Intriguing, Concerning, and Questioning the Impact on Immersion: An Exploration of VR Users' Advertising Experiences and Attitudes

Social & Collaborative VRSocial Platform Design & User Behavior

Research Background and Issues

  • What problems or challenges did the authors identify?
    Although many companies are developing and experimenting with virtual reality (VR) advertisements, the development process often neglects the voice of end users. Users' needs, attitudes, and concerns have not been thoroughly studied. Given the novel opportunities and potential risks associated with VR advertisements (e.g., privacy issues, manipulation, physical and psychological harm), understanding users' perspectives is crucial.

  • Why is this issue important?
    VR's unique immersive and interactive characteristics make the format and impact of advertisements fundamentally different from traditional advertising modes (e.g., print ads, TV commercials). The risks introduced by this new medium could significantly amplify existing advertising issues and even create new types of harm that traditional media cannot achieve, such as data misuse and behavioral manipulation. Therefore, establishing a user-centered advertising system is both a technological necessity and an ethical responsibility.

  • Research Motivation and Related Work
    While some studies have explored the potential design and social risks of VR advertisements, research on users' actual perspectives and experiences is scarce. Studies in non-VR advertising fields show that consumers generally have negative attitudes toward advertisements. Existing literature raises unresolved questions about the impact of VR advertisements, such as their positive or negative effects on immersion. This study fills the research gap by supplementing user experience and attitude studies through user interviews.


Solutions

  • What methods or solutions did the authors propose?
    The study conducted 22 semi-structured interviews with VR users who had varying experiences with advertisements (14 participants had encountered VR advertisements, while 8 had not). Through these interviews, the study analyzed users' experiences with current VR advertisements, their expectations and concerns about future VR advertising formats, and proposed potential pathways for optimizing advertisement design based on user feedback.

  • What is innovative about this solution?
    This study is the first to truly focus on understanding VR users' own experiences and attitudes toward VR advertisements. This user-centered perspective complements existing research, which primarily describes technical design and implementation strategies. Additionally, the authors provide specific examples of how advertisements can balance enhancing immersion and avoiding disruption.

  • What are the implementation steps and key technologies used?

    1. Sample Selection: Participants were recruited through online communities such as Reddit, targeting users with extensive VR experience and diverse attitudes toward advertisements (ranging from positive to negative).
    2. Semi-structured Interviews: Questions were divided into two parts:
      • Exploring past and current VR advertisement experiences and users' reactions.
      • Asking users to envision broader future VR advertising scenarios and potential risks and benefits.
    3. Data Analysis: Thematic analysis was employed, combining inductive and deductive approaches to develop a coding framework and extract key insights into users' perceptions and design recommendations for VR advertisements.

Research Findings

  • What specific findings were obtained?

    1. Diversity and Experiences of Current VR Advertisements:
      • Users encountered various types of advertisements, including simple banner ads, billboards in social VR, virtual marketplaces, and immersive experiences.
      • Many users perceived some advertisements as entertaining experiences rather than traditional advertisements.
    2. Views on Potential Benefits of VR Advertisements:
      • Advertisements can offer more realistic and interactive product experiences (e.g., virtual try-ons, product demonstrations).
      • Highly immersive advertisements can enhance the realism of certain scenes (e.g., recreating outdoor advertisements in real-world environments).
      • Advertisements provide revenue streams for the VR ecosystem, promoting content development.
    3. Users' Main Concerns:
      • Disruption of Immersion: Inappropriate advertisements may break the atmosphere of the virtual world, whereas contextually relevant advertisements can enhance scene authenticity.
      • Privacy and Data Collection: Users expressed concerns about the misuse of data such as eye-tracking and heart rate information.
      • Manipulation and Overconsumption: Some participants mentioned that advertisements could exert pressure on vulnerable groups (e.g., children, compulsive shoppers) through manipulation and excessive consumption.
  • What advantages does this solution have compared to existing ones?
    Compared to existing research that focuses more on advertising technology itself, this study provides a comprehensive user-centered perspective and explores users' needs and expectations for the advertising ecosystem. For example, it suggests that advertisements should allow users to choose whether to engage and should minimize interference with the virtual experience.

  • What are the experimental or evaluation results?
    The thematic analysis revealed that while users generally hold cautious attitudes toward VR advertisements, they are open to improved designs (e.g., immersive advertisements with higher contextual relevance). Users demonstrated some tolerance for current advertisements but strongly opposed excessive coercion and privacy violations.

  • Limitations and Future Directions:

    1. Limitations:
      • The user sample was predominantly composed of young males (reflecting the current demographic of VR users), lacking global diversity.
      • Some users had not encountered VR advertisements, relying on hypothetical scenarios to discuss future possibilities.
    2. Future Directions:
      • Expand sample sources to include diverse regions and demographics for greater representativeness.
      • Investigate whether personalized advertisement designs can balance user needs and commercial interests.
      • Explore the impact of potential dark patterns in VR shopping environments on user behavior.

Conclusion

By exploring users' attitudes toward current and future VR advertisements, this study highlights the dual nature of advertisements in enhancing immersion and posing potential risks to users. The research provides valuable user perspectives for VR advertisement design and business strategies, emphasizing the importance of user-centered approaches and transparent management mechanisms. These insights will support the standardized development of VR advertisements in the future.

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https://hci.top/en/papers/chi/188232/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3713095
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CHI
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2025
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Social & Collaborative VR, Social Platform Design & User Behavior
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