5 research outputs found
The impact of virtual reality in the motion picture industry regarding brand coolness, emotional responses, and WOM
The main goal of the present dissertation is to understand how virtual reality impacts the motion
picture industry regarding the constructs of brand coolness, empathy, sympathy, and word-ofmouth in comparison with the traditional 2D screens, while also considering the importance of the
movie content. Thus, the study consists of a quantitative research which is based on a factorial
research design, considering the interactions between the two technological formats (2D and VR)
and the two movies (“Crow: The Legend” and “Is Anna Ok?”).
The chosen methodology allows us to determine that a movie experienced in VR has more
positive scores regarding brand coolness, emotional responses (empathy and sympathy), and
WOM, than when the same movie is presented in 2D screens. However, the Two-Way ANOVA
analysis also determines that the movie content itself affects brand coolness perceptions and
sympathy responses more than the technological format. Meaning that the story content has a
higher influential power on how the movie is perceived by the audience when considering these
constructs than the technological format. On the other hand, regarding empathy responses and
WOM, the technological format proved to have a higher impact than the story content.
Additionally, further analysis allowed us to understand how brand coolness is perceived
regarding movies and how emotional responses to movies influence the audience’s attitudes and
coolness perceptions. The theoretical and managerial implications of these findings are also
explained.O principal objetivo da presente dissertação é compreender como a realidade virtual tem impacto
na indústria cinematográfica no que diz respeito à construção de brand coolness, empatia, simpatia
e word-of-mouth em comparação com os tradicionais ecrãs 2D, considerando também a
importância do conteúdo do filme. Assim, o estudo consiste numa pesquisa quantitativa que se
baseia numa pesquisa factorial, considerando as interações entre os dois formatos tecnológicos
(2D e VR) e os dois filmes ("Crow: The Legend" e "Is Anna Ok?").
A metodologia escolhida permite-nos determinar que um filme experienciado em RV tem
pontuações mais positivas em relação a brand coolness, respostas emocionais (empatia e simpatia),
e WOM, do que quando o mesmo filme é apresentado em 2D. Contudo, a análise ANOVA
bidirecional determina também que o próprio conteúdo do filme afeta mais as perceções de brand
coolness e as respostas de simpatia do que o formato tecnológico. O que significa que o conteúdo
da história tem um poder de influência maior na forma como o filme é percecionado pelo público
relativamente a estes conceitos do que o formato tecnológico. Contrariamente, considerando as
respostas de empatia e WOM, o formato tecnológico provou ter um maior impacto do que o
conteúdo da história.
Adicionalmente, uma análise mais aprofundada permitiu-nos compreender como brand
coolness é percecionado em relação aos filmes e como as respostas emocionais aos mesmos
influenciam as atitudes e perceções de brand coolness do público. As implicações teóricas e de
gestão destas descobertas são também explicadas
Twilight of virtualities: Imagining and playfulness in an ambiguous virtual reality
A thesis submitted in partial fulfilment of the requirements of the University of Wolverhampton for the degree of Doctor of Philosophy.This thesis aims to challenge current critical visions of virtual reality and their drive for
immersive experiences. Academic literature and popular culture are predominantly interested
in how the technology of virtual reality can convince users they are in a different
world. This steers contemporary technological design, improving the VR experience,
as that it supports futuristic fantasies of for instance the Metaverse, with Mark
Zuckerberg being one of its latest advocates. To virtually exist elsewhere. This thesis
argues that the immersive goals of virtual reality rely on a problematic conceptual leap
of the imagination: virtual realms and experiences are persistently imagined to be
somewhere else, completely disconnected from being here. This separative thinking,
which is shaped by modern ideas about technology and the imagination, creates a rift
between virtual experiences and everyday experiences.
To address this discrepancy, this thesis looks to reconceptualise virtual reality and ask
what virtual technology can do for imagining in everyday life. Its conceptual analysis
uses the historical framework of modernity to show alternative modes of virtual thinking.
It presents the idea of a phenomenological virtual reality, which, based on the philosophical
definition of the virtual, describes the ambiguous way consciousness and everyday
surroundings interconnect with each other. To virtually exist here. Through the
novel concept of aspersion, an alternative to immersion, the thesis argues for a cognitive
sprinkling, in which imagining fleetingly overlaps with memory and sensory impressions.
Virtual technology can playfully support such an aspersive experience and help
us becoming closer to our everyday surroundings. This conceptual approach is furthermore
strongly transcultural: Japanese technological, cultural, and philosophical
perspectives are used to reconsider virtual reality. They help to deepen the conceptual
language of this thesis’s alternative virtual framework, as that they bring about a better
symbiosis of cognition and virtual technology in modern everyday life.University of Wolverhampto