A study on 2D advertisementsin mobile versus VR experiences

Virtual reality tech is new, exciting and full of opportunities.Despite this the gaming section of virtual reality does not grow asfast as it was predicted it would be. Headsets and games areexpensive and perhaps a market model similar to the mobile gamingmarket would do the new tech good. A model t...

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Main Authors: Beverskog, Simon, Larsson, Fredrik
Format: Others
Language:English
Published: Uppsala universitet, Institutionen för informationsteknologi 2020
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-424348
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spelling ndltd-UPSALLA1-oai-DiVA.org-uu-4243482020-11-07T05:32:31ZA study on 2D advertisementsin mobile versus VR experiencesengBeverskog, SimonLarsson, FredrikUppsala universitet, Institutionen för informationsteknologiUppsala universitet, Institutionen för informationsteknologi2020Virtual reality gamingMobile gamingVirtual reality game advertisingMobile game advertisingVirtual reality versus mobile advertisingadvertising effectiveness virtual realityadvertising effectiveness mobile gamesadvertising user experience virtual reality and mobileadvertising user attitudes virtual reality and mobileinterview studysurvey studyvirtual reality game developmentmobile game developmentOther Engineering and Technologies not elsewhere specifiedÖvrig annan teknikVirtual reality tech is new, exciting and full of opportunities.Despite this the gaming section of virtual reality does not grow asfast as it was predicted it would be. Headsets and games areexpensive and perhaps a market model similar to the mobile gamingmarket would do the new tech good. A model that is heavily reliant onadvertisements and low prices.The purpose of this thesis is to show that virtual reality games areas viable an advertising target as mobile games that are a popularadvertisement medium. The study uses 2D billboard advertisements asthey are a non-intrusive advertisement format that can be implementedin a similar fashion on a mobile game and VR game.For this study two games were developed, one that runs on a OculusQuest VR headset and one for mobile Android devices. The games are asclose to each other as possible in terms of objective and settingwith the same advertisements implemented in them, each game featurestwo levels, one level contains advertisements and one does not.Surveys are used to find data regarding how the advertisementsaffected the game experience on both platforms. Interviews were thenconducted to find more qualitative information and to explain theresults as well as to find out what makes an advertisement good ortolerable. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-424348UPTEC IT, 1401-5749 ; 20037application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Virtual reality gaming
Mobile gaming
Virtual reality game advertising
Mobile game advertising
Virtual reality versus mobile advertising
advertising effectiveness virtual reality
advertising effectiveness mobile games
advertising user experience virtual reality and mobile
advertising user attitudes virtual reality and mobile
interview study
survey study
virtual reality game development
mobile game development
Other Engineering and Technologies not elsewhere specified
Övrig annan teknik
spellingShingle Virtual reality gaming
Mobile gaming
Virtual reality game advertising
Mobile game advertising
Virtual reality versus mobile advertising
advertising effectiveness virtual reality
advertising effectiveness mobile games
advertising user experience virtual reality and mobile
advertising user attitudes virtual reality and mobile
interview study
survey study
virtual reality game development
mobile game development
Other Engineering and Technologies not elsewhere specified
Övrig annan teknik
Beverskog, Simon
Larsson, Fredrik
A study on 2D advertisementsin mobile versus VR experiences
description Virtual reality tech is new, exciting and full of opportunities.Despite this the gaming section of virtual reality does not grow asfast as it was predicted it would be. Headsets and games areexpensive and perhaps a market model similar to the mobile gamingmarket would do the new tech good. A model that is heavily reliant onadvertisements and low prices.The purpose of this thesis is to show that virtual reality games areas viable an advertising target as mobile games that are a popularadvertisement medium. The study uses 2D billboard advertisements asthey are a non-intrusive advertisement format that can be implementedin a similar fashion on a mobile game and VR game.For this study two games were developed, one that runs on a OculusQuest VR headset and one for mobile Android devices. The games are asclose to each other as possible in terms of objective and settingwith the same advertisements implemented in them, each game featurestwo levels, one level contains advertisements and one does not.Surveys are used to find data regarding how the advertisementsaffected the game experience on both platforms. Interviews were thenconducted to find more qualitative information and to explain theresults as well as to find out what makes an advertisement good ortolerable.
author Beverskog, Simon
Larsson, Fredrik
author_facet Beverskog, Simon
Larsson, Fredrik
author_sort Beverskog, Simon
title A study on 2D advertisementsin mobile versus VR experiences
title_short A study on 2D advertisementsin mobile versus VR experiences
title_full A study on 2D advertisementsin mobile versus VR experiences
title_fullStr A study on 2D advertisementsin mobile versus VR experiences
title_full_unstemmed A study on 2D advertisementsin mobile versus VR experiences
title_sort study on 2d advertisementsin mobile versus vr experiences
publisher Uppsala universitet, Institutionen för informationsteknologi
publishDate 2020
url http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-424348
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