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VR 이용 경험 수준이 가상 브랜드 공간 내 고각성 구간의 장기 회상에 미치는 영향
- 이소원;
- 이강현
초록
(Background and Purpose) As retail undergoes digital transformation, brands increasingly construct virtual reality (VR) brand spaces, and VR brand experience is drawing attention as a strategy that shapes brand memory beyond immediate satisfaction. Converting a one-time curiosity into a durable brand imprint requires that the experience be transferred into long-term memory, yet the factors that govern this transfer remain empirically underspecified. Prior research on branded virtual environments has focused largely on stimulus-side visual environmental factors, examining how various immersive stimuli shape consumer psychological states and behavioral responses. In contrast, user-side individual differences that govern how the same stimulus is encoded remain underexamined. Because VR is a relatively unfamiliar medium, a user's prior VR experience may determine the extraneous cognitive load imposed during encoding, and thereby the depth of long-term memory formation. This study therefore investigates whether a user's level of prior VR experience is associated with how brand memories formed in a virtual environment persist over the long term, and aims to clarify the role of individual differences in long-term brand memory. (Method) This study reanalyzed data from the authors' prior research on a reconstructed metaverse department store built on the Lotte Caliverse environment, comprising four brand stores. High-arousal moments (CM) were derived from beta-band EEG recorded during the experience. Twenty-seven participants' prior VR experience, measured in a pre-experience survey, was linked to a nine-month recognition test comparing high-arousal (CM), low-arousal (Non-CM), and unseen control (Foil) stimuli, with responses distinguishing context-rich recollection (R) from context-free familiarity (F). Because dosage-response relationships could not be tested at this sample size, participants were dichotomized into a novice group and an experienced group. Mann-Whitney U tests, Spearman correlations, and partial correlations were used, and this individual-difference design is interpreted as correlational rather than causal. (Results) VR-experienced participants showed a significantly higher recollection (R) rate for CM stimuli than novices (54.8% vs. 31.2%, p= .031, r= .41), recalling high-arousal moments roughly 1.75 times as often. The difference appeared in memory quality rather than mere quantity, as the experienced group's memories shifted from vague familiarity toward scene-based recollection. The effect was specific to high-arousal stimuli (Non-CM: p= .818) and was not attributable to a lenient response bias (Foil false alarms: p= .550). It remained after controlling for age, gender, and technology readiness (partial r= .40, p= .040). (Conclusions) Prior VR experience predicts long-term memory of high-arousal brand moments, a pattern consistent with a cognitive-load account in which unfamiliarity with the medium competes with content encoding for resources rather than strengthening memory through novelty. This suggests that a striking visual moment persists as memory only when users are in a state that allows them to allocate cognitive resources to that moment, implying that VR brand-space design should incorporate adaptation phases for novice users. However, this study measured only prior VR use frequency and did not directly assess VR literacy or operational proficiency; future research should therefore explicitly measure and control participants' prior VR experience.
키워드
- 제목
- VR 이용 경험 수준이 가상 브랜드 공간 내 고각성 구간의 장기 회상에 미치는 영향
- 제목 (타언어)
- The Effect of Prior VR Experience Levels on Long-Term Recall of Critical Moments in Virtual Brand Spaces
- 저자
- 이소원; 이강현
- 발행일
- 2026-08
- 유형
- Y
- 저널명
- 한국공간디자인학회 논문집
- 권
- 21
- 호
- 5
- 페이지
- 263 ~ 274