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Neuroscience, VR and Market Research
ALEXANDER SILVA LOPERA, NEUROANALYST, NEURONS INC.
Alex.Lopera@neuronsinc.com
• Intro
• Métricas y método
• Use Cases / Resultados
• Diseño experimental
• Aspectos éticos
AGENDA
Are you rational?
North, A & Hargreaves, David & McKendrick, Jennifer. (1999).
The Influence of In-Store Music on Wine Selections. Journal of
Applied Psychology. 84. 271-276. 10.1037/0021-9010.84.2.271.
Why did you buy that wine?
Bottom-up attention Top-Down attention
D.O Rivera del Duero
Reserva
Tempranillo
2011
10€ < X < 20€
Why did you buy that wine?
Métricas y método
APPLIED NEUROSCIENCE MARKET CONSULTANCY
What is Neurons Inc.?
Dr. Thomas Zoëga Ramsøy
Founder & CEO
Leading Scientist and publisher
in Consumer Neuroscience
Tobii Pro
Glasses 2
ABM X-10
EEG system
AROUSAL
VISUAL ATTENTION
COGNITIVE LOAD
MOTIVATION
NeuroMetrics – The Measures We Use
11
Arousal
Brain Responses – How We Display the Scores
Cognitive Load
OPTIMAL
BOREDOM
OVERLOAD
Motivation
NEUTRAL
POSITIVE
NEGATIVE
Motivation has a cutoff at 0.5, in which higher
scores denote a positive “approach” motivation and
scores below 0.5 denote a negative “avoidance”
motivation
For Arousal, it is generally so that a higher score
means stronger emotional engagement. However,
Arousal needs to be seen in context with
Motivation, as Arousal can be high for both positive
and negative events.
For Cognitive Load, there is a “sweet spot” between
0.55 and 0.75 in which information is processed and
learned. Lower scores (<0.55) are indicative of
boredom, and scores >0.75 indicate stress and
information overload.
1
0
• Participants = 2.989
• Average heads pr. Study = 70
• Foam censors = 26.901
• Data = 20 TB
2017
SOME OF OUR SATISFIED CLIENTS
Global Client Examples
SOME OF OUR SATISFIED CLIENTS
Global Client Examples
1 52 3 4
During this phase, we establish
the aims and purpose of the
study, and help the client to
verbalise the main questions,
and to boil the questions down
to testable hypotheses.
Based on the decisions in
phase 1, we design the
experiment in a way that
optimally fitted to answer
your questions. Here, we use
experimental design and a
selection of our preferred
applied neuroscience
methods.
When everything is set, we run
the study during the desired
period of time. During the data
collection, we continuously
update you on the progress and
quality results of the study so
far. If needed, we can provide
live feeds from the data
collection.
Our data preprocessing includes
data validation and quality
assessment, marking of phases
and Areas of Interest, and the
first steps of data analysis.
The final report is constructed
and handed over in the desired
format. It contains a complete
insight into the cognitive and
emotional responses to the
stimuli used in the project. The
report also contains
recommendations on next steps,
based on the results.
AIMS & SCOPE STUDY DESIGN FIELDWORK
DATA
PREPROCESSIING
ANALYSIS & REPORT
PROJECT TIMELINE
15
Use cases / Resultados
HOW VIRTUAL REALITY FACILITATES SOCIAL CONNECTION
Facebook meet and greet VR
Face to face VR Video chat
0.73 0.72
0.79
0.60
0.65
0.70
0.75
0.80
0.85
Cognitive Load
Optimal
*
In person In VR In Video chat
HOW VIRTUAL REALITY FACILITATES SOCIAL CONNECTION
Facebook meet and greet VR
0.42
0.55
0.46 0.46
0.52
0.45
0.4
0.5
0.6
Introverts Extroverts
In Person Video Chat VR
*
*
* = statistical difference at p<0.05
HOW VIRTUAL REALITY FACILITATES SOCIAL CONNECTION
Facebook meet and greet VR
17% 32%
Stronger emotional
engagement for
introverts on VR
Stronger emotional
engagement for
extroverts in person
Engagement
El estrés de una mala conexión
El estrés de una mala conexión
0.55
0.6
0.65
0.7
0.75
0.8
0.85
0 1 2 3 4 5 6 7 8 9 10
COGNITIVELOAD/STRESS
STRESS
8%
Losing focus
42%
losing focus
39%
losing focus
Seconds of delay
!
!
Flagging stressing experiences
PC vs. VR Porn
Setup & Calibration Recorded InterviewPorn on flat screen VR PornDistraction task
Show me your engagement
Highlight preferred moments for the audience
Three-dimensional freedom intensifies the emotional
experience
Diseño experimental
¿Cómo afecta al consumidor la demora en la
conexión en Realidad virtual?
¿Cuál es la peor calidad soportable?
¿Cómo afecta esto al rendimiento en el juego?
¿Cómo afecta esto a la percepción de la marca?
PC vs. VR gaming
¿Cómo afecta al consumidor la demora en la
conexión en Realidad virtual?
¿Cómo afecta al consumidor la demora en la
conexión en Realidad virtual?
Aspectos éticos
Es Neuromarketing anti-ético?
Neuromarketing demasiado efectivo
Protección de la autonomía humana
Conciencia de las técnicas usadas
Neuromarketing realizado correctamente
Validez metodológica
Privacidad
Es Neuromarketing anti-ético?
Validez metodológica
Diseño experimental pobre
Métodos no validados
Mal procesamiento y tratamiento de datos
Interpretación errónea
Google Earth VR
Free Browse
Camel By the
Sea
Empire State
Building
Monaco
Harbor
Google Earth VR
0
0.5
1
Cognitive Load
0.75
0
0.5
1
Arousal Man Woman
Free Browse
Camel By the
Sea
Empire State
Building
Monaco
Harbor
Google Earth VR
0
0.5
1
Cognitive Load
0.75
0
0.5
1
Arousal Experienced First time
Free Browse
Camel By the
Sea
Empire State
Building
Monaco
Harbor
Es Neuromarketing anti-ético?
Conciencia de las técnicas usadas
Es Neuromarketing anti-ético?
Protección de la autonomía humana
Rosenberg RS, Baughman SL, Bailenson JN (2013) Virtual Superheroes: Using Superpowers in Virtual
Reality to Encourage Prosocial Behavior. PLoS ONE8(1): e55003.
https://doi.org/10.1371/journal.pone.0055003
Superpowers in VR to Encourage Prosocial Behaviour
GRACIAS.
Alex.Lopera@neuronsinc.com
LinkedIn: Alexander Silva Lopera

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Curso en Neuromarketing y comportamiento del consumidor

  • 1. Neuroscience, VR and Market Research ALEXANDER SILVA LOPERA, NEUROANALYST, NEURONS INC. Alex.Lopera@neuronsinc.com
  • 2. • Intro • Métricas y método • Use Cases / Resultados • Diseño experimental • Aspectos éticos AGENDA
  • 3. Are you rational? North, A & Hargreaves, David & McKendrick, Jennifer. (1999). The Influence of In-Store Music on Wine Selections. Journal of Applied Psychology. 84. 271-276. 10.1037/0021-9010.84.2.271.
  • 4. Why did you buy that wine?
  • 5. Bottom-up attention Top-Down attention D.O Rivera del Duero Reserva Tempranillo 2011 10€ < X < 20€ Why did you buy that wine?
  • 6.
  • 8. APPLIED NEUROSCIENCE MARKET CONSULTANCY What is Neurons Inc.? Dr. Thomas Zoëga Ramsøy Founder & CEO Leading Scientist and publisher in Consumer Neuroscience
  • 9. Tobii Pro Glasses 2 ABM X-10 EEG system
  • 11. 11 Arousal Brain Responses – How We Display the Scores Cognitive Load OPTIMAL BOREDOM OVERLOAD Motivation NEUTRAL POSITIVE NEGATIVE Motivation has a cutoff at 0.5, in which higher scores denote a positive “approach” motivation and scores below 0.5 denote a negative “avoidance” motivation For Arousal, it is generally so that a higher score means stronger emotional engagement. However, Arousal needs to be seen in context with Motivation, as Arousal can be high for both positive and negative events. For Cognitive Load, there is a “sweet spot” between 0.55 and 0.75 in which information is processed and learned. Lower scores (<0.55) are indicative of boredom, and scores >0.75 indicate stress and information overload. 1 0
  • 12. • Participants = 2.989 • Average heads pr. Study = 70 • Foam censors = 26.901 • Data = 20 TB 2017
  • 13. SOME OF OUR SATISFIED CLIENTS Global Client Examples
  • 14. SOME OF OUR SATISFIED CLIENTS Global Client Examples
  • 15. 1 52 3 4 During this phase, we establish the aims and purpose of the study, and help the client to verbalise the main questions, and to boil the questions down to testable hypotheses. Based on the decisions in phase 1, we design the experiment in a way that optimally fitted to answer your questions. Here, we use experimental design and a selection of our preferred applied neuroscience methods. When everything is set, we run the study during the desired period of time. During the data collection, we continuously update you on the progress and quality results of the study so far. If needed, we can provide live feeds from the data collection. Our data preprocessing includes data validation and quality assessment, marking of phases and Areas of Interest, and the first steps of data analysis. The final report is constructed and handed over in the desired format. It contains a complete insight into the cognitive and emotional responses to the stimuli used in the project. The report also contains recommendations on next steps, based on the results. AIMS & SCOPE STUDY DESIGN FIELDWORK DATA PREPROCESSIING ANALYSIS & REPORT PROJECT TIMELINE 15
  • 16. Use cases / Resultados
  • 17. HOW VIRTUAL REALITY FACILITATES SOCIAL CONNECTION Facebook meet and greet VR Face to face VR Video chat
  • 18.
  • 19. 0.73 0.72 0.79 0.60 0.65 0.70 0.75 0.80 0.85 Cognitive Load Optimal * In person In VR In Video chat HOW VIRTUAL REALITY FACILITATES SOCIAL CONNECTION Facebook meet and greet VR
  • 20. 0.42 0.55 0.46 0.46 0.52 0.45 0.4 0.5 0.6 Introverts Extroverts In Person Video Chat VR * * * = statistical difference at p<0.05 HOW VIRTUAL REALITY FACILITATES SOCIAL CONNECTION Facebook meet and greet VR 17% 32% Stronger emotional engagement for introverts on VR Stronger emotional engagement for extroverts in person Engagement
  • 21. El estrés de una mala conexión
  • 22. El estrés de una mala conexión
  • 23. 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0 1 2 3 4 5 6 7 8 9 10 COGNITIVELOAD/STRESS STRESS 8% Losing focus 42% losing focus 39% losing focus Seconds of delay ! ! Flagging stressing experiences
  • 24.
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  • 29. PC vs. VR Porn Setup & Calibration Recorded InterviewPorn on flat screen VR PornDistraction task
  • 30. Show me your engagement
  • 31. Highlight preferred moments for the audience
  • 32. Three-dimensional freedom intensifies the emotional experience
  • 34. ¿Cómo afecta al consumidor la demora en la conexión en Realidad virtual? ¿Cuál es la peor calidad soportable? ¿Cómo afecta esto al rendimiento en el juego? ¿Cómo afecta esto a la percepción de la marca?
  • 35. PC vs. VR gaming
  • 36. ¿Cómo afecta al consumidor la demora en la conexión en Realidad virtual?
  • 37. ¿Cómo afecta al consumidor la demora en la conexión en Realidad virtual?
  • 39. Es Neuromarketing anti-ético? Neuromarketing demasiado efectivo Protección de la autonomía humana Conciencia de las técnicas usadas Neuromarketing realizado correctamente Validez metodológica Privacidad
  • 40. Es Neuromarketing anti-ético? Validez metodológica Diseño experimental pobre Métodos no validados Mal procesamiento y tratamiento de datos Interpretación errónea
  • 41. Google Earth VR Free Browse Camel By the Sea Empire State Building Monaco Harbor
  • 42. Google Earth VR 0 0.5 1 Cognitive Load 0.75 0 0.5 1 Arousal Man Woman Free Browse Camel By the Sea Empire State Building Monaco Harbor
  • 43. Google Earth VR 0 0.5 1 Cognitive Load 0.75 0 0.5 1 Arousal Experienced First time Free Browse Camel By the Sea Empire State Building Monaco Harbor
  • 44. Es Neuromarketing anti-ético? Conciencia de las técnicas usadas
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  • 47. Rosenberg RS, Baughman SL, Bailenson JN (2013) Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. PLoS ONE8(1): e55003. https://doi.org/10.1371/journal.pone.0055003 Superpowers in VR to Encourage Prosocial Behaviour
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  • 49.