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首页> 外文期刊>The Journal of the Textile Institute >Potential of virtual worlds for marketing tests of product prototypes
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Potential of virtual worlds for marketing tests of product prototypes

机译:虚拟世界在产品原型营销测试中的潜力

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摘要

For manufacturers of physical goods, conducting market tests of product prototypes to assess consumers' preferences can be costly and complex. To some extent, production and logistic processes need to be in place, not just the marketing rationale. We put forth the hypothesis that virtual worlds may be a feasible environment to conduct early market tests of product prototypes for some physical products. The rationale for this hypothesis is that such tests with virtual versions of product prototypes may be conducted with minimal overhead, based on resources from marketing and design departments, without resources from production or logistics. They could be a first filter or selection process to determine which product prototypes demonstrate better acceptance by the public, with reduced costs and complexity. An expectation is that by having simpler and less costly tests, a wider variety of product prototypes can be considered, and test number and frequency increased, supporting better information gathering. A central question in this regard is the level of similarity between the preferences of the public when presented with virtual items, in comparison with the actual physical items. To attain data about this, we carried out an exploratory study, creating a set of both virtual and physical prototype versions of a physical product: t-shirts. We then invited virtual-world users to experience the virtual t-shirts on their avatars and express their preferences. Finally, we presented users with the option to buy the physical t-shirts with their own money, at promotional cost (as a reward for participating in the virtual trial), but explicitly told them, as they held the various physical versions in their hands, that they could change their preference at no extra cost. The results identified the level of similarity and differences between buyers' preferences in these two situations, pointing to the significant potential of using a virtual world to conduct market tests to assess consumers' preferences on prototypes of physical t-shirts.
机译:对于实物制造商而言,对产品原型进行市场测试以评估消费者的喜好可能既昂贵又复杂。在某种程度上,需要建立生产和物流流程,而不仅仅是营销原理。我们提出了虚拟世界可能是对某些物理产品的产品原型进行早期市场测试的可行环境的假设。该假设的基本原理是,可以基于市场营销和设计部门的资源,而没有生产或物流资源的情况下,以最小的开销进行具有产品原型虚拟版本的此类测试。它们可能是第一个筛选器或选择过程,用于确定哪些产品原型在降低成本和复杂性的情况下得到了公众的更好认可。期望通过拥有更简单,成本更低的测试,可以考虑使用更多种类的产品原型,并且测试数量和频率都会增加,从而支持更好的信息收集。在这方面,一个中心问题是,与实际实体物品相比,当虚拟物品出现时,公众的偏好之间的相似程度。为了获得有关此数据,我们进行了一项探索性研究,创建了一组物理产品的虚拟和物理原型版本:T恤。然后,我们邀请虚拟世界用户在他们的头像上体验虚拟T恤并表达自己的喜好。最后,我们向用户提供了以促销价(作为参加虚拟试验的奖励)用自己的钱购买实际T恤的选项,但明确告知他们,因为他们掌握了各种实际版本,这样他们就可以免费更改自己的偏好。结果确定了这两种情况下买方偏好之间的相似性和差异程度,表明使用虚拟世界进行市场测试以评估消费者对实体T恤原型的偏好的巨大潜力。

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