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Advertising in Virtual Worlds: Facilitating a Hierarchy of Engagement

Advertising in Virtual Worlds: Facilitating a Hierarchy of Engagement
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Author(s): Paul R. Messinger (University of Alberta, Canada)and Xin Ge (University of Northern British Columbia, Canada)
Copyright: 2011
Pages: 36
Source title: Handbook of Research on Digital Media and Advertising: User Generated Content Consumption
Source Author(s)/Editor(s): Matthew S. Eastin (University of Texas at Austin, USA), Terry Daugherty (The University of Akron, USA)and Neal M. Burns (University of Texas, Austin, USA)
DOI: 10.4018/978-1-60566-792-8.ch004

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Abstract

This chapter describes how virtual worlds can be used for advertising and other communications to consumers. To help conceptualize how virtual worlds enable enhanced forms of communications to consumers, the authors introduce a conceptual framework which they call a hierarchy of engagement in advertising communications. They argue that virtual worlds facilitate deeper levels of engagement in this hierarchy. The authors then describe, from a practical standpoint, how to manage the traditional elements of advertising campaigns—message, media, timing, intensity, and budget—in the context of virtual worlds to help achieve deeper levels of engagement, which they argue lead to greater brand recall and loyalty. To put these points in context, they begin with a short history of gaming and social computing. To assist with selection of virtual worlds in which to conduct communication campaigns, the authors present a typology of virtual worlds and provide a description of some extant virtual worlds using this typology. The chapter concludes with a description of needed future work to harness virtual worlds for customer engagement.

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