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Abstract
Penelitian ini membahas fenomena immersive marketing yang semakin relevan di era digital, khususnya dalam konteks Indonesia sebagai pasar negara berkembang. Tujuan penelitian adalah untuk mengeksplorasi bagaimana strategi pemasaran imersif dapat membentuk pengalaman konsumen, meningkatkan keterlibatan emosional, sekaligus menghadapi tantangan teknologi dan isu etika dalam implementasinya. Metode penelitian menggunakan pendekatan kualitatif deskriptif dengan strategi studi kasus eksploratif. Data dikumpulkan melalui wawancara mendalam, observasi partisipatif, dan studi dokumen. Analisis data dilakukan dengan teknik analisis tematik yang mengelompokkan kode ke dalam tema besar yang relevan dengan kerangka teori, meliputi pengalaman konsumen, keterlibatan emosional, tantangan teknologi, dan aspek etika. Hasil penelitian menunjukkan bahwa immersive marketing berpotensi menciptakan pengalaman konsumen yang lebih mendalam melalui teknologi virtual reality, augmented reality, dan metaverse. Keterlibatan emosional konsumen diperkuat melalui narasi interaktif dan elemen gamifikasi, yang secara signifikan meningkatkan hubungan konsumen dengan merek. Namun demikian, tantangan masih muncul terkait keterbatasan akses perangkat, kesenjangan literasi digital, dan infrastruktur teknologi di Indonesia. Selain itu, isu etika seperti privasi data dan potensi manipulasi emosional konsumen menjadi perhatian penting dalam penerapan pemasaran imersif. Temuan ini menegaskan relevansi teori pengalaman konsumen, keterlibatan pelanggan, difusi inovasi, serta etika pemasaran digital dalam menjelaskan dinamika immersive marketing di pasar negara berkembang. Penelitian ini menyimpulkan bahwa immersive marketing merupakan strategi yang menjanjikan untuk meningkatkan efektivitas pemasaran digital di Indonesia, meskipun keberhasilannya sangat dipengaruhi oleh kesiapan teknologi dan pengelolaan aspek etika. Implikasi teoretisnya memperluas pemahaman tentang integrasi teori pemasaran dengan fenomena imersif, sementara implikasi praktisnya memberikan panduan bagi pelaku usaha dalam merancang strategi pemasaran digital yang lebih interaktif, inklusif, dan berkelanjutan.
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References
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References
Anderies, A., Marvella, M., Hakim, N. A., & Chowanda, A. (2023). Implementation of augmented reality in Android-based application to promote Indonesian tourism. Procedia Computer Science, 216, 538–547. https://doi.org/10.1016/j.procs.2022.12.068
Barbini, F. M., & Presutti, M. (2014). Transforming a peripheral area in an emerging tourism destination. Tourism Geographies, 16(3), 490–508. https://doi.org/10.1080/14616688.2013.851269
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
Chakraborty, U., & Biswal, S. K. (2024). Diffusion of innovation in direct-to-avatar (D2A): A study of immersive communication and branding in the metaverse. Computers in Human Behavior, 152, 107278. https://doi.org/10.1016/j.chb.2023.107278
Cowan, K., Ketron, S., & Kostyk, A. (2020). Using virtual reality to enhance brand experiences: An abstract. In Developments in Marketing Science: Proceedings of the Academy of Marketing Science (pp. 487–488). Springer. https://doi.org/10.1007/978-3-030-42545-6_136
Creswell, J. W., & Plano Clark, V. L. (2017). Designing and conducting mixed methods research (3rd ed.). SAGE.
Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE.
Crowe, S., Cresswell, K., Robertson, A., Huby, G., Avery, A., & Sheikh, A. (2011). The case study approach. BMC Medical Research Methodology, 11(1), 100. https://doi.org/10.1186/1471-2288-11-100
Glette, M. K., & Wiig, S. (2022). The headaches of case study research: A discussion of emerging challenges and possible ways out of the pain. The Qualitative Report, 27(6), 1554–1566. https://doi.org/10.46743/2160-3715/2022.5303
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. SAGE.
Marshall, C., & Rossman, G. B. (2016). Designing qualitative research (6th ed.). SAGE.
Merriam, S. B., & Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation (4th ed.). Jossey-Bass.
Möller, K. (2013). Theory map of business marketing: Relationships and networks perspectives. Industrial Marketing Management, 42(3), 324-335. https://doi.org/10.1016/j.indmarman.2013.02.009
Pang, A., Jin, Y., Kim, S., & Cameron, G. T. (2020). Contingency theory: Evolution from a public relations theory to a theory of strategic conflict management. In Crisis communication (pp. 41–54). Routledge. https://doi.org/10.4324/9781003046222-4
Patria, T. A., Hidayah, N., & Suherlan, H. (2023). Effect of immersive experience on repurchase intention of virtual heritage tours among Gen-Z in Indonesia. E3S Web of Conferences, 388, 01036. https://doi.org/10.1051/e3sconf/202338801036
Pine, B. J., & Gilmore, J. H. (1999). The experience economy: Work is theatre & every business a stage. Harvard Business School Press.
Simoni, M., Sorrentino, A., Leone, D., & Caporuscio, A. (2022). Boosting the pre-purchase experience through virtual reality: Insights from the cruise industry. Journal of Hospitality and Tourism Technology, 13(1), 168–185. https://doi.org/10.1108/JHTT-04-2021-0101
Subawa, N. S., Widhiasthini, N. W., Astawa, I. P., & Permatasari, N. P. I. (2021). The practices of virtual reality marketing in the tourism sector: A case study of Bali, Indonesia. Current Issues in Tourism, 24(20), 2862–2866. https://doi.org/10.1080/13683500.2020.1857716
Suryono, R. R., Anggarini, D. R., Adrian, Q. J., & Rahmanto, Y. (2025). Virtual commerce in the metaverse and its potential for Indonesian SMEs: A qualitative study. KSII Transactions on Internet and Information Systems, 19(1), 501–519. https://doi.org/10.3837/tiis.2025.01.028
Vargo, S. L., & Lusch, R. F. (2008). Service-dominant logic: Continuing the evolution. Journal of the Academy of Marketing Science, 36(1), 1–10. https://doi.org/10.1007/s11747-007-0069-6
Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). SAGE.