Virtual reality, video games and in-game advertising

An experimental study of adolescents with managerial implications to the entertainment industry

Authors

Keywords:

Adolescence, experiment, video game, virtual reality, brand placement, in-game advertising, attention

Abstract

Nowadays adolescents are digital natives which means individuals born and raised with the technology. From advertising communication, the only way to target these collectives ‘attention is to jump into the digitalization. The present experimental study analyzes 228 adolescents´ attentional behavior on a video game with brand placement and virtual reality, field scarcely investigating adolescents, and all the data is collected through a survey. The brand placement election is due to its non-invasive and embedded nature, traditional or non-traditional which is the case, a video game. Also, using virtual reality it is assumed better results accordingly to adolescents´ technological preferences. Results shown from adolescents’ attention limitations and using virtual reality, there is a cognitive task overlapping. As closer is the brand to player´s view sight, better recalls and attitudes towards the brand are seen. There is happened an overlapping of tasks to attend, improving adolescent´s attention in opposite to far brand positioning.

 

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Published

2021-07-30

How to Cite

Alabau-Tejada, N. (2021). Virtual reality, video games and in-game advertising: An experimental study of adolescents with managerial implications to the entertainment industry. Revista Prisma Social, (34), 106–123. Retrieved from https://revistaprismasocial.es/article/view/4359