Recently, virtual reality (VR), as a new form of technology is developing and evoking public interest. VR technology can provide an artificial realistic environment controlled by body movements. The technology has been applied in many areas for example movies and other entertainments. It provides interactive experiences and it is still developing to many other new fields like medicine and the military.It is exciting to look into how virtual reality technology can be helpful to some new areas such as marketing. The purpose of this thesis is to try to find out whether virtual reality technology, as a marketing tool, can attract customers’ attention more than traditional marketing tools.We choose IKEA as an experimental case study has been chosen as method for doing this research. We use IKEA’s virtual reality application on the Steam to do the experiment. IKEA is a big Swedish furniture retailer, which has stores all around the world. IKEA virtual reality application is a simulation of a kitchen environment. In the application, users can interact with virtual items such as cooking a meal with pan and meat balls. The application is available on the Steam, a digital distribution platform used for e.g. digital gaming. The thesis first introduces the background of virtual reality technology and marketing theory and then, analyzes marketing through virtual reality. We believe that the result of our experiment with IKEA’s application can be used as a reference for other companies.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hb-12148 |
Date | January 2016 |
Creators | Aofeng, Zhuang, Han, Bao |
Publisher | Högskolan i Borås, Akademin för textil, teknik och ekonomi, Högskolan i Borås, Akademin för textil, teknik och ekonomi |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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