Virtual Shopping, Real Results

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Despite the flash-in-the-pan success of virtual reality mediums like Second Life, marketers are flocking to VR—for research purposes.

Computerized store simulations—in which consumers “shop” in on-screen environments that look very close to the real thing—are now standard for the larger packaged goods firms like Procter & Gamble, Frito-Lay, ConAgra and Intel, which have been using them for years.

But now there are several factors speeding the adoption of VR shopping research among other, smaller players including better technology, lower prices, the expanded use of brainwave and EKG measurements on consumers to hone results, more emphasis on shopper marketing and the ubiquity of broadband.

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