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The influence of cybersickness and the media devices’ mobility on the persuasive effects of 360° commercials

Zitieren Sie bitte immer diese URN: urn:nbn:de:bvb:20-opus-269194
  • With the rise of immersive media, advertisers have started to use 360° commercials to engage and persuade consumers. Two experiments were conducted to address research gaps and to validate the positive impact of 360° commercials in realistic settings. The first study (N = 62) compared the effects of 360° commercials using either a mobile cardboard head-mounted display (HMD) or a laptop. This experiment was conducted in the participants’ living rooms and incorporated individual feelings of cybersickness as a moderator. The participants whoWith the rise of immersive media, advertisers have started to use 360° commercials to engage and persuade consumers. Two experiments were conducted to address research gaps and to validate the positive impact of 360° commercials in realistic settings. The first study (N = 62) compared the effects of 360° commercials using either a mobile cardboard head-mounted display (HMD) or a laptop. This experiment was conducted in the participants’ living rooms and incorporated individual feelings of cybersickness as a moderator. The participants who experienced the 360° commercial with the HMD reported higher spatial presence and product evaluation, but their purchase intentions were only increased when their reported cybersickness was low. The second experiment (N = 197) was conducted online and analyzed the impact of 360° commercials that were experienced with mobile (smartphone/tablet) or static (laptop/desktop) devices instead of HMDs. The positive effects of omnidirectional videos were stronger when participants used mobile devices.zeige mehrzeige weniger

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Metadaten
Autor(en): Priska Breves, Nicola Dodel
URN:urn:nbn:de:bvb:20-opus-269194
Dokumentart:Artikel / Aufsatz in einer Zeitschrift
Institute der Universität:Fakultät für Humanwissenschaften (Philos., Psycho., Erziehungs- u. Gesell.-Wissensch.) / Institut Mensch - Computer - Medien
Sprache der Veröffentlichung:Englisch
Titel des übergeordneten Werkes / der Zeitschrift (Englisch):Multimedia Tools and Applications
ISSN:1573-7721
Erscheinungsjahr:2021
Band / Jahrgang:80
Heft / Ausgabe:18
Seitenangabe:27299–27322
Originalveröffentlichung / Quelle:Multimedia Tools and Applications 2021, 80(18):27299–27322. DOI: 10.1007/s11042-021-11057-x
DOI:https://doi.org/10.1007/s11042-021-11057-x
Allgemeine fachliche Zuordnung (DDC-Klassifikation):0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik
Freie Schlagwort(e):advertising effectiveness; cybersickness; immersive advertising; spatial presence; virtual reality
Datum der Freischaltung:14.06.2022
Lizenz (Deutsch):License LogoCC BY: Creative-Commons-Lizenz: Namensnennung 4.0 International