2021
Arjoranta, Jonne; Koskimaa, Raine; Siitonen, Marko
Immersive Gaming as Journalism
In: Uskali, Turo; Gynnhild, Astrid; Jones, Sarah; Sirkkunen, Esa (Ed.): Immersive Journalism as Storytelling: Ethics, Production, and Design, pp. 136-147, Routledge, 2021, ISBN: 978-1-138-33764-0.
Book chapter Open access
Abstract | Links | Tags: Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality
@incollection{Arjoranta2021,
title = {Immersive Gaming as Journalism},
author = {Jonne Arjoranta and Raine Koskimaa and Marko Siitonen},
editor = {Turo Uskali and Astrid Gynnhild and Sarah Jones and Esa Sirkkunen},
url = {http://urn.fi/URN:NBN:fi:jyu-202005043035},
doi = {10.4324/9780429437748-15},
isbn = {978-1-138-33764-0},
year = {2021},
date = {2021-01-13},
booktitle = {Immersive Journalism as Storytelling: Ethics, Production, and Design},
pages = {136-147},
publisher = {Routledge},
abstract = {As a field, journalism constantly strives to connect with its audiences and find ways to utilize emerging media technologies in its operations. Sometimes this is done simply to reach audiences that have ceased to use traditional media, or to invite new audiences in, but often it is also a matter of perceived benefits related to using the affordances of certain technological solutions. One recent example is the interest surrounding the concept of immersion. For example, recent research has explored the question of whether there is a connection between the immersiveness of a technology and the users’ empathetic responses (Archer & Finger 2018; Herrera et al. 2018). While some of these explorations are done specifically within the context of journalism, there is a considerable amount of overlap between different fields of interest, warranting a broader look at how the concept of immersion has been theorized.
},
keywords = {Augmented reality, Digital games, Digital technology, Gamification, Immersiivinen journalismi, Immersion, Immersive gaming, Immersive technology, Journalism, Osallistaminen, Virtual reality},
pubstate = {published},
tppubtype = {incollection}
}
Siitonen, Marko; Reer, Felix; de la Hera, Teresa (Ed.)
Games and Communication—Quo Vadis?
Media and Communication, vol. 9, 2021, ISSN: 2183-2439.
Special issue Open access
Abstract | Links | Tags: Activity theory, Cybersickness, Digital games, Eudaimonic entertainment experiences, Experimental research, Games for change, Gaming literacy, Media psychology, Methodology, Online risk awareness, Parental mediation, Parenting, Persuasive games, Qualitative game analysis, Serious games, Virtual reality, Zone of experience
@collection{Siitonen2021,
title = {Games and Communication—Quo Vadis?},
editor = {Marko Siitonen and Felix Reer and Teresa de la Hera},
url = {https://www.cogitatiopress.com/mediaandcommunication/issue/view/198},
issn = {2183-2439},
year = {2021},
date = {2021-01-06},
booktitle = {Media and Communication},
volume = {9},
issue = {1},
abstract = {This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and merging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally new ones, or even challenging the whole philosophy of science on which research is being done, there is a constant need for reappraisal and introspection within games research. As a cultural medium that has become deeply embedded into the social fabric of the 2020s, digital gaming continues to excite and challenge academia. This thematic issue provides a collection of approaches to look into the future that addresses some of the challenges associated with game research.},
keywords = {Activity theory, Cybersickness, Digital games, Eudaimonic entertainment experiences, Experimental research, Games for change, Gaming literacy, Media psychology, Methodology, Online risk awareness, Parental mediation, Parenting, Persuasive games, Qualitative game analysis, Serious games, Virtual reality, Zone of experience},
pubstate = {published},
tppubtype = {collection}
}
Xi, Nannan; Chen, Juan; Gama, Filipe; Korkeila, Henry; Hamari, Juho
In: Proceedings of the 54th Hawaii International Conference on System Sciences, pp. 4486-4495, University of Hawaii Press, 2021, ISBN: 978-0-9981331-4-0.
In proceedings Open access
Abstract | Links | Tags: Memory performance, Memory recognition, Retail, Virtual reality
@inproceedings{Xi2021,
title = {The Effect of Operating in Many Realities on Memory: An Experiment on Memory Recognition in Extended Realities},
author = {Nannan Xi and Juan Chen and Filipe Gama and Henry Korkeila and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202106175942},
doi = {doi:10.24251/HICSS.2021.544},
isbn = {978-0-9981331-4-0},
year = {2021},
date = {2021-01-05},
booktitle = {Proceedings of the 54th Hawaii International Conference on System Sciences},
pages = {4486-4495},
publisher = {University of Hawaii Press},
abstract = {Extended reality (XR) such as VR and AR have been increasingly adopted across domains in cognitively challenging activities such as learning, shopping, and gaming among others. There are a few concerns about the inferior cognitive affordance of XR-mediated functioning, e.g., with respect to memory retention. For better understanding how different XR technologies influence memory performance (e.g., recognition), we examine the effects of VR and AR -mediation on the ability to remember (i.e., recognize afterward) text and image-based information based on a 2 × 2 between-subject experiment (n = 155). The results indicate that VR had a negative main effect on text-based information recognition but no effect on image-based information recognition. AR had no significant main effect on the recognition of either information types. Overall, the findings as further supported by the interaction effects analysis, suggest that for memory recognition, it is always best to have a fully physical (no-AR & no-VR) or fully digital environment (AR & VR) compared to having either VR or AR alone.},
keywords = {Memory performance, Memory recognition, Retail, Virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}
2020
Hassan, Lobna; Jylhä, Henrietta; Sjöblom, Max; Hamari, Juho
In: Bui, Tung X. (Ed.): Proceedings of 53rd Hawaii International Conference on System Sciences (HICSS’53), pp. 1196-1205, IEEE Computer Society, 2020, ISSN: 1530-1605.
In proceedings Open access
Abstract | Links | Tags: Continued use, Flow, Gamification, User experience, Virtual reality, VR
@inproceedings{Hassan2020c,
title = { Research Output Search Results Flow in VR: A Study on the Relationships Between Preconditions, Experience and Continued Use},
author = {Lobna Hassan and Henrietta Jylhä and Max Sjöblom and Juho Hamari},
editor = {Tung X. Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202101151368},
doi = {10.24251/HICSS.2020.149},
issn = {1530-1605},
year = {2020},
date = {2020-01-07},
urldate = {2020-01-07},
booktitle = {Proceedings of 53rd Hawaii International Conference on System Sciences (HICSS’53)},
pages = {1196-1205},
publisher = {IEEE Computer Society},
abstract = {Flow is characterized as an autotelic experience where action and awareness merge, there is high concentration on task and little attention is paid to time or self. It is believed that VR has a powerful affordance for inducing the flow state, as VR is, at least anecdotally, a technology that transports users to immersive realities, which can facilitate flow. However, VR imposes usability challenges that may inhibit flow. This research investigates flow in VR and its characteristics, determinants and outcomes through a survey (n = 681) and Structural Equation Modeling (SEM). The results indicate that flow in VR is positively association with intentions to continue VR use and longer VR sessions.},
keywords = {Continued use, Flow, Gamification, User experience, Virtual reality, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
2019
Chen, Juan; Xi, Nannan; Ning, Changhui; Hamari, Juho
虚拟现实营销研究综述与展望 [Translated title: Virtual Reality Marketing: A Review and Prospects]
In: Foreign Economics & Management, vol. 41, iss. 10, pp. 17-30, 2019.
Journal article
Abstract | Tags: Experience marketing, Immersive technology, Mixed reality, Presence, Virtual reality
@article{Chen2019,
title = {虚拟现实营销研究综述与展望 [Translated title: Virtual Reality Marketing: A Review and Prospects]},
author = {Juan Chen and Nannan Xi and Changhui Ning and Juho Hamari},
year = {2019},
date = {2019-10-01},
journal = {Foreign Economics & Management},
volume = {41},
issue = {10},
pages = {17-30},
abstract = {We define VR marketing as the application of virtual reality technology to any aspect of marketing. Throughout practice and literature, VR is employed to improve either or both the utility and experientiality of aspects of the marketing value chain.
With the advent of the internet in the 1990s, marketing was revolutionized in terms of its information propagation efficiency. Today, pervasively across the entire value chain, marketing is facing yet another revolution: Virtual Reality (VR). While in the 1990s, the internet made marketing hugely efficient, and it reduced the experiential nature of marketing that exists, e.g., in bricks-and-mortar marketing. The potential of the current wave of virtual reality in marketing is seen to stem from combining the efficiency of digital platforms with the immersiveness, experientiality and multisensory nature of " physical” marketing environments. However, while the narrative of the potential of VR in marketing may seem as intuitively appealing, there is still a lack of coherent understanding as to whether these benefits have been realized in VR marketing. Therefore, we firstly seek to define VR marketing, and secondly, to review the expanding literature related to it. In particular, we review in which areas of marketing VR has been researched, how it has been researched, which kinds of technologies have been used, and which theories this corpus of literature draws from and contributes to. Moreover, we review the effects of VR marketing on consumer experience and behavior that the extant literature has been able to tease out.
Next, we examine VR marketing in four different marketing domains, namely marketing research, product innovation, advertising and retailing, which represent aspects of value determination, value creation, value communication and value delivery during the marketing value chain. Virtual reality marketing is used to improve both the utility and experientiality of aspects of the marketing value chain.
Furthermore, we examine the trends of related theories in the relevant research, and find that virtual reality is viewed either as a kind of media that highlights products’ attributes and improves the consumer learning process or as a way to reshape shopping environments in the computer-based virtual world which can influence consumer affection. We can also realize that researchers have recently begun to integrate more values realized by VR marketing into their research frameworks. Based on this, we propose a generally conceptual framework for future VR marketing research.
According to the current body of literature, virtual reality technology shows considerable promise for the areas of marketing. However, current research still lacks in-depth insights as to how virtual reality works in marketing, and which factors can influence its marketing success. Given these findings, we offer a detailed discussion of the future agenda for VR marketing research.},
keywords = {Experience marketing, Immersive technology, Mixed reality, Presence, Virtual reality},
pubstate = {published},
tppubtype = {article}
}
With the advent of the internet in the 1990s, marketing was revolutionized in terms of its information propagation efficiency. Today, pervasively across the entire value chain, marketing is facing yet another revolution: Virtual Reality (VR). While in the 1990s, the internet made marketing hugely efficient, and it reduced the experiential nature of marketing that exists, e.g., in bricks-and-mortar marketing. The potential of the current wave of virtual reality in marketing is seen to stem from combining the efficiency of digital platforms with the immersiveness, experientiality and multisensory nature of " physical” marketing environments. However, while the narrative of the potential of VR in marketing may seem as intuitively appealing, there is still a lack of coherent understanding as to whether these benefits have been realized in VR marketing. Therefore, we firstly seek to define VR marketing, and secondly, to review the expanding literature related to it. In particular, we review in which areas of marketing VR has been researched, how it has been researched, which kinds of technologies have been used, and which theories this corpus of literature draws from and contributes to. Moreover, we review the effects of VR marketing on consumer experience and behavior that the extant literature has been able to tease out.
Next, we examine VR marketing in four different marketing domains, namely marketing research, product innovation, advertising and retailing, which represent aspects of value determination, value creation, value communication and value delivery during the marketing value chain. Virtual reality marketing is used to improve both the utility and experientiality of aspects of the marketing value chain.
Furthermore, we examine the trends of related theories in the relevant research, and find that virtual reality is viewed either as a kind of media that highlights products’ attributes and improves the consumer learning process or as a way to reshape shopping environments in the computer-based virtual world which can influence consumer affection. We can also realize that researchers have recently begun to integrate more values realized by VR marketing into their research frameworks. Based on this, we propose a generally conceptual framework for future VR marketing research.
According to the current body of literature, virtual reality technology shows considerable promise for the areas of marketing. However, current research still lacks in-depth insights as to how virtual reality works in marketing, and which factors can influence its marketing success. Given these findings, we offer a detailed discussion of the future agenda for VR marketing research.
Xi, Nannan; Hamari, Juho
VR Shopping: A Review of Literature
In: Proceedings of the 25th Americas Conference on Information Systems, pp. 1-15, AIS, 2019, ISBN: 978-0-9966831-8-0.
In proceedings
Abstract | Tags: CAVE, HMD, Marketing, Retail, V-commerce, Virtual reality
@inproceedings{Xi2019c,
title = {VR Shopping: A Review of Literature},
author = {Nannan Xi and Juho Hamari},
isbn = {978-0-9966831-8-0},
year = {2019},
date = {2019-08-15},
booktitle = {Proceedings of the 25th Americas Conference on Information Systems},
pages = {1-15},
publisher = {AIS},
abstract = {Via the recent proliferation of consumer-grade head-mounted VR technologies, the retailers as well as related scholarly areas have started to increasingly notice the possible potential of virtual reality. However, there is no coherent understanding of the state-of-the-art of the literature on VR shopping, how VR shopping has been investigated and what empirically indicated benefits VR has for a variety of marketing outcomes. Therefore, in this paper, we systematically review the published body of literature on VR shopping (N = 40). The current study contributes to the VR shopping and marketing literature by mapping the VR technologies, product types, consumer experiences and research methods in the extant literature. The review shows that the literature on VR shopping is still in its infancy and there remains ample room for progression both in breadth and depth in the literature on VR shopping in terms of methodological rigor and theoretical prowess.},
keywords = {CAVE, HMD, Marketing, Retail, V-commerce, Virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}