作为社交营销工具的沉浸式技术:探索360视频和虚拟现实对帮助意向和对无家可归者态度的影响

IF 2.3 Q3 BUSINESS Social Marketing Quarterly Pub Date : 2023-01-24 DOI:10.1177/15245004221150796
Casey Frechette, Stephen Diasio, Michael Luckett, Philip J. Trocchia, S. Natali
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The modalities vary by level of immersiveness, which we characterize based on three dimensions: physicality, vividness, and interactivity. Findings show that VR can change attitudes and behaviors and could be used to increase donations, support for societal initiatives to address homelessness, and other helpful behaviors. Hypotheses H1: The greater the level of media immersiveness, the more positively behavioral intentions toward the homeless are affected. H2: The greater the level of media immersiveness, the more positively attitudes toward the homeless are affected. Importance to the Social Marketing Field Virtual reality seems to hold particular promise in influencing audience attitudes and behavioral intentions. Social marketers need to understand the strategic value of VR as an emerging technology within the context of broader marketing campaigns. VR’s potential to create an immersive media experience positions it as a strategic tool for social marketers to impact target markets and stakeholders. Methods We used a pretest and post-test experimental method focused on first-person narratives of homelessness. An 11-item ATHI Short-Form scale was used to measure attitudes toward the homeless, and selected items from the Experience with Homelessness Scale were used to measure ‘intent to help’ homeless individuals. After a pretest, 461 participants were assigned to one of five treatment conditions: Text & Photos, 2D Video, 360-degree Video, and VR Headset Video, as well a 360-degree Video control group. Results In the VR condition, both ‘intent to help’ and Societal Causation, a subcomponent of attitudes toward the homeless, were significantly higher (p < .05) than all other conditions. The mean intent to help score for the VR condition was 36.05 (out of 55), compared to 32.25 for the next-highest condition. 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引用次数: 1

摘要

沉浸式技术为社会营销人员带来了巨大的希望,但如何最好地将这些材料融入到营销活动中仍是未知数。为了阐明虚拟现实和360度视频对社会营销的价值,我们重点研究了媒体形态对无家可归者的行为和态度的影响。本文通过比较四种媒体模式[文字&照片、2D视频、交互式360度视频和虚拟现实(VR)]以及交互式360度视频对照组如何影响参与者对无家可归者的帮助意图和态度,探讨了沉浸式技术在社会营销活动中的适用性。模式因沉浸程度而异,我们基于三个维度来描述:物质性、生动性和互动性。研究结果表明,虚拟现实可以改变人们的态度和行为,可以用来增加捐款,支持解决无家可归问题的社会倡议,以及其他有益的行为。假设H1:媒体沉浸程度越高,对无家可归者的积极行为意向越受影响。H2:媒体沉浸度越高,对无家可归者的积极态度越受影响。对社会营销领域的重要性虚拟现实似乎在影响受众态度和行为意图方面具有特殊的前景。社交营销人员需要了解VR作为一种新兴技术在更广泛的营销活动背景下的战略价值。VR创造沉浸式媒体体验的潜力使其成为社交营销人员影响目标市场和利益相关者的战略工具。方法采用前测和后测两种实验方法,对第一人称叙述的无家可归者进行研究。一个包含11个项目的ATHI简易量表被用来衡量对无家可归者的态度,从无家可归者的经历量表中选择的项目被用来衡量“帮助”无家可归者的意图。在预测试之后,461名参与者被分配到五种治疗条件之一:文字和照片,2D视频,360度视频和VR耳机视频,以及360度视频对照组。结果在VR条件下,“帮助意图”和社会因果关系(对无家可归者态度的一个子成分)显著高于所有其他条件(p < 0.05)。VR条件的平均帮助意图得分为36.05分(总分55分),而第二高条件的平均帮助意图得分为32.25分。这些结果表明,虚拟现实可能是社会营销人员在目标利益相关者中实施积极变革的可行工具。研究或实践建议我们的研究结果表明,技术如何被用作推动社会变革的力量。虚拟现实技术通过在无家可归者和愿意提供帮助的人之间架起一座桥梁,展示了促进公众支持的潜力。因此,我们建议在社会营销活动中使用VR技术来讲述无家可归者的故事,这些故事适用于一小群人,比如那些聚集在教育场所和捐助者筹款活动中的人。
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Immersive Technology as a Social Marketing Tool: Exploring the Impact of 360-Video & Virtual Reality on Intent to Help and Attitudes Toward the Homeless
Background Immersive technology holds significant promise for social marketers, but much remains unknown about how best to incorporate these materials into campaigns. To clarify the value of virtual reality and 360-degree video to social marketing, we focused on the impact of media modality on behaviors and attitudes toward the homeless. Focus of the Article This article explores the suitability of immersive technology in social marketing campaigns by comparing how four media modalities [Text & Photos, 2D Video, interactive 360-degree Video, and Virtual Reality (VR)], as well an interactive 360-degree Video control group, impact participants’ intent to help and attitudes toward the homeless. The modalities vary by level of immersiveness, which we characterize based on three dimensions: physicality, vividness, and interactivity. Findings show that VR can change attitudes and behaviors and could be used to increase donations, support for societal initiatives to address homelessness, and other helpful behaviors. Hypotheses H1: The greater the level of media immersiveness, the more positively behavioral intentions toward the homeless are affected. H2: The greater the level of media immersiveness, the more positively attitudes toward the homeless are affected. Importance to the Social Marketing Field Virtual reality seems to hold particular promise in influencing audience attitudes and behavioral intentions. Social marketers need to understand the strategic value of VR as an emerging technology within the context of broader marketing campaigns. VR’s potential to create an immersive media experience positions it as a strategic tool for social marketers to impact target markets and stakeholders. Methods We used a pretest and post-test experimental method focused on first-person narratives of homelessness. An 11-item ATHI Short-Form scale was used to measure attitudes toward the homeless, and selected items from the Experience with Homelessness Scale were used to measure ‘intent to help’ homeless individuals. After a pretest, 461 participants were assigned to one of five treatment conditions: Text & Photos, 2D Video, 360-degree Video, and VR Headset Video, as well a 360-degree Video control group. Results In the VR condition, both ‘intent to help’ and Societal Causation, a subcomponent of attitudes toward the homeless, were significantly higher (p < .05) than all other conditions. The mean intent to help score for the VR condition was 36.05 (out of 55), compared to 32.25 for the next-highest condition. These results indicate that VR may be a viable tool for social marketers to enact positive change among targeted stakeholders. Recommendations for Research or Practice Our findings show how technology can be used as a force for social change. VR demonstrates the potential to foster public support by building a bridge connecting those experiencing homelessness with those who have the desire to help. As such, we recommend the use of homeless stories using VR technology in social marketing campaigns to be employed for small groups of people such as those gathered in educational settings and at donor fundraising events.
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