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Brands are calling your AVATAR in Metaverse–A study to explore XR-based gamification marketing activities & consumer-based brand equity in virtual world
Journal of Consumer Behaviour, Volume: 23, Issue: 2, Pages: 556 - 585
Swansea University Author: Yogesh Dwivedi
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© 2023 The Authors. Journal of Consumer Behaviour published by John Wiley & Sons Ltd. Distributed under the terms of a Creative Commons Attribution 4.0 License (CC BY 4.0).
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DOI (Published version): 10.1002/cb.2214
Abstract
Brands are moving towards the Metaverse (3D immersive virtual spaces), where the growth of intangible products and nonfungible tokens (NFTs) are evolving into a new type of hybrid experience for the users. This paper aims to establish the role of a “gamification of marketing activities” and its infl...
Published in: | Journal of Consumer Behaviour |
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ISSN: | 1472-0817 1479-1838 |
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Wiley
2024
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URI: | https://cronfa.swan.ac.uk/Record/cronfa63695 |
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v2 63695 2023-06-22 Brands are calling your AVATAR in Metaverse–A study to explore XR-based gamification marketing activities & consumer-based brand equity in virtual world d154596e71b99ad1285563c8fdd373d7 0000-0002-5547-9990 Yogesh Dwivedi Yogesh Dwivedi true false 2023-06-22 BBU Brands are moving towards the Metaverse (3D immersive virtual spaces), where the growth of intangible products and nonfungible tokens (NFTs) are evolving into a new type of hybrid experience for the users. This paper aims to establish the role of a “gamification of marketing activities” and its influence on consumer-based brand equity for intangible products (NFTs) in the Metaverse and examine the mediating role of consumers' brand engagement and brand love. To evaluate the conceptual model based on the cross-cultural data from two emerging countries in Asia and Africa, the study followed a two-stage, hybrid mechanism using PLS-SEM and neural network modeling. This study provides insights into the Metaverse–a new taxonomy of technology, in the context of embodiment, presence of AVATAR, and interactivity in the virtual world, supported by the social exchange theory. This study also suggests practitioners focus on brand authenticity while projecting their brand in the Metaverse. Journal Article Journal of Consumer Behaviour 23 2 556 585 Wiley 1472-0817 1479-1838 Metaverse, virtual world, AVATAR, consumers, marketing activities 1 3 2024 2024-03-01 10.1002/cb.2214 COLLEGE NANME Business COLLEGE CODE BBU Swansea University SU Library paid the OA fee (TA Institutional Deal) Swansea University 2024-05-07T11:07:05.0603140 2023-06-22T19:45:44.0008079 Faculty of Humanities and Social Sciences School of Management - Business Management Vikas Arya 0000-0001-8025-1528 1 Rachita Sambyal 2 Anshuman Sharma 3 Yogesh Dwivedi 0000-0002-5547-9990 4 63695__28208__3e0dac08987a481282e6c83d0c6c30b4.pdf 63695.VOR.pdf 2023-07-28T12:36:41.4152873 Output 15757613 application/pdf Version of Record true © 2023 The Authors. Journal of Consumer Behaviour published by John Wiley & Sons Ltd. Distributed under the terms of a Creative Commons Attribution 4.0 License (CC BY 4.0). true eng https://creativecommons.org/licenses/by/4.0/ |
title |
Brands are calling your AVATAR in Metaverse–A study to explore XR-based gamification marketing activities & consumer-based brand equity in virtual world |
spellingShingle |
Brands are calling your AVATAR in Metaverse–A study to explore XR-based gamification marketing activities & consumer-based brand equity in virtual world Yogesh Dwivedi |
title_short |
Brands are calling your AVATAR in Metaverse–A study to explore XR-based gamification marketing activities & consumer-based brand equity in virtual world |
title_full |
Brands are calling your AVATAR in Metaverse–A study to explore XR-based gamification marketing activities & consumer-based brand equity in virtual world |
title_fullStr |
Brands are calling your AVATAR in Metaverse–A study to explore XR-based gamification marketing activities & consumer-based brand equity in virtual world |
title_full_unstemmed |
Brands are calling your AVATAR in Metaverse–A study to explore XR-based gamification marketing activities & consumer-based brand equity in virtual world |
title_sort |
Brands are calling your AVATAR in Metaverse–A study to explore XR-based gamification marketing activities & consumer-based brand equity in virtual world |
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d154596e71b99ad1285563c8fdd373d7 |
author_id_fullname_str_mv |
d154596e71b99ad1285563c8fdd373d7_***_Yogesh Dwivedi |
author |
Yogesh Dwivedi |
author2 |
Vikas Arya Rachita Sambyal Anshuman Sharma Yogesh Dwivedi |
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Journal of Consumer Behaviour |
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23 |
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556 |
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Swansea University |
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1472-0817 1479-1838 |
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10.1002/cb.2214 |
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Wiley |
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description |
Brands are moving towards the Metaverse (3D immersive virtual spaces), where the growth of intangible products and nonfungible tokens (NFTs) are evolving into a new type of hybrid experience for the users. This paper aims to establish the role of a “gamification of marketing activities” and its influence on consumer-based brand equity for intangible products (NFTs) in the Metaverse and examine the mediating role of consumers' brand engagement and brand love. To evaluate the conceptual model based on the cross-cultural data from two emerging countries in Asia and Africa, the study followed a two-stage, hybrid mechanism using PLS-SEM and neural network modeling. This study provides insights into the Metaverse–a new taxonomy of technology, in the context of embodiment, presence of AVATAR, and interactivity in the virtual world, supported by the social exchange theory. This study also suggests practitioners focus on brand authenticity while projecting their brand in the Metaverse. |
published_date |
2024-03-01T11:07:04Z |
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1798387976924823552 |
score |
11.035634 |