Abstract
Metaverse has been a challenging topic for brands that strive to offer an immersive experience to its users. Businesses have prioritized the user experience and brand experience on digital platforms in recent years, however the fast-rising attempts of metaverse brand experience have not been thoroughly scrutinized. This paper presents a thematic analysis through a literature review to inspect whether metaverse enhances transient or a long-term brand experience by reviewing current metaverse brand scales and measurements.
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Appendix 1. Coding Sample
Appendix 1. Coding Sample
RQ | Code | Definition | Meaning of code |
---|---|---|---|
Types of brand experience: Affective | Fun Happiness Hedonic feelings Gamification Play experience | The result of metaverse brand experience studies that were included in the literature review | Identifying the experience derived from a particular brand on metaverse platforms |
Tools that enhance brand experience | Augmented reality Virtual reality Multiple realities Digital technologies Web 3.0 based platforms | The provision of experimental brand experience through technology on the reviewed literature | Identifying the experience on a particular platform or tool |
Adapted from the coding sample (Oguafor and Nevzat, 2023)
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Nevzat, R. (2024). Metaverse: A Friend or a Foe for Brand Experience?. In: tom Dieck, M.C., Jung, T., Kim, YS. (eds) XR and Metaverse. XR 2023. Springer Proceedings in Business and Economics. Springer, Cham. https://doi.org/10.1007/978-3-031-50559-1_4
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