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> Virtual reality, simulation methods (23)
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Paper
1.
Survey techniques in virtual environments: interviews sofas and virtual face-to-face interviews in Second Life
Professor Diana Derval and Mario Menti, Market Research Society, Annual Conference, 2008
Over the last two years, online 'virtual worlds' - computer-based 3d simulated environments - have started to receive significant attention, with Second Life (SL) currently being the most prominent ex ...

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Read: 15 times
Paper
2.
Understanding decisions - the power of the virtual shopper
Matthew Draper, Admap, December 2007, Issue 489, pp.31-33
This article describes 'Shopper Impact', a research tool for testing in-store promotion and marketing activity, based on virtual simulation. It starts with a report from a survey showing the extent to ...

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Read: 195 times
Paper
3.
Interactive 3D Simulations in Measuring Consumer Preferences: Friend or Foe to Test Results?
Alma Berneburg, Journal of Interactive Advertising, Vol. 8, No.1, Fall 2007
With the inexorable progression of technological development, more and more technological solutions are gaining access to market research processes (e.g., online panels, mobile surveys). A promising t ...

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Read: 26 times
Paper
4.
No more sitting on the fence - the right shelf space balance for multinational product ranges
Wolfgang Frost and Thomas Rodenhausen, ESOMAR, Retail Conference, Valencia, February 2007
This paper describes a study conducted to simultaneously meet two objectives: efficient use of retail shelf space and harmonizing a line-up across countries to decrease the number of variants across f ...

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Read: 27 times
Paper
5.
The better alternative to fusion - a modelling procedure to simulate independent media currencies
Peter Masson and Paul Sumner, ESOMAR, Worldwide Multi Media Measurement (WM3), Shanghai, June 2006
This paper describes the Virtual Diary creation process in which a ‘limited’ amount of single source data (for press, TV, Radio, Internet) is added to a large scale, ad hoc target group survey, and th ...

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Read: 37 times
Paper
6.
When good researchers go bad: cautionary tales from the front lines
Stephen Needel, ESOMAR, Consumer Insights, Barcelona, November 2005
Consumer insight has become the catchphrase of the new millennium in market research. This paper suggests that the emphasis on insight as opposed to research can produce shoddy research with poor insi ...

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Read: 26 times
Paper
7.
Spot on - how the spot on the right products helps to be spot on in baby care
Susanne Schlichting, ESOMAR, Retail Conference, Budapest, April 2005
The paper presents a business case from the baby care category. It describes how the organization of the baby care shelf according to consumer/shopper needs leads to a win-win-win for the consumer, th ...

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Read: 32 times
Paper
8.
What do you plan to buy in the store today? Impulse buying in grocery stores - the challenge for market research
Ingvar Tjøstheim and Bjørn Haugland, ESOMAR, Retail Conference, Budapest, April 2005
The paper presents results from a dual study based on pre- and post-interviews with 600 grocery shoppers who shopped both virtually and in real life in “the same store”. The shoppers were asked to ide ...

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Read: 61 times
Paper
9.
Cherry-pickers and store switchers - consumer shopping behaviours and in-store expenditure decisions in virtual test stores
Bernhard Treiber, ESOMAR, Retail Conference, Budapest, April 2005
This paper studies the effects that consumers’ adopted shopping patterns have on their responsiveness to price changes in a heavily contested FMCG category (i.e. coffee). Two dimensions of shopping be ...

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Read: 42 times
Paper
10.
Re-engineering The Research Process
Dirk Huisman and Sander van Meeuwen, ESOMAR, Innovate! Conference, Paris, February 2005
Innovation in the early decades of the market research industry was demand and product focussed while in the later stages the innovation was driven by the availability of new techniques and was proces ...

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Read: 5 times
Paper
11.
How To Validate A New MR Tool - A Case Study In FMCG
Ingvar Tjosthiem and Haagen Saether-Larsen, ESOMAR, Innovate! Conference, Paris, February 2005
What is happening in a grocery store? What kinds of market research methods are capable of mirroring or replicating customer behaviour in this dynamic environment? Gaming computing has become an impor ...

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Read: 20 times
Paper
12.
Utilizing rich multimedia methods for the elicitation of preferences for radical future technologies
Timothy M. Devinney, Jordan J. Louviere and Tim R. Coltman, ESOMAR, Marketing Conference, Warsaw, October 2004
Information Acceleration (IA) is a series of techniques for simulating consumers' `virtual' exposure to new products before the products themselves have been developed. IA is used by companies to fore ...

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Read: 14 times
Paper
13.
Product launch decision testing and demand forecasting using virtual store shelves
Ayumi Higaki, ESOMAR, Asia Pacific Conference, Shanghai, March 2004
Along with customer probes, simulated shelf testing is a method of launch decision testing for new products. It is an excellent method from the standpoint of measuring the relative power of a new prod ...

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Read: 14 times
Paper
14.
Studying new product performance in virtually created retail environments
Bernhard Treiber and Dieter Bock, ESOMAR, Technovate 2, Barcelona, January 2004
This paper describes recent attempts to use virtual reality components for studying the in-market performance of a new product at the pre-launch stage. Virtual shopping systems today offer intriguing ...

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Read: 25 times
Paper
15.
The future of the market research industry in an online and interactive world
Ulf Andersen, ESOMAR, Internet Conference, Barcelona, February 2001, pp.265-273
This paper envisions the market research industry within the changing online and interactive future, providing a description of a possible future fuelled by the impact of the internet, and the effects ...

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Read: 14 times
Paper
16.
Print concept development at the fuzzy-front end
Bernhard Treiber and Ulf-Dieter Filipp, ESOMAR, Print Brands and Multi-Media, Paris, January 2001
This paper describes applications of virtual reality shopper research systems for improving the presentation of print concepts to consumers, and for collecting relevant purchase data in a computer-gen ...

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Read: 8 times
Paper
17.
Bringing reality to technology purchase decisions
Mark Dallas, ESOMAR, Telecommunications, Berlin, October 2000
Purchase decisions for new technologies and services are becoming more difficult as the complexity and novelty of the services increase. As purchase decision becomes more complex, so must our market r ...

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Read: 8 times
Paper
18.
Research Currents: Understanding Consumer Response to Category Management Through Virtual Reality
Stephen P Needel, Journal of Advertising Research, Vol. 38, No. 4, July/August 1998
Category management is becoming a common business practice in the packaged-goods industry. However, few research tools exist to help manufacturers and retailers study its impact. This paper presents a ...

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Read: 9 times
Paper
19.
Information and research based on multi-media stimulation. Application of an innovative technique in France
Isabelle Blot and Veronique Beillan, ESOMAR, Marketing Research, Edinburgh, September 1997
This paper presents a new method of self-administered surveying which enhances information gathering on new and innovative services and products by accelerating the phase providing information on the ...

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Read: 3 times
Paper
20.
Extending our knowledge of consumers through virtual reality
Clive Wright and Stephen Needal, ESOMAR, Marketing in Asia, Hong Kong, November 1996
The practice of marketing research is moving towards an emphasis on consumer behaviour as compared to consumer attitudes, impressions, needs, wants, and so forth. This paper discusses problems with ty ...

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Read: 10 times
Paper
21.
Virtual reality techniques in NPD research
Leslie de Chernatony and Philip J Rosenberger III, International Journal of Market Research, Vol. 37, No. 4, 1995
New product development (NPD) is risky, particularly when not supported by market research. Virtual environment research techniques such as Information Acceleration and Visionary Shopper hold much pro ...

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Read: 19 times
Paper
22.
Marrying Market Research and Virtual Reality. Implications for Consumer Research
Stephen P. Needel, ESOMAR, Information Technology, Brussels, January 1995
Marketing researchers are constantly attuned to the methodology of data collection, understanding this facet of research on a number of dimensions: collection procedure validity, demand characteristic ...

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Read: 12 times
Paper
23.
From identifying need states to testing in virtual reality: supporting category management
Johnson, Maureen and Felice, Paula, Market Research Abstract from: Marketing and Research Today, Vol 27, No 4, November 1998, (full text not available on WARC.com)
This study looks at category management (CM) and the role that research plays in making this approach to marketing and retailing in stores efficient and cost effective. The authors illustrate the proc ...

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