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Received: 16 March 2021 | Accepted: 9 December 2021

DOI: 10.1002/mar.21630

RESEARCH ARTICLE

Strategic use of immersive media and narrative message in


virtual marketing: Understanding the roles of telepresence
and transportation

Chen Chen | Mike Z. Yao

Department of Advertising, Institute of


Communication, University of Illinois at Abstract
Urbana Champaign, Champaign, Illinois, USA
This study differentiates the roles of telepresence and transportation, the two
Correspondence widely cited processes underpinning an immersive media viewing experience, in the
Chen Chen, Department of Advertising, context of virtual marketing. In Study 1, college students viewed a real estate
Institute of Communication, University of
Illinois at Urbana Champaign, Champaign, IL property tour in virtual reality (VR; high immersion) or as a 360° video (low im-
61820, USA. mersion) in a research lab. The tour was accompanied by a voiceover presenting
Email: chenc4@illinois.edu
descriptive information about the apartment (descriptive evidence) or a narrative‐
based introduction (narrative evidence). We found the enhanced telepresence under
the VR viewing condition negatively impacted users' memory of the property; this
effect was particularly pronounced with the narrative voiceover. Study 2 replicated
key findings from Study 1 in an online experiment with a larger and more diverse
sample. We also found that narrative‐induced transportation strengthened attitu-
dinal outcomes, and enhanced telepresence boosted this effect. Our studies dis-
entangle the impacts of VR‐induced telepresence on cognitive processing from the
effects of narrative‐induced transportation on persuasive outcomes. The highly
immersive media experience combined with deep transportation into the narrative
can strengthen viewers' positive attitude towards the overall experience but hinder
their ability to remember the details of the content. The findings point to a medium‐
message matching strategy to achieve marketing goals.

KEYWORDS
metaverse, telepresence, transportation, virtual marketing, virtual reality

1 | INTRODUCTION offline shopping experience, thereby reducing the information


ambiguity of online shopping (Ahn, 2021; Ahn & Bailenson, 2011).
The enduring lure of virtual and three‐dimensional (3D) media Three hundred and sixty degree virtual tours are already a stan-
representations of products and destinations in marketing stems dard in tourism and real estate marketing, and with the prolifera-
from its promise to bring information and branded content to tion of high‐end VR systems, consumers can now fully immerse
consumers in ways that only an in‐person experience could pre- themselves in destinations without leaving their homes
viously offer but at a much lower cost. For example, a virtual (Tussyadiah et al., 2017; Vishwakarma et al., 2020). More recently,
reality (VR) test‐drive experience does not require consumers to Meta, the social media company formerly known as Facebook, has
visit a car dealer in person and can potentially disrupt the mar- set an overarching goal across all previous initiatives to construct a
keting and distribution models of the automotive industry. A VR metaverse world, bringing virtual marketing to an unprecedented
storefront can offer consumers an experience that mimics the level (Newton, 2021).

524 | © 2021 Wiley Periodicals LLC wileyonlinelibrary.com/journal/mar Psychol Mark. 2022;39:524–542.


CHEN AND YAO | 525

Empirical research in this field has investigated the cognitive per- transportation metaphor of arrival (i.e., a feeling of presence in the
formance and persuasive outcomes of virtual product representations mediated environment) and departure (i.e., a feeling of separation
(Cowan et al., 2021; Jang et al., 2019; Tsai et al., 2020). However, there from the physical environment).
is limited research on how immersive media can alter or interact with Telepresence and transportation have been extensively studied in
cognitive and persuasive processes. In the present study, we are inter- research on media effects and persuasion, and they are not exclusive to
ested in differentiating the effect of telepresence induced by immersive immersive VR. However, the complexity of VR‐induced immersion is
VR and 360° videos from the effect of transportation created through due to the entangled processes of telepresence and transportation as
narrative storytelling on memory performance, attitudes, and behavioral functions of both the medium and content (Shin & Biocca, 2018). On
intention in the context of real estate marketing. While previous re- the one hand, the VR system directly induces telepresence through
search has identified telepresence and transportation as two primary multiple sensory inputs, while the “journey” of arriving at the virtual
mechanisms underpinning a mediated‐immersive experience, these two world and departing from the physical reality activates the feeling of
processes and their impacts have not been clearly distinguished (Feng transportation. On the other hand, the content and narrative of the VR
et al., 2019; Gorini et al., 2011). experience may interfere with, strengthen, or weaken the same pro-
We present the findings of two studies in this paper to fill this cesses. Existing research has not clearly differentiated these effects.
gap. In Study 1, we examine the effects of VR‐induced immersion and
narrative persuasion on consumers' memory performance and per-
suasive outcomes after viewing a virtual property tour. Furthermore, 3 | REAL ESTATE MARKETING AS A
we explore the roles of telepresence and transportation in their in- R E S E A R C H CO N T E X T
teractions. In Study 2, we investigate the interplay between per-
ceived telepresence and transportation Study 1. We also investigate Virtual property tours are a trend in the residential real estate in-
the effects of participants' immersion tendencies and past media dustry (Hall, 2021). Brokers typically create simulated open‐house
experience. Our research contributes to theories on the effects of experiences with stitched panoramic images of the property interior
telepresence and transportation on cognition and persuasion. In ad- taken with 360° cameras. Users can view the property room by room
dition, it has practical implications for the design and content strategy by activating certain modules in VR headsets or navigate by pointing
for virtual marketing in the metaverse world. and clicking with desktop 360° interactive videos. The COVID‐19
pandemic further challenged traditional methods of property viewing
and made virtual tours a necessity for the industry (Gleb, 2020). More
2 | T E L E P R E S E NC E A N D agencies are producing immersive VR or 360° videos with accom-
TR ANSPORTATION IN AN IMMERSIVE panying voiceovers to promote their listings.
M E D I A EX P E R I E N C E Although immersive VR is starting to penetrate the consumer
market beyond the gaming community, the standard in real estate
Telepresence, a feeling of “being there” (Steuer, 1992), is a central process marketing is still to simulate a virtual tour with 360° video. Little re-
underlying an immersive experience (Shin, 2019). During a virtual ex- search has been conducted to compare the effectiveness of expensive,
perience, users draw upon spatial cues to construct mental models of the immersive VR gears and more affordable 360° videos in real estate
mediated world to feel “present” within it (Ahn, 2021; Ijsselsteijn & marketing. There is a growing need for analysis of the impact of these
Riva, 2003; Wirth et al., 2007). While telepresence can be induced by all technologies on consumers' information processing and decision
forms of media content, immersive VR displays create vivid telepresence making. While our primary focus in this study is to investigate the roles
through perceptual inputs, such as 3D vision, spatial audio, and interactive of telepresence and transpiration in media‐induced immersion, we
control (Cowan et al., 2021; Jang et al., 2019; Pala et al., 2021; Shin & selected virtual real estate marketing as a research context. We pro-
Biocca, 2018; Tsai et al., 2020). Beyond a spatial presence activated by duced a virtual promotional tour for rental property as an experimental
direct sensory inputs, VR further enhances telepresence by self‐ stimulus that can be viewed in immersive VR or as a 360° video on a
referencing through virtual embodiment of the self (Ahn et al., 2016; flat‐screen. Overall, the goal is to increase the external validity of our
Lee, 2004; Shin, 2021) and social presence (Shin, 2013, 2017, 2018). findings and provide practical implications to the industry.
Table 1 provides a summary of recent definitions of telepresence in the
marketing, advertising, and communication literature.
A parallel but related process to telepresence in an immersive 4 | TH E EFF ECTS O F TEL EPRES ENC E ON
experience is narrative transportation. Transportation refers to the MEMORY, ATTITUDES, AND BEHAV I ORAL
experience of being so consumed by the world of a narrative that IN TE NT IO N
connection to the real world may be lost for some time (Green &
Brock, 2000). It can occur in written, spoken/audio, and visual nar- Previous studies have investigated the effects of telepresence on
rative (e.g., text and video), and can result from both fictional and cognitive performance in a variety of contexts. In marketing research,
nonfictional narratives (van Laer et al., 2014). Applying VR, Kim and the effects of telepresence on users' product knowledge have re-
Biocca (1997) described the concept of telepresence through the ceived the most attention, but the results have been mixed.
526 | CHEN AND YAO

TABLE 1 Definitions and measures of telepresence in recent publications

Study/journal, year Term/definition Measure

Shin (2021), Behaviour & Information The sense of being in an ARG environment. Three items by Shin (2019):
Technology Players interacting with others via ARG media
1. How compelling was your sense of objects moving
feel as if they are physically together, Shin and
through space?
Biocca (2018)
2. How much did your experiences in the AR news
seem consistent with your real‐world experiences?

3. How compelling was your sense of moving around


inside the AR game?

Cowan et al. (2021), Journal of Reflects how real the virtual environment feels, Direct manipulation using visual (e.g., photographs,
Business Research such that the consumer may forget their true videos) versus virtual (e.g., 360° VR) media
physical location, Berg and Vance (2017)

Tsai et al. (2020), Journal of Interactive A sense of presence in a mediated environment, Three items by Lim and Ayyagari (2018):
Advertising Klein (2003)
1. Does this ad enable you to get information about the
product as if you are in a physical store?

2. Can you evaluate the product via this ad as you do in


the physical store?

3. Does this ad make you feel like you are looking at the
product in a physical store?

Barbot and Kaufman (2020), A state of dissociation from reality in which Four items by Ijsselsteijn et al. (2000)
Computers in Human Behavior people feel the subjective experience of
Sample items: I lost all track of time while I was in the
existing in the digital environment,
virtual environment”
Slater(2003)

Barreda‐Ángeles et al. The strong impression of “being there” or Eight items by Hartmann et al. (2016) spatial presence
(2021), Communication physically placed in the virtual environment, experience scale:
Monographs Slater and Sanchez‐Vives (2016)
1. I felt like I was actually there in the environment of
the presentation

2. It seemed as though I actually took part in the action


of the presentation

3. It was as though my true location had shifted into the


environment in the presentation

4. I felt as though I was physically present in the


environment of the presentation

5. I was convinced that things were actually happening


around me

6. I felt like the objects in the presentation


surrounded me

7. I experienced both the confined and open spaces in


the presentation as though I was really there

8. I was convinced that the objects in the presentation


were located on the various sides of my body

Parong et al. (2020), Computers in The psychological experience of “being there,” or A total of 29 items were divided into four subscales,
Human Behavior the experience of being in one environment including the adaptation/immersion subscale (eight
even when the person is physically in another, items), involvement subscale (12 items), sensory
Cummings and Bailenson (2016) fidelity subscale (six items), and interface quality
subscale (three items). Presence Questionnaire (PQ,
version 4.0) by Witmer and Singer (1998)

Jang et al. (2019), Fashion and Textiles The extent to which an individual feels presence, Five items adapted from Schubert et al. (2001):
that is, perceives himself or herself, to be
1. While using the VR store, I felt like I was actually at
present in a medium‐mediated environment
the store
as if they were in the real world, Steuer (1992)
CHEN AND YAO | 527

TABLE 1 (Continued)

Study/journal, year Term/definition Measure

Telepresence is considered both, a cognitive 2. While using the VR store, I felt that the visible scene
process and a subjective experience, as the was part of the actual store
user is immersed in a virtual environment,
3. While using the VR store, I could easily recognize the
Witmer and Singer (1998)
atmosphere of the store

4. While using the VR store, I felt like I could touch the


products and things in the store

5. While using the VR store, I felt things in VR stores


were real

Elsey et al. (2019), Computers in The subjective experience of being in the virtual A total of 14 items iGroup PQ by Schubert et al. (2001)
Human Behavior environment, Schubert et al. (2001); Sheridan
Three subscales assessing spatial presence (feeling as if
(1992); Slater and Wilbur (1997)
one is really there in the virtual world), involvement
(finding one's attention captivated by the virtual
environment rather than the external world), and
realness (how realistic the virtual world seemed)

Feng et al., (2019), Journal of A psychological state or a subjective sensation of Three items by Grigorovici and Constantin (2004);
Advertising “being there” in a scene depicted by a Lessiter et al. (2001):
medium, Lessiter et al. (2001)
1. I had a sense of being in the scenes displayed

2. I felt I was visiting the places in the displayed


environment

3. I felt that the characters and/or objects could almost


touch me

Shen et al. (2019), Journal of The psychological state of feeling bodily or Seven items by Kim and Biocca (1997):
Marketing Communications physically ”being there” in a technology‐
1. When the video ended, I felt like I came back to the
mediated remote environment when the
“real world” after a journey
mental awareness is not bound by the physical
environment or reality 2. During the video, I felt I was in the world the virtual
reality created

3. During the video, I never forgot that I was in the


middle of an experiment (revise coded)

4. During the video, my body was in the room, but my


mind was inside the world created by virtual reality

5. During the video, the VR‐generated world was more


real or present for me compared to the “real world”

6. The VR‐generated world seemed to me only


“something I saw” rather than “somewhere I visited”
(revise coded)

7. During the VR experience, my mind was in the room,


not in the world created by virtual reality (revise
coded)

Cowan and Ketron (2019), Journal of The rewarding sense of being present in an Conceptual article
Business Research environment that appears natural

Shin and Biocca (2018), New Media & The extent to which two people interact via a Three items modified from Bracken (2005); Jennett
Society technological medium feels as if they are et al. (2008); and Nicovich (2005):
together, Nicovich (2005)
1: How compelling was your sense of things moving
through space?

2: How much did your experiences in the VR news

seem similar to your real‐world experiences?

3: How compelling was your sense of moving around


inside the VR news?

(Continues)
528 | CHEN AND YAO

TABLE 1 (Continued)

Study/journal, year Term/definition Measure

Algharabat et al. (2018), Journal of The perception by nonprofit organizations' Four items by Klein (2003); Steuer (1992):
Retailing and Consumer Services Facebook fans that they have been,
1. While I was browsing the social media page of
psychologically, transported in the world
[Brand X], I felt I was in the world by [Brand X],
created by the nonprofit Facebook page
2. while I was browsing the social media page of
[Brand X], my mind was in this room, not in the
world created by [Brand X],

3. while I was browsing the social media page of


[Brand X], my body was in this room, but my mind
was in the world created by [Brand X], and

4. when I left the social media page of [Brand X], I felt


like I came back to the “real world” after a journey

Kim et al. (2017), Journal of Business The perception of being there in a mediated The presence scale was adapted from Witmer and
Research environment, Witmer and Singer (1998). “A Singer (1998). Sample items: “I felt caught up in the
subjective feeling of being there” Kim and content of the ad,” “I experienced the ad as if it were
Biocca (1997) real,” “The ad was so vivid that it held my attention
as a good movie or story does”

Abbreviations: AR, augmented reality; VR, virtual reality.

Early research in this area found a positive correlation between space (i.e., spatial memory, Parong et al., 2020), they may be dis-
enhanced telepresence, induced through 3D product representations tracted from memorizing specific details presented in the virtual
on flatscreen computers, and product knowledge (Daugherty space.
et al., 2008; Keng & Lin, 2006). For instance, Li et al. (2002) asked While research on the effects of telepresence on cognitive per-
participants to inspect either a material product (a jacket) or a geo- formance have been mixed in result, previous research has con-
matic product (a watch) on a flatscreen computer in 2D or 3D. They sistently found a positive impact of telepresence on persuasive
found that telepresence mediated the effect of 3D advertising on outcomes (Bender & Sung, 2021; Cowan et al., 2021; Tsai
users' knowledge of a material product. Findings from this line of et al., 2020; Vishwakarma et al., 2020). Klein (2003) asked partici-
research led to the conclusion that telepresence increases product‐ pants to explore different wine categories on a flat‐screen computer,
related memory and knowledge because it simulates active proces- using either full‐motion video introductions or text and picture in-
sing and directs attention to product attributes (Daugherty troductions. The results showed that given more vivid perceptual
et al., 2005). inputs, participants reported a stronger sense of telepresence; en-
Recent studies using immersive VR have challenged this con- hanced telepresence then led to stronger beliefs in advertised pro-
clusion. Bailey et al. (2012) conducted experiments using a virtual duct claims and more intense attitudes toward the product. Building
shower to educate users about environmental principles in water on Klein's (2003) conceptualization and empirical test of tele-
conservation methods. They found that users' feelings of tele- presence, Tsai et al. (2020) explored the joint effect of augmented
presence were negatively correlated with their memory retrieval of reality (AR; 2D vs. 3D), ad‐context (realistic vs. imaginative), and
environmental principles. Shen et al. (2019) invited participants to product type (think vs. feel) on telepresence and persuasive out-
view a panoramic virtual campus tour using either a Google card- comes. Similar to a previous study, they found that telepresence
board, a flat‐screen desktop, or a head‐mounted display VR device. explained the effect of AR‐induced perceptual immersion on users'
While different devices had the equal capacity to induce tele- brand liking when they thought that a product (hiking boots) was
presence, telepresence was negatively correlated with their recall of presented in a realistic ad context. Researchers attributed the ben-
the visited destination. Wang and Yao (2020) examined the effec- efits of telepresence as a persuasive mechanism to the simulation of a
tiveness of virtual billboards placed around a racetrack in a custo- real‐life shopping experience (Daugherty et al., 2005, 2008), a re-
mized auto‐racing game. The participants played the game in VR or duction in information ambiguity and purchase risk (Keng &
on a flat‐screen computer. They found that enhanced telepresence in Lin, 2006), and the inducement of hedonic and utilitarian gratification
VR decreased memory performance. Barreda‐Ángeles et al. (2021) (Rauschnabel, 2018).
found that viewing 360° videos of news stories on immersive VR The simulation of real‐life experience is particularly important for
devices impaired users' cognitive information processing. These industries with high experiential value like tourism and real estate
studies suggest that the effects of telepresence on cognitive per- marketing. It is not surprising, then, to see successful applications in
formance may be curvilinear as a function of cognitive load. As users tourism research (Choi et al., 2016; Vishwakarma et al., 2020).
allocate more cognitive resources to form a holistic view of the virtual Drawing from a survey result published on a tourism website,
CHEN AND YAO | 529

Hyun and O'Keefe (2012) found that telepresence positively influ- of narrative game‐based interventions. They found that games de-
ences cognitive attitude toward the destination and leads to a higher signed based on transportation theory improved gamers' knowledge
visiting intention. Via the indirect effect of telepresence, virtual tours retention of health‐related information.
bring consumers closer to destinations and lead to a positive per- Previous studies have also found positive effects of transporta-
suasive outcome. On the basis of empirical findings from previous tion on persuasion targets' attitudes and behavioral intentions. When
research, we further hypothesize the following: a narrative message is presented, individuals may be reluctant to
H1. Heightened immersion will lead to a) fewer details recalled disrupt their enjoyment of transportation into the narrative world by
from a virtual property tour, b) a more favorable affective attitude, c) critiquing the points made in the story. As a result, individuals in a
a more favorable cognitive attitude towards the promoted property, state of transportation generate more affect (Chang, 2009;
and d) a stronger intention to execute the proposed action (i.e., visit Escalas, 2004), more narrative thoughts (Chang, 2009), fewer critical
the place shown in the video). thoughts (Moyer‐Gusé & Nabi, 2010; Slater & Rouner, 2002),
H2. Telepresence mediates these direct effects of heightened stronger story‐consistent beliefs and attitudes (Escalas, 2007;
immersion on a) memory, b) affective attitude, c) cognitive attitude, Green & Donahue, 2011; Green, 2004; Marsh & Fazio, 2006; Wang &
and d) behavioral intention. Calder, 2006), and stronger behavioral intention (Dunlop et al., 2010).
Escalas (2004) further illustrates these assertions in a study where
the narrative advertisements of a running shoe raised narrative
5 | T HE EF FE C T S O F T R A NS P O R TAT I O N thought structure and had a positive effect on advertisement atti-
ON M EMORY , ATT I TU D ES, AND tudes and brand evaluations; transportation led to strong affective
BEHA VIORAL INTENTION responses and reduced critical thoughts towards the ad.
In the present study, we examine the effects of two versions
Narrative transportation theory proposes that when people are car- (narrative vs. descriptive) of a voiceover for a virtual property tour on
ried away by a story, they become more susceptible to its influence consumers' memory performances, attitudes, and behavioral inten-
(Green & Donahue, 2011; Green et al., 2008). Narratives convey tions. On the basis of the transportation theory and empirical findings
information in a story‐like format that contains specific details, such from previous research, we hypothesize the following:
as event action, plot, and characters, in a conversational way H3: The narrative‐based voiceover introduction will lead to a)
(Peracchio & Meyers‐Levy, 1997; Polyorat et al., 2007); they are vi- better recall of details about the property, b) a more favorable af-
vid, salient, and personally relevant (Feeley et al., 2006; Gray & fective attitude, c) a more favorable cognitive attitude toward the
Harrington, 2011). Previous studies found that narrative‐based per- property, and d) increased intention to execute the proposed action
suasive messages led to better memory (Kreuter et al., 2010; (i.e., visit the property) than the voiceover with descriptive evidence.
Mattila, 2000), fewer counterarguments (McQueen et al., 2011), H4: An increased sense of transportation will mediate the direct
more consistent beliefs (Appel & Richter, 2010; Mazor et al., 2007), effects of the voiceover introduction on a viewer's a) memory per-
and more affective responses (Kopfman et al., 1998). More recently, formance, b) affective attitude, c) cognitive attitude, and d) behavioral
Shen et al. (2015) conducted a meta‐analysis of 25 studies to in- intention.
vestigate the impact of narratives on persuasion in health commu-
nication. The results revealed that narratives delivered via audio and
video had a significant positive impact on attitudes, intentions, and 6 | AN INTERACTION BETWEEN
behaviors. Furthermore, researchers have attributed the effects of TELEPRESENCE AND TRANSPORTATION
narrative messages to transportation (Gerrig, 2019). van Laer et al.
(2014) conducted a meta‐analysis of 76 empirical studies on trans- Both telepresence and transportation “immerse” users in the pre-
portation and found significant and persistent effects of transporta- sented content. In our study, technology‐induced telepresence and
tion on consumers' affect, attention, cognitive elaboration, and message‐induced narrative transportation may interact with each
behavioral intention across all studies. other. Transportation hinges on three conditions: story processing,
Transportation demands attention and cognitive resources; thus, empathy with mental imagery, and a disconnection from reality in a
people who experience higher levels of transportation are more likely physiological sense (van Laer et al., 2014). Telepresence also “trans-
to process, organize, and elaborate on the information at hand, which, ports” viewers into the virtual world through perceptual inputs and
in turn, could lead to better memory performance (Whitbred facilitates mental imagery (Kim & Biocca, 1997; Rodríguez‐Ardura &
et al., 2010; Zhou et al., 2020). Consistent with this view, Dunlop Meseguer‐Artola, 2019). Therefore, these two processes may com-
et al. (2008) found transportation to be positively associated with bine to produce the strongest persuasive effects.
participants' ad recall. In a free recall of antismoking ads watched It is also possible that the perceptual experience in VR and the
over the previous 2 years, participants who ranked higher on a narrative message compete for attention and cognitive resources,
transportability scale were also found to have higher recall of nar- leading to decreased cognitive performance. Immersive experience
rative ads. More recently, Zhou et al. (2020) conducted a meta‐ can also be disrupted by an incompatible message type. For instance,
analysis of 22 studies (49 effect sizes) to investigate the effectiveness a viewer perceptually immersed in the virtual world may be required
530 | CHEN AND YAO

to split cognitive resources to critically process the descriptive in- 7.1.3 | Stimulus materials
formation in the voiceover and therefore become distracted from
other aspects of the experience. With limited theoretical analyses A 3‐min, audio‐guided virtual property tour created by the research
and empirical evidence from previous research, we explore the fol- team promoted an apartment for students. The virtual tour was
lowing question in this study: filmed with an 8K, 360° video camera and formatted in two ways so
RQ1: How do technology‐induced telepresence and narrative‐ that it could be viewed either in immersive VR or as a 360° video
induced transportation interact to affect a user's memory perfor- playing on a flatscreen computer. Under the VR viewing condition,
mance, affective attitude, cognitive attitude, and behavioral intention? participants experienced the virtual tour using an Oculus Rift VR
We test the hypotheses and explore the research question in two headset with a 90‐degree field of view (FOV) and 8K resolution
studies. In Study 1, a controlled laboratory experiment, we compare (7680 × 4320 pixels per frame). Under the 360° video viewing con-
the effects of telepresence as activated by immersive VR and by a dition, participants watched the 360° video on a 27″ Dell Ultra HD
360° video on memory, affective attitude, cognitive attitude, and monitor. The monitor was placed about 70 cm away from partici-
behavioral intention by showing participants a virtual real estate tour pants' eyes, which gave them a 56° FOV and 1080p resolution
with either a narrative or a descriptive voiceover. In Study 2, we seek (1920 × 1080 pixels per frame).
to replicate key findings from Study 1 and further unpack the effects The research team developed two versions of the voiceover that
of telepresence and transportation through an online experiment introduced the property. The narrative voiceover was revised and
with a larger and more diverse sample of Internet users. Instead of adapted from a narrative introduction of a themed restaurant used in
using immersive VR to increase telepresence, as in Study 1, we focus Mattila's (2000) study. The voiceover described a female college
on the effects of perceived telepresence. student who wanted to sublease one bedroom in her apartment. The
narrator showcased the features of the apartment by discussing her
memories with a previous roommate. For example, when introducing
7 | S TU D Y 1 the lights, she said, "My friend and I had different opinions about
whether to have a floor lamp or dome light, but finally, we were
7.1 | Methods attracted by these light‐emitting diode lightings, accompanied with
hardwood‐style flooring." In the descriptive voiceover introduction,
7.1.1 | Design and procedure the same female narrator presented the same set of features without
the narrative. For example, when introducing the living room, she
We conducted a two‐by‐two (immersive VR viewing vs. 360° video on a mentioned that 50" smart TVs were available in every living room,
flat screen viewing; narrative voiceover vs. descriptive voiceover) and LED lightings were accompanied by hardwood‐style flooring. The
between‐subjects experiment. In the remainder of this paper, we will study was approved by the university research ethics board.
address the immersive VR viewing condition as “VR condition” and the
360° video as “360‐degree video condition.” Upon arrival to the lab and
after giving consent, participants were randomly assigned to experience 7.2 | Measures
a virtual property tour under one of four conditions: VR with a narrative
voiceover, VR with a descriptive voiceover, 360° video with a narrative 7.2.1 | Memory performance
voiceover, and 360° video with a descriptive voiceover. After the virtual
property tour, the participants completed a posttest questionnaire and Each participant's memory performance was measured by an aided
were debriefed and thanked for their time. recall test. Fifteen household objects were listed in the questionnaire,
but only 10 of them appeared in the virtual tour. Participants were
told to prioritize the accuracy rate and instructed to only select the
7.1.2 | Participants objects they remembered from the virtual tour. The correct answers
were counted and summed as the recall score. The highest score
On the basis of the effect size of a previous lab study with a con- possible was 10 and the lowest score possible was 0 (M = 3.58,
ceptually similar manipulation (Gorini et al., 2011; d = 0.45), a priori SD = 2.15).
power analysis suggested that around 122 participants would provide
sufficient power (greater than 80%) to detect differences tested at a
false positive rate of 5%. Undergraduate students enrolled in a large 7.2.2 | Affective attitude
Midwest U.S. university signed up for the study on a research par-
ticipation management system (SONA) and received extra credit for Each participant's affective attitude toward the virtual property
one of their classes. The final dataset contained 118 participants (32 was measured using the scale created by Spears and Singh (2004).
male, 86 female). Their ages ranged from 18 to 33 (M = 20.10, SD = Participants indicated their affective evaluations of the apartment on
1.78). The sample included 58% white, 25% Asian/Pacific Islander, seven dimensions on a 7‐point Likert scale: safe–unsafe, not‐
8.5% Hispanic/Latino, and 5.9% African American students. peaceful–peaceful, inconvenient–convenient, unappealing–appealing,
CHEN AND YAO | 531

bad–good, unpleasant–pleasant, unfavorable–favorable, and unlikeable– correlation (>0.5) between affective attitude, cognitive attitude, and
likeable (M = 5.99, SD = 0.88, α = 0.92). behavioral intention, suggesting that a single multivariate analysis is
an appropriate test. The result indicated a significant main effect of
immersive VR and no effect of narrative voiceover on affective atti-
7.2.3 | Cognitive attitude tude, cognitive attitude, and behavioral intention (immersive VR:
Wilks' λ = 0.93, F [3,112) = 2.88, p < 0.05; narrative voiceover: Wilks'
A cognitive attitude scale was adopted from a real estate service λ = 0.96, F [3,112) = 1.52, p > 0.05). We further unpacked the sig-
quality research project, developed by Seiler and Reisenwitz (2010). nificant effect of immersive VR on each dependent variable. The
Participants were asked to indicate their levels of agreement on five result showed a positive effect on behavioral intention, but no effect
statements, such as "This apartment has up‐to‐date equipment," on a on affective attitude or cognitive attitude (H1d supported: behavioral
7‐point Likert scale (1 = strongly disagree to 7 = strongly agree) intention F [1, 114] = 8.89, p < 0.01; H1b and H1c not supported:
(M = 5.40, SD = 0.91, α = 0.78). affective attitude F [1, 114] = 2.81; p =0.09; cognitive attitude
F [1, 114] = 3.15; p = 0.08). Because recall showed a low correlation
(correlation < 0.1) with all other dependent variables, we performed a
7.2.4 | Behavioral intention univariate analysis of variance to assess the direct effect of im-
mersive VR and narrative voiceover on recall. The result revealed a
Each participant's intention to visit the virtual property was measured negative effect of immersive VR on aided recall (H1a supported:
by three questions adapted from Han et al. (2010). Participants rated memory F [1, 114] = 9.91, p < 0.05). Thus, the direct effects of im-
their levels of agreement on a 7‐point Likert scale to items such as mersive VR on H1a (memory) and H1d (behavioral intention) are
"I'm willing to visit this apartment." The ratings of the three items supported. H1b (affective attitude) and H1c (cognitive attitude) are
were combined to form a behavioral intention index (M = 5.45, SD = not supported. No direct effect of narrative voiceover on memory,
1.01, α = 0.73). affective attitude, cognitive attitude, or behavioral intention was
found (H3a–d were not supported). (All means/SDs by the condition
are available in Table 4.)
7.2.5 | Telepresence Furthermore, the result indicated a statistically significant inter-
action between the VRs and voiceovers on participants' recall (F [1,
Telepresence was measured on a seven‐item scale created by Kim 114] = 3.91, p < 0.05) (RQ1). Specifically, it showed that when parti-
and Biocca (1997). Participants reported their levels of agreement to cipants used high perceptual immersive VR and listened to the voi-
a set of seven statements like “During the video, I felt I was in the ceover with narrative evidence, they had the lowest level of recall
world the VR created” (M = 4.25, SD = 1.16, α = 0.77). (M = 2.00, SD = 1.56). Low perceptual immersive VR (360° video on a
flat‐screen) combined with narrative evidence led to the highest level
of recall (M = 3.58, SD = 1.43) (Figure 1). No interaction was found
7.2.6 | Transportation between the effects of VR viewing and voiceover condition on par-
ticipants' affective attitudes (F [1, 114] = 0.59, p > 0.05), cognitive
Each participant's feeling of transportation was measured by a scale attitudes (F [1, 114] = 0.61, p > 0.05), or behavioral intentions (F [1,
that was developed by Green and Brock (2000) and modified for the 114] = 0.15, p > 0.05). (Summary of statistics can be found in Table 5.)
VR viewing experience. Nine statements such as "While I was lis-
tening to the voiceover, I could easily picture the events in it taking
place" were rated on a 7‐point scale from “completely disagree” to 7.3.2 | Telepresence and transportation as
“completely agree” (M = 4.16, SD = 0.88, α = 0.74). (All items and de- mediators
scriptive statistics are presented in Table 2.)
The study also proposed that telepresence and transportation are
two underlying mechanisms explaining the effects of VR‐induced
7.3 | Results immersion and narrative voiceover on a user's memory, affective
attitude, cognitive attitude, and behavioral intention (H2 and H4).
7.3.1 | Effects of immersive VR and narrative First, we investigated whether telepresence mediated the direct ef-
voiceover fects in the VR condition. Following Preacher and Hayes' (2018)
guidance, we performed a bootstrapping analysis with 5000 itera-
To test the direct effect of immersive VR and narrative voiceover tions. It revealed that telepresence mediated the effect of immersive
introduction on a user's memory, affective attitude, cognitive atti- VR on participants' recall performances (B = −0.37, SE = 0.18,
tude, and behavioral intention (H1 and H3), we first checked the p < 0.05, confidence interval, CI [−0.75, −0.02]). An increase in par-
correlation between dependent variables and determined the analy- ticipants' feelings of telepresence decreased their overall recall scores
sis. The correlation test (Table 3) revealed that there is a medium (indirect effect of a × b) (Figure 2). H2a was supported. However,
532 | CHEN AND YAO

TABLE 2 Descriptive statistical analysis and items overview

Study 1 Study 2
Scales Items M SD Cronbach's α M SD Cronbach's α
Affective attitude Unsafe–safe 5.99 0.88 0.92 6.02 0.90 0.92
Spears and
Unpeaceful–peaceful
Singh (2004)
Inconvenience–convenient

Unappealing–appealing

Bad–good

Unpleasant–pleasant

Unfavorable–favorable

Unlikeable–likable

Cognitive attitude This apartment has up‐to‐date equipment 5.40 0.91 0.78 5.79 0.93 0.83
Han et al. (2010)
Physical facilities are visually appealing

The appearance of the physical facilities is in line with other


apartments

This apartment is a good place for the price of rent

Living in this apartment is something that I would enjoy

Behavioral intention I'm willing to stay at this apartment 5.45 1.01 0.73 5.77 1.08 0.81
Han et al. (2010)
I'm willing to visit this apartment

A trip to this house would be a lot of fun

Telepresence When the video ended, I felt like I came back to the “real world” after 4.25 1.16 0.77 4.36 1.13 0.77
Kim and a journey
Biocca (1997)
During the video, I felt I was in the world the virtual reality created

During the video, I never forgot that I was in the middle of an


experimenta

During the video, my body was in the room, but my mind was inside
the world created by VR

During the video, the VR‐generated world was more real or present
for me compared to the “real world

The VR‐generated world seemed to me only “something I saw”


rather than “somewhere I visited”a

During the VR experience, my mind was in the room, not in the world
created by virtual realitya

Transportation I could easily picture the events in it taking place 4.16 0.88 0.74 4.83 0.88 0.70
Green and
Activity taking place in the room was on my mind
Brock (2000)
I was mentally involved in the voiceover while listening to it

I found it easy to put it out of my minda

I want to meet the girl who introduced me to this place

Listening to this girl's introduction makes me feel pleasant

I found my mind wandering while watching the videoa

The events described in the voiceover are relevant to my


everyday life

I had vivid imagery of the characters while I was watching this video

Immersion tendency Do you easily become entirely involved in films or TV shows/ n.a n.a n.a 5.32 1.05 0.88
Shin (2018) dramas?
CHEN AND YAO | 533

TABLE 2 (Continued)

Study 1 Study 2
Scales Items M SD Cronbach's α M SD Cronbach's α
Do you ever become so absorbed in a TV program or visuals that
people have problems getting your attention?

How mentally alert do you feel at the present time?

Do you ever become so involved in a film that you are not aware of
things happening around you?

How often do you find yourself closely identifying with the


characters in a storyline?

Do you ever become so immersed in a video game that it is as if you


are inside the game rather than moving a joystick and watching
the screen?

Do you normally enjoy the virtual environment experience?

When you experience virtual games, how completely are all of your
senses engaged?

How much do the visual aspects of the virtual environment


involve you?

How much do the auditory aspects of the virtual environment


involve you?

Abbreviation: VR, virtual reality.


a
Items that are reverse coded.

TABLE 3 Correlation table of dependent variables outcomes. We also explored the roles of two underlying me-

Recall Affective Cognitive Behavioral chanisms, telepresence and transportation. Our findings show that
immersive VR elicited positive behavioral intention towards a
Recall 1.00 0.07 0.04 0.05
promoted rental property but hindered the recall of specific details
Affective attitude 0.07 1.00 0.62 0.52
about the apartment. Telepresence mediated the negative effect
Cognitive attitude 0.04 0.62 1.00 0.58 on memory performance. Although the narrative message and
Behavioral intention 0.05 0.52 0.58 1.00 transportation did not affect memory, attitude, and intention, im-
mersive VR combined with a narrative voiceover led to the poorest
memory performance, suggesting a telepresence‐transportation
telepresence did not mediate the effects of VR immersion on affec- additive effect.
tive attitude (B = 0.04, SE = 0.10, p > 0.05, CI = [−0.17, 0.24]), cogni-
tive attitude (B = 0.03, SE = 0.12, p > 0.05, CI = [−0.21, 0.28]), and
behavioral intention (B = −0.02, SE = 0.10, p > 0.05, CI = [−0.19, 8 | STU DY 2
0.22]). H2b–d were rejected.
We then investigated whether transportation mediated the ef- Immersive VR and 360° videos can elicit feelings of telepresence as
fects of narrative voiceover on a user's recall, attitude, and behavioral well as influence decision‐making processes (Cowan et al., 2021; Jang
intention. The results show that transportation did not mediate the et al., 2019; Tsai et al., 2020). Although high‐end VR gears induce
direct effects of the narrative message on recall (B = 0.08, SE = 0.09, more immersive experiences through heightened telepresence
p > 0.05, CI = [−0.04, 0.30]), affective attitude (B = 0.07, SE = 0.05, (Cummings & Bailenson, 2016), they can be expensive and cumber-
CI = [−0.00, 0.17]), cognitive attitude (B = −0.01, SE = 0.03, CI = some. Therefore, 360° videos are widely adopted in the marketing
[−0.07, 0.06]), or behavioral intention (B = 0.08, SE =0.05, CI = [−0.00, context as an effective alternative. Simulated 3D virtual marketing
0.19]). H4a–c were rejected. content can be viewed on a regular computer screen and is readily
accessible to average consumers for everyday use. We focus on this
form of virtual marketing in Study 2 to increase the external validity
7.4 | Discussion of the findings from Study 1 and further investigate the roles of
telepresence and transportation in a more natural virtual marketing
Study 1 investigated the impact of VR immersion and narrative context. We used the same set of stimulus materials as in Study 1.
voiceover on users' cognitive performances and persuasive In an online experiment, participants viewed the 3D virtual property
534 | CHEN AND YAO

T A B L E 4 Means and standard


Narrative Descriptive Total
Mean SD Mean SD Mean SD deviation by conditions for memory,
affective attitude, cognitive attitude, and
Recall VR 2.00 1.56 2.79 1.99 2.40 1.82
behavioral intention
360° video 3.58 1.43 3.14 1.77 3.37 1.60

Total 2.82 1.68 2.97 1.87 2.89 1.77

Affective attitude VR 5.99 1.07 6.28 0.53 6.13 0.85

360° video 5.84 0.91 5.88 0.87 5.86 0.89

Total 5.91 0.99 6.08 0.74 6.00 0.88

Cognitive attitude VR 5.52 1.08 5.59 0.79 5.55 0.93

360° video 5.35 0.86 5.16 0.86 5.26 0.86

Total 5.43 0.97 5.37 0.84 5.40 0.91

Behavioral intention VR 5.64 1.10 5.79 0.84 5.72 0.97

360° video 5.04 0.97 5.33 0.97 5.18 0.98

Total 5.33 1.07 5.56 0.93 5.45 1.01

Abbreviation: VR, virtual reality.

shown that these immersive tendencies could influence users' im-


mersive experiences and persuasion outcomes (Shin et al., 2020).
Previous research has also found that a user's media use experience
may lead to habituation (Saywer, 1981) and reduce the impact of
novel media stimuli (Yim et al., 2017). To account for these effects,
we include two additional variables—immersive tendency and media
experience—as controls.

8.1 | Methods

8.1.1 | Participants

A sample of 336 English‐speaking MTurk workers living in the United


States was recruited to participate in Study 2. A priori power analysis
suggested that a sample of 244 would provide sufficient power
F I G U R E 1 The interaction between immersive virtual reality
(coded as 1) versus 360° video (coded as 0) on a flat screen and (greater than 80%) to detect differences tested at a false positive rate
narrative (coded as 1) versus descriptive voiceover (coded as 0) on of 5%. Participants received financial incentives for their participa-
memory (recall) tion. Seventy‐four participants who failed an attention check ques-
tion or dropped out before completing the study were excluded from
tour in 360° video on their computers. They were randomly assigned the analysis; thus, the final dataset contained 262 participants (149
to view the virtual tour with either the narrative or descriptive voi- males, 113 females; age [mean] = 40.44; age [SD] = 13.53).
ceover. We then measured their subjective feelings of telepresence
and transportation.
We sought to retest H3 and H4 in the second study. In addition, 8.1.2 | Measures
because we found that immersive VR combined with a narrative
voiceover led to the poorest memory performance in Study 1, we Measures of self‐reported telepresence, transportation, recall, af-
wanted to examine the telepresence‐transportation additive effect. fective and cognitive attitudes, and behavioral intention were kept
Thus, we hypothesized that: the same as in Study 1. We used Shin and Biocca's (2018) immersive
H5: Telepresence will negatively impact the effect of transpor- tendency scale in this study (10 items). Participants were asked to
tation on users' recall performances. evaluate their tendency to become immersed in the virtual worlds
Finally, Shin and Biocca (2018) noted the importance of users' using a 7‐point rating on items such as “When you experience virtual
tendencies toward immersion in media content. A recent study has games, how completely are all of your senses engaged?” (M = 5.32,
CHEN AND YAO | 535

T A B L E 5 Direct effect and interaction effect of immersive (IM) virtual reality and message (MS) voiceover on memory, affective attitude,
cognitive attitude, and behavioral intention

Memory Affective attitude Cognitive attitude Behavioral intention


Source df F p df F p df F p df F p
IM 1 9.65** 0.00 1 2.81 0.09 1 3.16 0.08 1 8.73** 0.00

MS 1 0.28 0.58 1 1.03 0.31 1 0.14 0.71 1 1.50 0.22

IM × MS 1 3.91* 0.05 1 0.59 0.44 1 0.61 0.44 1 0.15 0.69

Error (mean square) 114 (2.88) 114 (0.76) 114 (0.81) 114 (0.95)

Note: Values enclosed in parentheses represent mean square errors.


**p < 0.01; *p < 0.05.

F I G U R E 2 The indirect effect of


perceptual immersion on user memory via
telepresence: A mediation analysis. CI,
confidence interval; VR, virtual reality

FIGURE 3 Results of the moderated mediation model in Study 2

SD = 1.05, α = 0.88). Previous media experience was measured by two factors: immersive tendency and past media experience. We eval-
one question, “How often have you watched 360‐degree videos?” uated the significance of the direct and indirect effects with 5000
(1 = never to 5 = always; M = 2.87, SD = 1.25). bootstrap samples to create bias‐corrected 95% CIs. (Figure 3 displays
the model and the combined results of this analysis; Figure 4 illustrates
the effects of the interaction between telepresence and transportation
8.2 | Results on memory, attitudes, and behavioral intention.)

We performed a series of moderated mediation models using PROCESS


(Hayes, 2018; Model 14) to examine the direct effect of narrative voi- 8.2.1 | Direct effect of narrative voiceover
ceover (H3), the mediation effect of transportation (H4), and the mod-
erating effect of telepresence (on the effect of transportation: Path b; The conditional indirect model showed that narrative voiceover did
H5) on users' cognitive and persuasive outcomes. We also controlled not have a direct effect on recall, affective attitude, cognitive
536 | CHEN AND YAO

FIGURE 4 Interaction between telepresence and transportation on memory, affective, cognitive attitude, and behavioral intention

attitude, or behavioral intention. (Recall: B = 0.16, SE = 0.17, CI = recall was significant (B = −0.16, SE =0.07, CI = [−0.29, −0.03]), in-
[−0.18, 0.49]; affective attitude: B = .06, SE = .10, CI = [−0.14, 0.26]; dicating that the mediation (i.e., the indirect effect of narrative voi-
Cognitive attitude: B = 0.13, SE =0.10, CI = [−0.07, 0.33]; behavioral ceover on a user's recall through transportation) was moderated by
Intention: B = .11, SE = .12, CI = [−0.12, 0.35].) This result is consistent the level of telepresence. The conditional indirect effects further
with findings from Study 1. H3a–d were not supported. showed that the indirect positive effect of narrative voiceover on
users' recall scores through transportation was significant only when
users had lower levels of telepresence (B =0.29, SE =0.14, CI = [0.01,
8.2.2 | Effect of transportation and telepresence on 0.58]). As levels of telepresence increased, users' cognitive perfor-
cognitive performance mances decreased, and the mediation role of transportation dis-
appeared (medium telepresence: B = 0.13, SE = 0.14, CI = [−0.14,
0.40]; high: B = −0.03, SE = 0.16, CI = [−0.35, 0.29]). Therefore, the
Recall: Representing users' recall as an outcome, the results showed a proposed moderated mediation by H4a and H5 has supported:
full moderated mediation effect (index = −0.04, SE =0.02, CI = [−0.10, transportation mediated the effect of narrative voiceover on users'
−0.01]). The interaction effect of telepresence and transportation on recall score differences only when users had low levels of
CHEN AND YAO | 537

telepresence. Telepresence negatively impacted the indirect positive 8.3 | Discussion


effect of narrative voiceover on recall through transportation.
Study 2 replicated key findings from Study 1. For example, Study 1
found that immersive VR combined with a narrative voiceover led to
8.2.4 | Effects of transportation and telepresence on the poorest memory performance. Study 2 further indicated that
persuasive outcomes elevated telepresence and transportation negatively impact users'
memories of the presented content. However, the same combination
of telepresence and transportation led to more positive affective and
Affective attitude: Using affective attitude as an outcome, we found a cognitive attitudes.
full moderated mediation effect (index = 0.03, SE = 0.01, CI = [0.04, In addition, Study 2 revealed that the positive effects of the
0.06]). Transportation mediated the positive relationship between narrative voiceover on affective attitude, cognitive attitude, and be-
narrative voiceover and affective attitude on all levels of tele- havioral intention work through users' increased feelings of trans-
presence (low telepresence: B = 0.19, SE = 0.08, CI = [0.03, 0.36]; portation. Transportation only mediated the effect of the narrative
medium: B = 0.31, SE = 0.08, CI = [0.15, 0.47]; high: B = 0.43, SE = voiceover on a user's recall when that user had a lower level of
0.10, CI = [0.24, 0.61]). In addition, the result showed that the in- telepresence. We did not find this effect in Study 1, likely because of
teraction effect of telepresence and transportation on affective re- the low power in the analysis.
sponses was significant (B = 0.12, SE = 0.04, CI = [0.04, 0.19]). As The two individual difference variables we added in Study 2,
levels of telepresence increased, users' affective attitudes also in- immersive tendency and previous experience, were positively asso-
creased. Therefore, the proposed mediation model by H4b was ciated with the outcome variables. Previous media use was positively
supported for affective attitude. The result also showed that tele- associated with memory performance. Users' immersion tendencies
presence boosted the indirect positive effect of narrative voiceover were positively associated with their affective attitudes, cognitive
on affective attitude through transportation. attitudes, and behavioral intentions. The consistent findings point to
Cognitive attitude: Our model also found a full moderated mediation avenues for future research.
effect of transportation on cognitive attitude (index = 0.03, SE = 0.02,
CI = [0.00, 0.06]). Transportation mediated the relationship between
narrative voiceover and cognitive attitude on all levels of tele- 9 | GE NERAL DISC US SION
presence (low telepresence: B = 0.22, SE = .08, CI = [0.05, 0.39];
medium: B = 0.31, SE = 0.08, CI = [0.15, 0.47]; high: B = 0.41, SE = Due to the Covid‐19 pandemic and metaverse construction, immersive
0.10, CI = [0.22, 0.59]). In addition, the result showed that the in- technologies such as VR and 360° videos will play an increasingly
teraction effect of telepresence and transportation on cognitive re- important role in providing consumers with remote product experi-
sponses was significant (B =0.09, SE = 0.04, CI = [0.02, 0.17]). As ences (Gibbons, 2020; Newton, 2021; Walk‐Morris, 2020). Our studies
levels of telepresence increased, users' cognitive attitudes also in- examined the direct, indirect, and interaction effects of VR‐induced
creased. Therefore, the proposed mediation model by H4c was telepresence and narrative‐induced transportation on a user's memory
supported for cognitive attitude. Telepresence boosted the indirect performance, attitude, and behavioral intention after viewing a virtual
positive effect of narrative voiceover on cognitive attitude through property tour. This study extends the existing literature on virtual
transportation. marketing and contributes to theoretical discussions on telepresence
Behavioral intention: The moderated mediation model was not a good and transportation.
fit for predicting users' behavioral intentions (index = 0.02, SE = 0.02, The two studies investigated the direct effects of immersion VR
CI = [−0.02, 0.06]). However, transportation mediated the positive and narrative evidence, and the indirect effects of telepresence and
relationship between narrative voiceover and cognitive attitude on all transportation, on users' cognitive performances and persuasion
levels of telepresence (low telepresence: B = 0.20, SE = 0.10, CI = outcomes. Study 1 used a college sample and compared high per-
[0.00, 0.40]; medium: B = 0.29, SE = 0.10, CI = [0.09, 0.48]; high: ceptual immersive VR with its low immersive counterpart, a 360°
B = 0.37, SE =0.11, CI = [0.14, 0.59]). Although the results showed a video. Study 2 validated and expanded on findings from Study 1 with
trend that the telepresence by transportation interaction might have a larger and more diverse sample. From two studies, we found that a
led to more positive behavioral intention, the effect was not statis- combination of enhanced telepresence and heightened transporta-
tically significant (B = 0.08, SE = 0.05, t = 1.82, p =0.07). tion led to the lowest recall rate of details presented in the marketing
Across four moderated mediated models, users' immersive ten- content. The same combination of telepresence and transportation
dencies were positively correlated to their affective attitudes also had a positive effect on attitude and behavioral intention.
(B = 0.18, SE = 0.06, CI = [0.06, 0.30]), cognitive attitude (B = 0.24, Telepresence played a large role in users' memory performances
SE = 0.06, CI = [0.12, 0.36]), and behavioral intention (B =0.30, but had a little direct impact on participants' attitudes and behavioral
SE =0.07, CI = [0.16, 0.45]). Users' past media experiences were po- intentions. In Study 1, telepresence mediated the negative effect of
sitively correlated to their cognitive performances (B =0.43, SE =0.10, high perceptual immersive VR technology on memory. In Study 2,
CI = [0.25, 0.62]). telepresence reduced the positive indirect effect of transportation on
538 | CHEN AND YAO

memory, such that elevated telepresence and transportation led to transported by the narration might have had fewer critical thoughts
the lowest recall rate. On the other hand, transportation significantly about the information presented in the virtual property tour and
impacted attitude and behavioral intention but had little direct in- subsequently developed strong story‐consistent attitudes. When
fluence on memory performance. Study 2 demonstrated that trans- people feel immersed in a story or narrative, they shift their attention
portation fully explained the positive effect of the narrative voiceover from the environment to the narrative by actively constructing
on participants' affective and cognitive attitudes and their behavioral mental representatives of characters and potential conflicts (Green &
intentions to visit the promoted property. However, the mediation Brock, 2000) and becoming emotionally attached to the characters
effect of transportation on recall is conditional on a low level of (Sestir & Green, 2010).
telepresence. In our research, when telepresence and transportation were both
elevated, participants' memory performances decreased the most,
yet they formed the most positive attitudes and behavioral intentions
9.1 | Theoretical implications toward the stimuli. This finding points to a possible overload of
cognitive resources, a selective information process that occurs when
Our research confirms the importance of telepresence and transpor- provided information exceeds a user's processing capacity (Fisher,
tation in immersive virtual experiences. Conceptually, these two Huskey, et al., 2018; Fisher, Keene, et al., 2018; Lang, 2000). Our
constructs overlap in multiple ways. At the process level, both tele- results suggest that cognitive overload might be a double‐edged
presence and transportation emphasize “attention shift” and “mental sword for cognition and persuasion in the VR environment; the im-
model construction” of the presented content (Green, 2004; mersive experience and narrative might have exceeded participants'
Ijsselsteijn & Riva, 2003; Lee, 2004; Shin, 2019; Wirth et al., 2007). As cognitive capacity and forced them to forego detailed information
outcomes, they both “immerse” users in media content (Cummings & processing to form a holistic evaluation of the presented content.
Bailenson, 2016; Gerrig, 2019). However, previous studies have failed
to specify the differences between the two processes. Filling this gap,
our studies have shown that the influence of telepresence is primarily 9.2 | Practical implications
cognitive, while the effects of transportation tend to be affective and
attitudinal. Our research has several practical implications for media interaction
Our findings are consistent with several similar studies on VR design, content strategy, and human‐centered experience. The find-
(Bailey et al., 2012; Shen et al., 2019; Wang & Yao, 2020) in which ings from our two studies recommend that content developers of
heightened immersion and telepresence lead to a decrease in cog- virtual marketing carefully match the user experience with the con-
nitive performance. Collectively, these studies suggest that the in- tent strategy. For example, creating a deeply immersive virtual ex-
fluence of telepresence is primarily cognitive. As media users become perience with a vivid narrative would be the most effective strategy
deeply immersed in the 3D virtual space, the perceptual inputs from when the marketing goal is attitude formation and behavioral change.
the virtual world become more abundant and vivid, and the cognitive However, if the goal is to increase product‐related memory and
resources needed to process spatial information might also increase knowledge among consumers, immersive VR may not be the best
(Parong et al., 2020). Due to this increase, such enhanced tele- choice. Virtual marketing cannot rely solely on the latest and most
presence might force VR viewers to prioritize processing other in- powerful technologies. Marketers need to find an intricate balance
formation over encoding the details of concrete objects, which in between the technology, content, and marketing objectives to
turn could lead to a decrease in memory performance. achieve the optimal strategy.
This speculation is consistent with previous conceptualizations of Findings from our second study also highlight the importance of
telepresence. Researchers agree that experiencing telepresence in- users' individual differences in virtual marketing. The impacts of im-
volves cognitive processes that integrate spatial information and mersive technologies are not uniform; they are affected by disposi-
form a mental model of the space (Lee, 2004; Thon, 2008; Wirth tions and previous experiences. While advanced VR gears may bring
et al., 2007). For instance, the two‐step model (Wirth et al., 2007) the most vivid media content viewing experience, engaging content
described telepresence as processing spatial cues from the environ- delivered via familiar mediums may be just as, if not more, effective.
ment for a mental model of self‐location within the space. Thon
(2008) denoted telepresence as a process in which attention shifts to
the virtual space to construct a mental model of it. More direct 10 | CO NCL US I ON
empirical evidence comes from Parong et al. (2020), who found
that telepresence was positively associated with spatial learning Social distancing during the pandemic and industries' investments in
outcomes. metaverse have offered unique challenges and opportunities for
Consistent with previous research, our study found that trans- branding through immersive VR, presenting new possibilities for op-
portation explained the positive persuasive effects of a narrative timizing advertisers' branding efficiencies. Within this context, our
voiceover on participants' affective and cognitive attitudes and be- research contributes to work on marketing and consumer behavior
havioral intentions. We speculate that participants who were by examining the conceptual similarities and differences between
CHEN AND YAO | 539

telepresence and transportation and exploring the interactions be- DATA AVAILABILITY STATEMENT
tween these two processes in the confines of virtual marketing. Our The data that support the findings of this study are available on
studies identified the cognitive role of telepresence and the persua- request from the corresponding author. The data are not publicly
sive role of transportation. Telepresence mediated the negative ef- available due to privacy or ethical restrictions.
fect of immersive VR on users’ cognitive performance and led to a
reduced recall of marketing content. A stronger feeling of transpor- ORC I D
tation further hampers memory. On the other hand, transportation Chen Chen http://orcid.org/0000-0003-1013-6932
explained the positive effect of narrative voiceover on affective,
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detect collinearity problems between telepresence and transporta-
toward tourism destinations. In Schegg, R. & Stangl, B., (Eds.)
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sessions. Retail Dive. https://www.retaildive.com/news/suitsupply-
disagree.
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Journal of Consumer Research, 33(2), 151–162. https://doi.org/10. Strongly Disagree_Somewhat Disagree_Slightly Disagree_Neutral_
1086/506296 Slightly Agree_Somewhat Agree_Strongly Agree.

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