts the CBE outcomes. While this article
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