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.File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.14240/4928