Brands are calling your AVATAR in Metaverse–A study to explore XR‐based gamification marketing activities & consumer‐based brand equity in virtual world

Author:

Arya Vikas1ORCID,Sambyal Rachita2,Sharma Anshuman3,Dwivedi Yogesh K45ORCID

Affiliation:

1. Rabat Business School International University of Rabat Rabat Morocco

2. IT & Telecom, University Institute of Applied Management Sciences (UIAMS) Panjab University Chandigarh India

3. Department of Marketing, College of Business Administration Ajman University Ajman UAE

4. Digital Futures for Sustainable Business & Society Research Group School of Management Swansea University Swansea UK

5. Department of Management, Symbiosis Institute of Business Management Pune & Symbiosis International (Deemed University) Pune India

Abstract

AbstractBrands 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.

Publisher

Wiley

Subject

Applied Psychology,Social Psychology

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