Alena Kostyk
Biographic Data
| ID | 6194530 |
|---|---|
| NAME | Alena Kostyk |
| GIVEN NAMES | Alena |
| FAMILY NAME | Kostyk |
| SIGNATURE | KOSTYK A |
| AFFILIATIONS | Adam Smith Institute |
| ORCID | 0000-0003-2691-0603 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 5 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Virtual Reality Marketing
The authors conduct a systematic literature review and propose steps toward conceptual clarity to distinguish between 2D and 3D VR. Next, differences are investigated between 2D and 3D VR in telepresence, sense of realism, and a set of marketing outcomes important for advertisers. The authors employ custom-made VR content developed in collaboration with industry partners and tested via a field study and two lab experiments. It is found that 2D an…
Memories of tourism brands in virtual reality
In three studies (a lab experiment, a field experiment, and a qualitative study), this research investigates memories formed by tourism brand experiences in virtual reality. Specifically, this work establishes to what extent episodic and semantic memories from virtual reality tourism brand experiences are formed and retained, and what mechanisms underscore this process. Moreover, using a bespoke virtual environment and adopting a longitudinal app…
The Reality of Virtuality
Virtual Reality (VR) technology has become more sophisticated and widespread. Consumers embrace it for gaming and entertainment. New industries are using it to showcase their products and services, with VR experiences becoming more immersive and realistic than ever. Where does VR fit into your marketing strategy? How can your brand use it to leave a lasting impression on users? And how can your brand utilize VR to interact with your target market…
True Consumer Autonomy
Average is Over
Average is Over: Powering America Beyond the Age of the Great Stagnation." The Social Science Journal, 53(1), pp. 137–138
Memories of tourism brands in virtual reality
In three studies (a lab experiment, a field experiment, and a qualitative study), this research investigates memories formed by tourism brand experiences in virtual reality. Specifically, this work establishes to what extent episodic and semantic memories from virtual reality tourism brand experiences are formed and retained, and what mechanisms underscore this process. Moreover, using a bespoke virtual environment and adopting a longitudinal app…
Average is Over
Average is Over: Powering America Beyond the Age of the Great Stagnation." The Social Science Journal, 53(1), pp. 137–138
The Reality of Virtuality
Virtual Reality (VR) technology has become more sophisticated and widespread. Consumers embrace it for gaming and entertainment. New industries are using it to showcase their products and services, with VR experiences becoming more immersive and realistic than ever. Where does VR fit into your marketing strategy? How can your brand use it to leave a lasting impression on users? And how can your brand utilize VR to interact with your target market…
True Consumer Autonomy
Virtual Reality Marketing
The authors conduct a systematic literature review and propose steps toward conceptual clarity to distinguish between 2D and 3D VR. Next, differences are investigated between 2D and 3D VR in telepresence, sense of realism, and a set of marketing outcomes important for advertisers. The authors employ custom-made VR content developed in collaboration with industry partners and tested via a field study and two lab experiments. It is found that 2D an…
Memories of tourism brands in virtual reality
In three studies (a lab experiment, a field experiment, and a qualitative study), this research investigates memories formed by tourism brand experiences in virtual reality. Specifically, this work establishes to what extent episodic and semantic memories from virtual reality tourism brand experiences are formed and retained, and what mechanisms underscore this process. Moreover, using a bespoke virtual environment and adopting a longitudinal app…
Computer Science (3 works) · Business (2 works) · CLARITY (2 works) · Epistemology (2 works) · Human–computer interaction (2 works) · Law (2 works) · Marketing (2 works) · Mathematics (2 works) · Political science (2 works) · Psychology (2 works)