TY - JOUR
T1 - Metaverse consumer behavior: Investigating factors driving consumer participation in the transitory metaverse, avatar personalization, and digital fashion adoption
T2 - Investigating factors driving consumer participation in the transitory metaverse, avatar personalization, and digital fashion adoption
AU - Ki, Chung Wha (Chloe)
AU - Chong, Sze Man
AU - Aw, Eugene Cheng Xi
AU - Lam, Magnum Man Lok
AU - Wong, Christina W.Y.
N1 - Publisher Copyright:
© 2024 Elsevier Ltd
PY - 2025
Y1 - 2025
N2 - The transitory metaverse shows promise for retail and marketing, but further academic research is needed to fully understand its dynamics. Despite previous exploration, empirical insights from consumer perspectives on the three core elements of the transitory metaverse (online shared 3D space, digital avatar, and digital object) and their influence on its adoption are lacking, with much of the previous work remaining conceptual. This gap limits our understanding of the nuanced factors driving consumers’ participation in the transitory metaverse, their avatar personalization, and the adoption of branded digital fashion within the platform. To address this, our study employed a qualitative research approach, gathering textual narrative responses from 81 U.S. consumers through an online survey that included open-ended questions. We focused on their perceptions and experiences of transitory metaverse engagement, avatar personalization, and branded digital fashion within a representative transitory metaverse platform, Animal Crossing. Through inductive analysis of the qualitative data, we identified three main themes for consumer motivations in the transitory metaverse: serene escape, virtual ownership and empowerment, and liminal interaction. Similarly, three key themes emerged for avatar customization: mood-driven self-expression, liberation from societal norms, and social recognition. Users perceived their avatars as virtual doppelgängers, idealized selves, or virtual dolls. Regarding branded digital fashion adoption, four themes emerged: aesthetic appeal, affordability, connection to the real world, and support for favorite real-life brands. Based on these findings, we propose a conceptual framework and discuss their implications for both theory and practice.
AB - The transitory metaverse shows promise for retail and marketing, but further academic research is needed to fully understand its dynamics. Despite previous exploration, empirical insights from consumer perspectives on the three core elements of the transitory metaverse (online shared 3D space, digital avatar, and digital object) and their influence on its adoption are lacking, with much of the previous work remaining conceptual. This gap limits our understanding of the nuanced factors driving consumers’ participation in the transitory metaverse, their avatar personalization, and the adoption of branded digital fashion within the platform. To address this, our study employed a qualitative research approach, gathering textual narrative responses from 81 U.S. consumers through an online survey that included open-ended questions. We focused on their perceptions and experiences of transitory metaverse engagement, avatar personalization, and branded digital fashion within a representative transitory metaverse platform, Animal Crossing. Through inductive analysis of the qualitative data, we identified three main themes for consumer motivations in the transitory metaverse: serene escape, virtual ownership and empowerment, and liminal interaction. Similarly, three key themes emerged for avatar customization: mood-driven self-expression, liberation from societal norms, and social recognition. Users perceived their avatars as virtual doppelgängers, idealized selves, or virtual dolls. Regarding branded digital fashion adoption, four themes emerged: aesthetic appeal, affordability, connection to the real world, and support for favorite real-life brands. Based on these findings, we propose a conceptual framework and discuss their implications for both theory and practice.
KW - 3D virtual reality
KW - Digital avatar
KW - Digital fashion
KW - Digital item
KW - Digital platform
KW - Metaverse
KW - Web 3.0
UR - http://www.scopus.com/inward/record.url?scp=85204775815&partnerID=8YFLogxK
U2 - 10.1016/j.jretconser.2024.104094
DO - 10.1016/j.jretconser.2024.104094
M3 - Journal article
AN - SCOPUS:85204775815
SN - 0969-6989
VL - 82
JO - Journal of Retailing and Consumer Services
JF - Journal of Retailing and Consumer Services
M1 - 104094
ER -