The Application of VR Technology in the Marketing of Women’s Luxuries
DOI:
https://doi.org/10.54691/bcpbm.v25i.1914Keywords:
VR Technology, Luxuries, MarketingAbstract
At present, millennials have become the main luxury consumers. With the development of the digital economy, people’s consumption concepts and behaviors are undergoing profound changes. In the digital environment, luxury marketing approaches are facing new challenges and changes. Luxury brands not only need to use digital marketing to tell their brand stories, but also need to form an immersive experience during online marketing. Able to be multisensory, immersive and interactive, virtual reality (VR) technology has become an important innovation in the field of digital marketing. Based on the systematic literature review of digital marketing and marketing of women’s luxuries, this paper analyzes the application of VR technology in the marketing of women’s luxuries.
Downloads
References
Van Laer T, Feiereisen S, Visconti L M. Storytelling in the digital era: A meta-analysis of relevant moderators of the narrative transportation effect[J]. Journal of Business Research, 2019, 96: 135-146.
De Regt Anouk,Plangger Kirk,Barnes Stuart J.. Virtual reality marketing and customer advocacy: Transforming experiences from story-telling to story-doing[J]. Journal of Business Research,2021,136.
Danziger P. Experiential Luxury Purchases[J]. Luxury Tracking Report, 2005
Heine K. The concept of luxury brands[J]. Luxury brand management, 2012, 1(2): 193-208.
Dubois B, Laurent G, Czellar S. Consumer rapport to luxury: Analyzing complex and ambivalent attitudes[R]. HEC Paris, 2001.
Fan L, Li X, Jiang Y. Room for opportunity: Resource scarcity increases attractiveness of range marketing offers[J]. Journal of Consumer Research, 2019, 46(1): 82-98.
Bastos W. “Speaking of purchases”: how conversational potential determines consumers' willingness to exert effort for experiential versus material purchases[J]. Journal of Interactive Marketing, 2020, 50: 1-16.
Li X, Chan K W, Kim S. Service with emoticons: How customers interpret employee use of emoticons in online service encounters[J]. Journal of Consumer Research, 2019, 45(5): 973-987.
Yi Zhao,Sha Yang,Vishal Narayan,Ying Zhao. Modeling consumer learning from online product reviews[J]. Operations Research: Management science,2014,54(1/2).
Gilovich T, Gallo I. Consumers’ pursuit of material and experiential purchases: A review[J]. Consumer Psychology Review, 2020, 3(1): 20-33.
Gilovich T, Gallo I. Consumers’ pursuit of material and experiential purchases: A review[J]. Consumer Psychology Review, 2020, 3(1): 20-33.
Nelson, P. (1970). Information and consumer behavior. Journal of Political Economy, 78(2), 311–329.https://doi.org/10.1086/259630
Nelson, P. (1974). Advertising as information. Journal of Political Economy, 82(4), 729–754. https://doi.org/10.1086/260231
Sweller,J. Human Cognitive Architecture[J].Instructional Science,(2008) 32(1):9-31.
Jia J S, Shiv B, Rao S. The product-agnosia effect: How more visual impressions affect product distinctiveness in comparative choice[J]. Journal of Consumer Research, 2014, 41(2): 342-360.
Dai Qi, Zhang Zhongkui. An Empirical Study of Consumers' Online Shopping Decision Based on Cognitive Load [J]. statistics and decision, 2016(14):59-62
Chen R P, Wan E W, Levy E. The effect of social exclusion on consumer preference for anthropomorphized brands[J]. Journal of Consumer Psychology, 2017, 27(1): 23-34.
Puzakova M, Aggarwal P. Brands as rivals: Consumer pursuit of distinctiveness and the role of brand anthropomorphism[J]. Journal of Consumer Research, 2018, 45(4): 869-888.
Beihai. Tmall luxury online VR hotel function [J]. China Convention and Exhibition (China Conference), 2021(22):23.
Takao Furukawa, Chikako Miura, Keiko Miyatake, Asuka Watanabe, Makoto Hasegawa. Quantitative trend analysis of luxury fashion based on visual impressions of young Japanese women[J]. International Journal of Fashion Design, Technology and Education,2017,10(2).
Minyoung Kim,Young J. Kim. 3D Surface Painting in VR using Force Feedback[J]. Journal of the Korea Computer Graphics Society,2020,26(2).
Silvestru Cătălin Ionuț, Ifrim Ana Maria, Oncioiu Ionica, Lupescu MarianErnuț, Ramido Steliana. AR & VR Marketing: when and where? [J]. Proceedings of the International Conference on Business Excellence, 2021, 15(1).






