The Virtual World And Marketing
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Author |
: Henry Stuart |
Publisher |
: Kogan Page Publishers |
Total Pages |
: 225 |
Release |
: 2018-10-03 |
ISBN-10 |
: 9780749482879 |
ISBN-13 |
: 0749482877 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Virtual Reality Marketing by : Henry Stuart
If a picture is worth a thousand words, then virtual reality (VR) is priceless. This book offers everything you need to know about the opportunities of VR for brands to better connect with consumers. VR is booming - by 2025, the industry is expected to become bigger than TV. Virtual Reality Marketing is a comprehensive exploration of all things VR, providing readers with everything they need to know about the current VR landscape, and the unprecedented opportunity it offers brands to create unique emotional connections with consumers. A truly practical guide, Virtual Reality Marketing covers all aspects of the industry, including interactive and passive VR, 360 video, social VR marketing, and the role that influencers and bloggers are set to play in its development. It also looks to the future - exploring how VR is evolving and the changes it will undergo in the future. Packed with fascinating case studies, tips and strategies, and written by a recognized industry expert who has facilitated VR coverage for major international brands including Facebook, Audi, Google and Mercedes F1, this book is the leading resource for any reader looking to incorporate VR in their own marketing campaigns.
Author |
: Enes Emre Başar |
Publisher |
: Cambridge Scholars Publishing |
Total Pages |
: 251 |
Release |
: 2018-07-27 |
ISBN-10 |
: 9781527515512 |
ISBN-13 |
: 1527515516 |
Rating |
: 4/5 (12 Downloads) |
Synopsis The Virtual World and Marketing by : Enes Emre Başar
This collection of essays is dedicated to reviewing, exploring, and reporting state-of-the-art virtual world and marketing issues in the broadest sense. It provides a readable, non-technical publication which offers a comprehensive presentation of marketing issues, trends, data, and likely developments in the virtual world. Readers will learn about analysis of the virtual ego, services, the concept of ethics, and virtual experiential marketing, among other pressing topics.
Author |
: Alycia de Mesa |
Publisher |
: Springer |
Total Pages |
: 194 |
Release |
: 2009-02-27 |
ISBN-10 |
: 9780230233713 |
ISBN-13 |
: 0230233716 |
Rating |
: 4/5 (13 Downloads) |
Synopsis Brand Avatar by : Alycia de Mesa
Virtual worlds such as Second Life, have millions of users worldwide. Virtual world "residents" wield huge purchasing power, and use real money in the online economies. Companies as diverse as Adidas, Jean-Paul Gaultier, and MTV have plunged into these unchartered waters to give their brands a virtual presence, using varied strategies.
Author |
: Marcus Sheridan |
Publisher |
: IdeaPress Publishing |
Total Pages |
: 220 |
Release |
: 2020-10-27 |
ISBN-10 |
: 1646870182 |
ISBN-13 |
: 9781646870189 |
Rating |
: 4/5 (82 Downloads) |
Synopsis The Visual Sale by : Marcus Sheridan
Video can help you close the deal in a virtual world and this book from award winning marketer and author Marcus Sheridan will show you how. With practical advice and step by step instructions, this is the ultimate guide to selling over video - no matter how much you hate watching yourself on the screen. More than ever before, buyers and consumers are demanding for more video. Just "reading" about a product, service, or company will no longer do the trick. Today, they must "see" it. Notwithstanding this increased demand for video, most businesses and organizations have struggled to quickly adapt. In fact, many have no idea as to how or where to get started. For this purpose, The Visual Sale was written. Finally, businesses and organizations have a clear guide that will literally show them, in simple, clear, and actionable terms, exactly how they can build a culture of video and start "showing it" moving forward, ultimately leading to a dramatic improvement to their sales numbers, marketing strategy, and overall customer experience.
Author |
: Cathy Hackl |
Publisher |
: |
Total Pages |
: 118 |
Release |
: 2017-11-06 |
ISBN-10 |
: 0996510672 |
ISBN-13 |
: 9780996510677 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Marketing New Realities by : Cathy Hackl
Author |
: Thomas Malaby |
Publisher |
: Cornell University Press |
Total Pages |
: 179 |
Release |
: 2011-01-15 |
ISBN-10 |
: 9780801457753 |
ISBN-13 |
: 0801457750 |
Rating |
: 4/5 (53 Downloads) |
Synopsis Making Virtual Worlds by : Thomas Malaby
The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
Author |
: Barbara L. Ciaramitaro |
Publisher |
: IGI Global |
Total Pages |
: 0 |
Release |
: 2011 |
ISBN-10 |
: 1616928085 |
ISBN-13 |
: 9781616928087 |
Rating |
: 4/5 (85 Downloads) |
Synopsis Virtual Worlds and E-commerce by : Barbara L. Ciaramitaro
"This book presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of Internet technologies to create a more immersive experience for customers"--Provided by publisher.
Author |
: Loureiro, Sandra Maria Correia |
Publisher |
: IGI Global |
Total Pages |
: 318 |
Release |
: 2020-01-03 |
ISBN-10 |
: 9781799828761 |
ISBN-13 |
: 179982876X |
Rating |
: 4/5 (61 Downloads) |
Synopsis Managerial Challenges and Social Impacts of Virtual and Augmented Reality by : Loureiro, Sandra Maria Correia
The increase in smartphone usage and new technologies embedded in smart devices have led to innovative developments and applications throughout a variety of industries. However, new techniques such as spatial augmented reality are becoming more affordable for business, allowing consumers to experience and interact with the world as they never have before. AR and VR have vast implications for management and can allow companies to increase their sustainability and reduce their CO2 footprint. Managerial Challenges and Social Impacts of Virtual and Augmented Reality is a pivotal reference source that provides vital research on the applications of VR, AR, and related technologies from the perspectives of managers and marketers in the industry and discusses the social impact of these technologies. While highlighting topics such as consumer analysis, privacy ethics, and relationship marketing, this book is ideally designed for managers, marketers, technology developers, managing directors, business professionals, academicians, students, and researchers seeking current studies on the evolution of interactive technology.
Author |
: William R. Sherman |
Publisher |
: Morgan Kaufmann |
Total Pages |
: 940 |
Release |
: 2018-11-08 |
ISBN-10 |
: 9780128010389 |
ISBN-13 |
: 012801038X |
Rating |
: 4/5 (89 Downloads) |
Synopsis Understanding Virtual Reality by : William R. Sherman
Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. - Features substantive, illuminating coverage designed for technical or business readers and the classroom - Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields - Provides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system - Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with pictures
Author |
: Nick Morgan |
Publisher |
: Harvard Business Press |
Total Pages |
: 291 |
Release |
: 2018-10-09 |
ISBN-10 |
: 9781633694453 |
ISBN-13 |
: 1633694453 |
Rating |
: 4/5 (53 Downloads) |
Synopsis Can You Hear Me? by : Nick Morgan
A Washington Post Bestseller Your manual for remote and virtual work. Communicating virtually is cool, useful, and now even more ubiquitous and necessary than ever. But we're often reminded that the quality of human connection we experience in many forms of virtual communication is awful. We've all felt disconnected in a video conference, frustrated that we're not getting through on the phone, upset when our email is badly misinterpreted, or anxious that we're being misunderstood. How can we fix this? In this powerful, practical book, communication expert Nick Morgan outlines five big problems with communication in the virtual world--lack of feedback, lack of empathy, lack of control, lack of emotion, and lack of connection and commitment--and shows how to overcome them as we shift to working remotely more and more. Morgan argues that while virtual communication will never be as rich or intuitive as a face-to-face meeting, recent research suggests that we need to learn is to consciously deliver a whole set of cues, both verbal and nonverbal, that we used to deliver unconsciously in the pre-virtual era. He guides us through this important process, providing rules for virtual feedback, an empathy assessment and virtual temperature check, tips for creating trust in a virtual context, and advice for specific digital channels such as email and text, the conference call, Skype, and more. Whether you're an entrepreneur, an independent professional, or a manager in an organization that has more than one office or customers who aren't nearby, Can You Hear Me? is your essential communications manual for twenty-first-century work.