{"title":"揭示元世界中品牌参与对现实世界购买意向的影响:分析未来技术平台中的预采用行为","authors":"Ruchi Payal , Nitika Sharma , Yogesh K. Dwivedi","doi":"10.1016/j.elerap.2024.101381","DOIUrl":null,"url":null,"abstract":"<div><p>We propose metaverse as a medium for customer brand active engagement and for stimulating the purchase intentions towards a brand in real world. The participants recruited for the study were Gen Z respondents who are the main adopters of metaverse. ‘Nikeland’ in Roblox (one of the successful early versions of metaverse) was chosen as the experiential space for the participants. The results indicated that the new age consumers are looking forward to metaverse as futuristic technology platform and reported that interactivity (user active control, two-way communication, synchronicity) in the metaverse world positively impacts the consumers’ experience of brand trust, brand knowledge and brand attachment which in turn impact the brand active engagement leading to ‘<em>consumer purchase intention of the product experienced in metaverse’</em> in the real world. The marketers and advertisers can engage customers in metaverse through initiatives like Digital bill boards, NFTs, virtual events, virtual tours, virtual avatars and virtual stores.</p></div>","PeriodicalId":50541,"journal":{"name":"Electronic Commerce Research and Applications","volume":"65 ","pages":"Article 101381"},"PeriodicalIF":5.9000,"publicationDate":"2024-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1567422324000267/pdfft?md5=1fb2a245a2cd09822194cd6548a6faa1&pid=1-s2.0-S1567422324000267-main.pdf","citationCount":"0","resultStr":"{\"title\":\"Unlocking the impact of brand engagement in the metaverse on Real-World purchase intentions: Analyzing Pre-Adoption behavior in a futuristic technology platform\",\"authors\":\"Ruchi Payal , Nitika Sharma , Yogesh K. Dwivedi\",\"doi\":\"10.1016/j.elerap.2024.101381\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>We propose metaverse as a medium for customer brand active engagement and for stimulating the purchase intentions towards a brand in real world. The participants recruited for the study were Gen Z respondents who are the main adopters of metaverse. ‘Nikeland’ in Roblox (one of the successful early versions of metaverse) was chosen as the experiential space for the participants. The results indicated that the new age consumers are looking forward to metaverse as futuristic technology platform and reported that interactivity (user active control, two-way communication, synchronicity) in the metaverse world positively impacts the consumers’ experience of brand trust, brand knowledge and brand attachment which in turn impact the brand active engagement leading to ‘<em>consumer purchase intention of the product experienced in metaverse’</em> in the real world. The marketers and advertisers can engage customers in metaverse through initiatives like Digital bill boards, NFTs, virtual events, virtual tours, virtual avatars and virtual stores.</p></div>\",\"PeriodicalId\":50541,\"journal\":{\"name\":\"Electronic Commerce Research and Applications\",\"volume\":\"65 \",\"pages\":\"Article 101381\"},\"PeriodicalIF\":5.9000,\"publicationDate\":\"2024-03-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.sciencedirect.com/science/article/pii/S1567422324000267/pdfft?md5=1fb2a245a2cd09822194cd6548a6faa1&pid=1-s2.0-S1567422324000267-main.pdf\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Electronic Commerce Research and Applications\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1567422324000267\",\"RegionNum\":3,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"BUSINESS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Electronic Commerce Research and Applications","FirstCategoryId":"91","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1567422324000267","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0
摘要
我们建议将元世界作为客户主动参与品牌活动的媒介,并在现实世界中激发客户对品牌的购买意向。本研究的参与者为 Z 世代受访者,他们是元海外的主要采用者。研究选择了 Roblox 中的 "Nikeland"(元海外的早期成功版本之一)作为参与者的体验空间。结果表明,新时代的消费者非常期待元宇宙这一未来技术平台,并表示元宇宙世界中的互动性(用户主动控制、双向交流、同步性)会对消费者的品牌信任、品牌知识和品牌依恋体验产生积极影响,进而影响品牌的主动参与,导致消费者在现实世界中对 "元宇宙体验产品的购买意向"。营销人员和广告商可以通过数字广告牌、NFT、虚拟活动、虚拟游览、虚拟化身和虚拟商店等举措吸引消费者进入元虚拟世界。
Unlocking the impact of brand engagement in the metaverse on Real-World purchase intentions: Analyzing Pre-Adoption behavior in a futuristic technology platform
We propose metaverse as a medium for customer brand active engagement and for stimulating the purchase intentions towards a brand in real world. The participants recruited for the study were Gen Z respondents who are the main adopters of metaverse. ‘Nikeland’ in Roblox (one of the successful early versions of metaverse) was chosen as the experiential space for the participants. The results indicated that the new age consumers are looking forward to metaverse as futuristic technology platform and reported that interactivity (user active control, two-way communication, synchronicity) in the metaverse world positively impacts the consumers’ experience of brand trust, brand knowledge and brand attachment which in turn impact the brand active engagement leading to ‘consumer purchase intention of the product experienced in metaverse’ in the real world. The marketers and advertisers can engage customers in metaverse through initiatives like Digital bill boards, NFTs, virtual events, virtual tours, virtual avatars and virtual stores.
期刊介绍:
Electronic Commerce Research and Applications aims to create and disseminate enduring knowledge for the fast-changing e-commerce environment. A major dilemma in e-commerce research is how to achieve a balance between the currency and the life span of knowledge.
Electronic Commerce Research and Applications will contribute to the establishment of a research community to create the knowledge, technology, theory, and applications for the development of electronic commerce. This is targeted at the intersection of technological potential and business aims.