Huckle Taisia, Mummert Kristen, Lyons Antonia, McCreanor Tim, McLellan Georgia, Moewaka Barnes Helen
Shore & Whariki Research Centre, College of Health, Massey University, Auckland, New Zealand.
Centre for Addiction Research, School of Population Health, University of Auckland, Auckland, New Zealand.
Drug Alcohol Rev. 2025 Jan;44(1):15-25. doi: 10.1111/dar.13967. Epub 2024 Nov 4.
The study aims are to: (i) explore methods for identifying alcohol company marketing in metaverses; (ii) identify current types of alcohol marketing in metaverses; and (iii) identify dominant portrayals and meanings of alcohol marketing in these settings.
Our design was exploratory, employing various approaches to identify alcohol company marketing across multiple metaverses. In stage one, we systematically navigated through metaverses as an avatar, documenting and coding all instances of alcohol company marketing. In stage two, the research team collaboratively explored and discussed excerpts of this marketing. The team thematically analysed the transcribed discussion, identifying key meanings and interpretations of immersive and interactive alcohol marketing.
Stage one: alcohol company marketing was identified in two metaverses, Decentraland and Sandbox. Within those metaverses were five alcohol company marketing experiences: Heineken Silver, Jose Cuervo Tequila, Wisher Vodka, San Matias Tequila, and Mason Martell Cognac. Marketing strategies included immersive commerce, virtual drinking, immersive branding, immersive engagement, gaming, non-fungible tokens (digital assets), education, non-player characters promoting brands and virtual event-based marketing. Stage two: themes identified were: (i) immersive branding, representing continued exposure to brands that were both foregrounded and on the edge of users' awareness; (ii) immersive engagement, including alcohol-related gaming, quests, and alcohol production; (iii) avatars simulating drinking behaviour (virtual drinking); and (iv) immersive commerce representing how metaverse alcohol marketing may drive alcohol transactions.
Alcohol companies are using novel immersive marketing techniques in metaverses. The impact on the experiences and drinking behaviours of users are unknown and require investigation.
本研究的目的是:(i)探索在元宇宙中识别酒精公司营销的方法;(ii)识别元宇宙中当前酒精营销的类型;(iii)识别这些场景中酒精营销的主要描绘和意义。
我们采用探索性设计,运用多种方法在多个元宇宙中识别酒精公司营销。在第一阶段,我们以化身的形式系统地在元宇宙中浏览,记录并编码所有酒精公司营销的实例。在第二阶段,研究团队共同探索并讨论了这些营销的摘录。团队对转录的讨论进行了主题分析,确定了沉浸式和交互式酒精营销的关键意义和解读。
第一阶段:在两个元宇宙Decentraland和Sandbox中识别出了酒精公司营销。在这些元宇宙中有五种酒精公司营销体验:喜力银啤酒、唐胡里奥龙舌兰酒、许愿伏特加、圣马蒂亚斯龙舌兰酒和梅森·马爹利干邑。营销策略包括沉浸式商业、虚拟饮酒、沉浸式品牌塑造、沉浸式参与、游戏、非同质化代币(数字资产)、教育、非玩家角色推广品牌以及基于虚拟活动的营销。第二阶段:确定的主题有:(i)沉浸式品牌塑造,代表持续接触那些既处于用户意识前沿又处于边缘的品牌;(ii)沉浸式参与,包括与酒精相关的游戏、任务和酒精生产;(iii)化身模拟饮酒行为(虚拟饮酒);(iv)沉浸式商业,代表元宇宙酒精营销如何推动酒精交易。
酒精公司正在元宇宙中使用新颖的沉浸式营销技术。对用户体验和饮酒行为的影响尚不清楚,需要进行调查。