Masterarbeit, 2021
246 Seiten, Note: 1,0
Medien / Kommunikation - Public Relations, Werbung, Marketing, Social Media
This thesis investigates the potential of virtual reality (VR) as a new communication medium for brands, focusing on its psychological impact on users and developing innovative brand communication campaign prototypes. The study bridges psychology, virtual reality, communications, and marketing disciplines.
Introduction: This introduction sets the stage by discussing the impact of media technology on human perception and the unique potential of VR. It lays out the research objectives and questions, problem statements, scope, limitations, materials and methods of the study.
Chapter One: Effects of VR on User Psychology: This chapter explores the psychological effects of VR, focusing on emotions, sense of presence, and perception. It compiles research demonstrating VR's ability to evoke both positive and negative emotions, influence the sense of presence, and impact various aspects of perception. The thematic analysis reveals the intricate relationships between these phenomena.
Chapter Two: Understanding Brand Communication: This chapter provides a foundational understanding of brand communication, exploring various definitions and models. It clarifies key concepts like brand equity, brand image, and brand awareness, while discussing vital brand communication principles and strategies, including integrated marketing communication (IMC).
Chapter Three: The Future of Communication: This chapter delves into the potential of VR as a communication medium, analyzing its interface, transmission channels, and organizational infrastructure. It examines VR's role in advertising, showcasing successful VR campaigns and discussing its advantages in experiential marketing. The chapter concludes by considering the future of brand communication within the VR landscape.
Chapter Four: Brands & Strategy: This chapter presents two case studies (Red Bull and IKEA), developing prospective VR communication strategies based on brand communication principles and VR's psychological effects. It outlines market research, target audience identification, communication strategy processes, and creative VR campaign prototypes for each brand.
Virtual Reality, Brand Communication, Advertising, Psychology, Marketing, Communication, VR Advertising, Psychological Effects, VR Communications, 360VR, Interactive VR, Descriptive Statistics, Brand Equity, Brand Image, Brand Awareness, Integrated Marketing Communication (IMC), Experiential Marketing, Storytelling.
This thesis investigates the potential of virtual reality (VR) as a new communication medium for brands. It focuses on the psychological impact of VR on users and develops innovative brand communication campaign prototypes for Red Bull and IKEA.
The key themes include the psychological effects of VR on emotions, sense of presence, and perception; the likelihood of VR becoming a major communication channel; the development of innovative VR communication campaigns; assessment of campaign effectiveness; and exploration of VR's impact on brand communication strategies.
This study integrates psychology, virtual reality technology, communications, and marketing.
The introduction sets the context by discussing the impact of media technology on human perception and the potential of VR. It outlines the research objectives, questions, problem statements, scope, limitations, materials, and methodology.
Chapter One explores the psychological effects of VR on users, focusing on emotions, the sense of presence, and perception. It examines how VR evokes emotions, influences presence, and impacts perception.
Chapter Two provides a foundational understanding of brand communication, defining key concepts like brand equity, brand image, and brand awareness. It discusses crucial brand communication principles and strategies, including integrated marketing communication (IMC).
Chapter Three delves into the potential of VR as a communication medium, analyzing its interface, transmission channels, and organizational infrastructure. It examines VR's role in advertising, showcasing successful campaigns and its advantages in experiential marketing.
Chapter Four presents case studies on Red Bull and IKEA, developing prospective VR communication strategies based on brand communication principles and VR's psychological effects. It details market research, target audience identification, communication strategy processes, and creative VR campaign prototypes.
Chapter Five gives an overview of the execution of the Red Bull and IKEA VR campaigns, including a Red Bull 360VR Virtual Cycling Journey, an IKEA 360VR RoomReady Virtual Room Showroom, and an interactive VR action game prototype.
Chapter Six presents an assessment survey and its analysis. This includes an assessment of the Red Bull 360VR Virtual Cycling Journey, the IKEA RoomReady Virtual Room Showroom, and the interactive VR IKEA branded action game prototype. A general interpretation of the findings is also provided.
Keywords include Virtual Reality, Brand Communication, Advertising, Psychology, Marketing, Communication, VR Advertising, Psychological Effects, VR Communications, 360VR, Interactive VR, Descriptive Statistics, Brand Equity, Brand Image, Brand Awareness, Integrated Marketing Communication (IMC), Experiential Marketing, and Storytelling.
The overall goal is to understand the potential of VR as a powerful tool for brand communication by analyzing its psychological effects on users and by creating and assessing innovative VR marketing campaigns.
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