Virtual reality has gained much popularity in the last few years, becoming a hot topic of discussion across industries. However, research and development are still in their infancy, and not enough experimentation has been carried out, nor is it possible to test beyond a certain extent for virtual marketing to be an active research field yet. Both opportunities and obstacles associated with virtualisation are examined in this thesis while addressing the socio-economic and environmental impacts of such change. Then, it navigates consumerism and marketing opportunities in a virtual environment, while parallelisms are made with similar settings, such as the E-Market and MMORPG games.

Virtual reality has gained much popularity in the last few years, becoming a hot topic of discussion across industries. However, research and development are still in their infancy, and not enough experimentation has been carried out, nor is it possible to test beyond a certain extent for virtual marketing to be an active research field yet. Both opportunities and obstacles associated with virtualisation are examined in this thesis while addressing the socio-economic and environmental impacts of such change. Then, it navigates consumerism and marketing opportunities in a virtual environment, while parallelisms are made with similar settings, such as the E-Market and MMORPG games.

New trends and opportunities in marketing: Virtual reality

LIU, SENYAN
2023/2024

Abstract

Virtual reality has gained much popularity in the last few years, becoming a hot topic of discussion across industries. However, research and development are still in their infancy, and not enough experimentation has been carried out, nor is it possible to test beyond a certain extent for virtual marketing to be an active research field yet. Both opportunities and obstacles associated with virtualisation are examined in this thesis while addressing the socio-economic and environmental impacts of such change. Then, it navigates consumerism and marketing opportunities in a virtual environment, while parallelisms are made with similar settings, such as the E-Market and MMORPG games.
New trends and opportunities in marketing: Virtual reality
Virtual reality has gained much popularity in the last few years, becoming a hot topic of discussion across industries. However, research and development are still in their infancy, and not enough experimentation has been carried out, nor is it possible to test beyond a certain extent for virtual marketing to be an active research field yet. Both opportunities and obstacles associated with virtualisation are examined in this thesis while addressing the socio-economic and environmental impacts of such change. Then, it navigates consumerism and marketing opportunities in a virtual environment, while parallelisms are made with similar settings, such as the E-Market and MMORPG games.
Autorizzo consultazione esterna dell'elaborato
File in questo prodotto:
File Dimensione Formato  
Senyan_Liu_Dissertation_Thesis.pdf

non disponibili

Dimensione 333.32 kB
Formato Adobe PDF
333.32 kB Adobe PDF

I documenti in UNITESI sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14240/4928