Abstract
This article outlines the structure of the metaverse and identifies key themes related to consumer behaviour. It provides a comprehensive bibliometric analysis of consumer behaviour research in the metaverse, based on 143 Scopus articles, offering performance analysis and science mapping insights. Bibliographic coupling reveals five prominent research clusters. Employing the theory–context–characteristics–methods review framework, the study unveils 11 key themes in ‘What affects consumers?’, ‘How and why do they process?’ and ‘How do they respond?’ The study also reflects on how artificial intelligence is likely to impact consumer interaction in the metaverse.
Executive Summary
Recent years have seen a rising interest in the metaverse from both the practicing community and academicians, making it difficult to ignore. Studying consumer behaviour in the metaverse becomes crucial because it can provide a valuable and deep understanding of how people interact with each other, brands, and products in this virtual space. To achieve this, our paper aims to synthesize the current state of the literature on consumer behaviour (CB) in the metaverse by providing a comprehensive bibliometric analysis of 143 Scopus-indexed articles, identifying key themes, theories, and future research directions in metaverse CB. Cluster analysis, using bibliographic coupling, revealed the following five clusters linked to foundational perspectives, brand strategies, emerging technologies, immersive experiences, and virtual co-creation. This was followed by the adoption of the Theory–Context–Characteristics–Methods (TCCM) framework to explore ‘what impacts consumers’, ‘how and why they process information’, and ‘how they respond’ within the metaverse. We identified 11 themes, including experiential value, social presence, and virtual ownership, and conceptualised a model linking antecedents, moderators, and outcomes. The findings underscore the criticality of immersive technologies, multi-sensory experiences, and gamification in driving consumer engagement. Social residency, enabled by avatars and virtual influencers, emerges as a pivotal factor in fostering co-creation and personalised experiences. Future research directions were categorised under platform-related and individual-related categories. Platform-related research avenues include areas related to platform and stimuli design, virtual ownership of experiences, and the use of metaverse as a promotion mechanism. Individual-factor-related research opportunities include exploring the role of individual characteristics, their value drivers, and finally safety and wellness mechanisms. The study also reflects on the role that artificial intelligence (AI) plays and how it is likely to impact consumer interactions with avatars, bots, and other entities in the metaverse. Overall, this study contributes to both academia and practice by demystifying the black box of consumer immersion and engagement in the metaverse. It offers actionable insights for marketers to design effective strategies and for policymakers to ensure ethical and secure virtual environments.
An estimated 25% of the world’s population will spend at least 1 hour daily in the metaverse (Johnson, 2022), projecting business value at approximately $507.8b by 2030 (Statista, 2024). Given the potential impact on consumers and firms, the metaverse attracts huge investments from the technological/business and academic fraternity. Large firms such as Meta, Microsoft and Nvidia, and even retail brands and governmental organizations are investing in this virtual, digital and 3D universe (Barrera & Shah, 2023). On the academic front, 2022 marked a pivotal year, with numerous research articles on the metaverse, dedicated conferences and special journal issues on its evolution.
Past research acknowledges metaverse as a platform characterized by interconnected 3D virtual and physical worlds, blending reality with virtual reality (VR)/augmented reality (AR) devices and haptic technologies and offering an immersive, socially interactive environment. Meanwhile, as per
We find academic marketing research on the metaverse to be at a rapidly evolving stage and currently having a broad, fragmented approach, mainly with an emphasis on technology. Given the anticipated significant impact of metaverse on consumer engagement and decision-making, it is useful to investigate human interactions and perspectives. Understanding consumer behaviour (CB) in the virtual world will help marketing managers fully leverage the metaverse to influence consumers at various stages of their journey (Gursoy et al., 2022). Given these opportunities, there are calls to examine the differential impact of the metaverse experience on overall consumer engagement (Gursoy et al., 2022). To that end, through an extensive literature review, our study explores and classifies key aspects of CB in the metaverse to benefit the marketing fraternity. We explore the following three research questions (RQs):
RQ1: Who are the main contributors driving research related to CB in the metaverse?
RQ2: What prominent themes/clusters are emerging in the CB in metaverse research? What theories, research contexts, CB characteristics and methods have been employed in this examination?
RQ3: What research areas need to be explored as metaverse adoption grows?
Our study makes several contributions. First, it provides a common understanding of the metaverse’s conceptualizations and building blocks. Second, we highlight prominent journals, articles, themes and trends through performance analysis and identify five key clusters through science mapping. Third, using the theory–context–characteristics–methods (TCCM) framework, we synthesize existing literature offering insights into research clusters. Finally, we offer a list of future research directions.
We have structured the article as follows: first, we explore the metaverse’s conceptualization and building blocks, followed by a bibliometric analysis of past studies. Then, we examine the TCCM framework and conclude with future research directions.
METAVERSE CONCEPTUALIZATION AND BUILDING BLOCKS
Shaping of Metaverse: Meta and (Uni)verse
Stephenson first connected the term ‘metaverse’ to the notion of immersive VR in his 1992 science fiction novel
Metaverse Conceptualization.
Inhabitation is manifested by representing consumers as digital avatars, letting them express their sense of presence in the virtual world for unrestrained self-expression. The interconnectedness of different virtual worlds allows seamless movement of users from one world to another, carrying their identities, characteristics and belongings with them. Interconnectedness between the virtual and physical worlds transfers user data from one world parallelly to another (Barrera & Shah, 2023). The use of AR, VR and mixed reality (MR) devices facilitates immersiveness with improving fidelity. Finally, metaverse allows users to actively participate in the co-creation of experiences in virtual spaces through social interactions for sharing, collaborating and transacting.
Layers That Build the Metaverse
Metaverse Layers.
The foundational Layer 1 of
Importantly, enhanced processing capability is crucial for data reconciliation, rendering, physics calculations and motion capture, enabling seamless movement, transactions and interoperability (Hollensen et al., 2023).
The central Layer 2 of
The topmost Layer 3 comprises
Having consolidated metaverse conceptualization, we begin addressing our RQs by starting with a bibliometric analysis to assess the current literature through performance and science mapping.
METHODOLOGY
Following Donthu et al. (2021), we conduct a five-stage bibliometric analysis involving database selection, search strategy design, data gathering, analysis of the findings and suggestions for future research directions.
Scientific databases such as Scopus and Web of Science (WoS) are commonly used for bibliometric analysis in business studies. Donthu et al. (2021) recommend using one database to avoid duplicates. Scopus covers 26,591 journals, while WoS includes 22,100 sources (Clarivate, 2024; Elsevier, 2023). Given Scopus’s broader scope, we followed Saini et al. (2022) in selecting it as our primary database. Our search (Table 1) focused on papers with the terms ‘metaverse’ and ‘consumer’ in the title, abstract and keywords, yielding 599 results. We then removed the articles that were not listed under the subject area of ‘business, management, and accounting’ (
Review and Classification Process.
We conducted the analyses using Biblioshiny and VOSviewer, with each offering complementary bibliometric functionalities (Donthu et al., 2021). Biblioshiny supports a range of analytical techniques, while VOSviewer provides network visualization capabilities.
RESULTS AND INTERPRETATION
Performance and Citation Analysis
About 143 articles appeared across 69 journals, averaging 25 citations per article and totalling 10,660 references. Of these publications, 92% had multiple authors, with each document averaging 3.6 co-authors. Figure 3 illustrates the annual distribution of the articles from 2011 to 2024 (Note: This figure includes 133 articles, excluding 10 preprints from 2025 for the trend analysis). There is a sharp rise in publications over the last 3 years, reflecting the evolving landscape of consumer interactions in virtual environments.

A document-level VOSviewer analysis identified 55 documents (37 of which were linked) with at least 10 citations. The most-cited articles (Table 2) include seminal works by Dwivedi, Hughes, et al. (2023), Gursoy et al. (2022) and Barrera and Shah (2023), which explore the contours of the metaverse, consumer adoption drivers and barriers. These articles focus on the transformative impact of the metaverse on CB, with implications for marketing, branding and value co-creation.
Top 10 Most-cited Articles.
The author analysis revealed 38 authors with at least two articles and five citations. The author-wise analysis of the 10 most influential authors is presented in the Appendix (Table A1). Buhalis emerged as the most influential (648 citations). Buhalis co-authored the most-cited and fourth most-cited articles in Table 2. Rauschnabel, with the highest h-index and g-index of 4, is the most impactful author (Table A2) and also co-authored the most-cited articles.
VOSviewer analysis identified 15 journals with at least two publications and two citations. The most-cited journals are listed in Table A3. The
The country analysis identifies 25 nations with authors who have published at least three times and received at least three citations. Figure 4 displays the top 10 countries by document count, with India leading in paper output and the UK in citation count.

Science Mapping and Visualization
An analysis of author keywords revealed that ‘metaverse’ and ‘consumer behaviour’ were the two most frequently occurring terms in the literature. Due to their relevance to the study’s focus, these terms were excluded from further analysis. ‘Virtual reality’ emerged as the most frequent term, reflecting its central role in metaverse experiences. ‘Augmented reality’ follows as the second most common term, important for metaverse commerce applications, such as virtual try-ons in online retail.
A TreeMap (Figure 5) was generated with a selection of the top 20 terms, excluding the dominant terms ‘metaverse’ and ‘consumer behaviour’. TreeMap shows that VR- and AR-related terms account for 27% of the keywords. Interestingly, terms related to non-fungible token (NFT), blockchain and digital fashion together accounted for 17% of the keywords, signalling a growing commercial interest in the field.

Thematic analysis was used to examine the evolution and maturity of various themes. This analysis (Figure 6) was conducted with 100 author keywords, with a minimum cluster frequency threshold of five per 1,000 documents. The size of each cluster circle represents the number of keywords associated with that cluster (Cobo et al., 2011). The ‘virtual reality’ cluster is the most prominent cluster (keywords: 10, frequency: 81), including terms such as AR, extended reality and avatar-based marketing. Next is digital fashion (keywords: 10, frequency: 43), followed by hospitality (keywords: 10, frequency: 32). Key terms in the hospitality cluster include virtual tourism, social presence, engagement and immersion.

The two dimensions of thematic maps are represented by centrality and density. Centrality, defined as the ‘intensity of its links with other clusters’, reflects a theme’s importance to the field’s growth (Cobo et al., 2011). Density indicates ‘the strength of the links among the words in the cluster’, highlighting the theme’s capacity for sustained development (Cobo et al., 2011). Figure 6 indicates that VR and hospitality are both central to the development of the area and have good density. This highlights the prominence of VR, AR and extended reality as a rendering mechanism and hospitality as the currently most important research context. Digital fashion, on the other hand, is closely connected to the other themes but remains an emerging theme with weaker internal connections.
Cluster Analysis
Bibliographic coupling (VOSviewer) was used for cluster analysis, with ‘documents’ as the unit of analysis (Perianes-Rodriguez et al., 2016). A minimum citation threshold of 15 resulted in 38 documents (37 connected, 1 isolated). These documents were grouped into five clusters (Figure 7): foundational perspectives and strategic applications (Cluster 1: Red); brand strategy and marketing in the virtual economy (Cluster 2: Green); emerging metaverse technologies and marketing research (Cluster 3: Blue); immersive consumer experience and virtual shopping environments (Cluster 4: Yellow) and VR, avatars and co-creation (Cluster 5: Purple).

Cluster 1: Foundational Perspectives and Strategic Applications
The first cluster focuses on foundational concepts of CB, firm strategies and marketing implications of the metaverse (Hollensen et al., 2023). It conceptualizes the metaverse while exploring consumer experiences, expectations and its technological, social and economic dimensions. Hadi et al. (2024) offer a multidisciplinary perspective by discussing how metaverse characteristics of being digitally mediated, spatialnature, immersiveness, being shared and operated in real time can alter CB in domains of consumer identity, social influence and ownership. Empirical exploration by Park et al. (2023) highlights telepresence, social interaction and economic flow as key drivers influencing users’ flow experience in metaverse. The concept of transitory metaverse was introduced by Yoo et al. (2023), extending the argument to retailing in metaverse and suggesting that the technologies currently used to offer immersion and digital assets are not fully developed/commercialized.
Cluster 2: Brand Strategy and Marketing in the Virtual Economy
The second cluster examines the metaverse’s transformative impact on industries and CB. It explores value co-creation, NFT growth, online intermediaries, experiential consumption (e.g., tourism), and branding strategies for engaging consumers in the virtual world. Emphasis is on tailoring branding communication based on customer typologies to enhance metaverse marketing (Dwivedi, Hughes, et al., 2023). They provide varied perspectives on how metaverse is likely to impact advertising/branding, services, value creation and consumer well-being. Hospitality has emerged as a key focus of interest from researchers in this cluster (Buhalis et al., 2022; Gursoy et al., 2022). Buhalis et al. (2022) explore the role of metaverse in delivering customer experience and value co-creation. Taking a value-derivation perspective, Belk et al. (2022) discuss newer forms of ownership, including fractional ownership and fractionalized property rights. They also explore consumers’ inclination to pay astronomical prices for digital artworks with limited property rights.
Cluster 3: Emerging Metaverse Technologies and Interoperability
Papers have substantiated the role of interactive technologies and interoperability in Web 3.0 and its impact on CB (Park et al., 2023). They highlight Web3’s transformative yet uncertain impact across digital domains and emphasize that managing technical, organizational and regulatory interoperability is crucial to realizing its value and avoiding economic, consumer or social fallout. Murtas (2023) calls for accelerating the ‘artification’ process with a sense of scarcity. Similarly, Mogaji et al. (2023) present a collaborative framework between fashion brands, tech developers and consumers for deriving benefits within metaverse.
Cluster 4: Immersive Consumer Experience and Virtual Shopping Environments
This cluster brings together consumers’ social presence, attachment and telepresence with specific focus on AR. It also explores the impact of metaverse elements on product knowledge and purchase intention.
Exploring immersive online purchasing, Jafar et al. (2023) found that effectiveness, vividness and interactivity had a significant effect on telepresence, which in turn affected consumers’ product knowledge and purchase intention. Similarly, Schultz and Kumar (2024) demonstrate the role of AR in increasing convenience and informational value to bridge the information gap. Kumar et al. (2023) employ the means–end chain theory for identifying AR features that drive consumers’ goal achievement. Finally, a tourism services marketing and a theoretical model that links the amount of time spent by consumers, use of virtual spaces, number of friends and social presence on metaverse to intention to revisit is proposed by Ghali et al. (2024).
Cluster 5: Virtual Reality and Avatars
The fifth cluster elaborates on the role of VR in digital transformation. Avatars, virtual influencers and product packaging define this cluster. Branca et al. (2023) demonstrate the utility of VR in co-creating product evaluations for testing sensory and intangible attributes. Koles et al. (2024) explore three different manifestations of virtual influencer authenticity: ‘true-to-ideal’, ‘true-to-fact’ and ‘true-to-self’. Intriguingly, avatar non-verbal behaviours impact user perception in a VR context as demonstrated by Etienne et al. (2023). They provide a library of non-verbal behaviours exhibited by audiences at different arousal and valence levels. This has compelling implications for designing realistic and interactive virtual audiences in metaverse.
The five clusters help us infer how research is grouped within the CB in the metaverse literature. Cluster details and associated papers are provided in Table A5.
Next, we employ the TCCM framework to further explore the content and context of these studies.
THEORY–CONTEXT–CHARACTERISTICS–METHODS FRAMEWORK
Theories
Researchers have applied various theoretical frameworks to explore CB in the metaverse. Studies have used 24 theories, which we categorize into eight themes that capture different aspects of virtual consumer experiences and consumption (Figure 8).
Theories Explaining CB in Metaverse.
Addressing the theme of
The
Transitioning to the theme of
Under the
Within the theme of
The cognitive theory of multimedia learning posits that individuals better process information when it is presented in both visual and auditory forms, allowing for effective management of cognitive load. The task– media–fit theory is useful for understanding the effectiveness of a communication medium depending on how optimally it fits the specific characteristics and demands of the task being performed. Lastly, the uses and gratifications theory states that people actively choose and use media to fulfil specific needs rather than being passive recipients of media messages. It becomes useful in understanding the differential use of technology for various media purposes in the metaverse, depending on product types, such as utilitarian versus hedonic and experiential versus search.
The
Within the
The last theme relates to
Characteristics
This section discusses the various factors/variables that help understand ‘what impacts consumers?’ (antecedents), ‘why and how do they process?’ (individual-related elements) and ‘how do they react?’ (outcomes) (Figure 9).
Factors Impacting Consumer Behaviour in the Metaverse.
What Impacts Consumers? (Antecedents)
Metaverse stimuli influence consumer value through a balance of perceived benefits and costs. Consumer benefits may stem from enriched experiences (experiential value), increased control and sociability (participative value) and a sense of ownership. Concurrently, consumer costs can be mitigated by assurance of well-being and security (assurance). The overall perception of benefits and costs is influenced by the communication of the message and its source (communique).
Delivering Benefits Through Experiential Value: A Sense of Engagement and Realism
We now discuss each element related to experiential value. Enhancing
Combining
Delivering Benefit Through Participation: Co-action and Social Residency
Empowering consumers to design their experience and interact in the virtual space yields higher-order customized value. This sense of
Consumer value comes from interacting with a firm’s offerings, with
At the hyper level,
Consumers, social by nature, benefit from enhanced
Delivering Benefit Through Ownership: Virtual Possessions
The metaverse boosts consumer value through decentralized ownership via NFTs and cryptocurrency (Belk et al., 2022), enabling the trade of virtual items and self-expression through ownership of moments like sports clips. Avatars, currently owned by platforms, may become consumer-owned across platforms in the future, aided by interoperability (Belk et al., 2022). Brands can capitalize on the illusion of ownership, offering fractional virtual ownership of brand elements or moments to drive aspirational value. For instance, Nike introduced Nike CryptoKicks, a virtual sneaker with fractional ownership available on the RTFKT Studios platform.
Reducing Perceived Cost Through Assurance: Ensuring Well-being and Security
Metaverse offers experiential, participative and ownership benefits but raises concerns about privacy and safety, with the potential for undesirable data use (Zaki et al., 2023). Assuaging consumers’ feelings of apprehension about their
Concerns about data manipulation by governments, firms and hackers deter metaverse adoption (Dwivedi, Hughes, et al., 2023). Strong data privacy policies, cybersecurity measures and platform regulations can reassure consumers (Dwivedi, Hughes, et al., 2023). Hackers may use consumer data for ‘catfishing’ (creating fake identities to deceive others), fraud or accessing personal information and virtual assets. Without proper regulation, issues like cyberbullying could also arise. Additionally, metaverse addiction, particularly among young users, may worsen tech overload and detachment from reality (Musamih et al., 2022). Platforms like Oculus have instituted guidelines to protect users’ well-being by preventing bullying and abuse.
Ensuring Proper Communication of Value
By now, it is evident that messaging to consumers by brands/firms in metaverse can be used creatively to influence consumers’ perception of value. The roles of the messenger (who is saying), signage (where it is said), information (what is being said) and the elements of creativity and novelty (what is new) are all integral.
Consumers rely on influencers they admire or relate to (Lou, 2022) to guide their purchase decisions. Similar to social media, the credibility of online influencers in the metaverse fosters positive intentions (Khan et al., 2022). Additionally, avatars or virtual influencers (Dwivedi, Hughes, et al., 2023) can serve as key salespeople or brand advocates.
Further,
Why and How Do They Process? (Individual-related Elements)
Every consumer is unique, each processing a stimulus differently based on their unique attributes of ‘who they are’ (
Who They Are? (Individual Characteristics and Traits)
Consumer characteristics, particularly personality traits (extraversion, agreeableness, openness to experience, conscientiousness and neuroticism), significantly influence decision-making in the metaverse (Barlett & Anderson, 2012). Individuals who are innovative and open to experiences are more likely to explore virtual goods, new environments and novel features (Devaraj et al., 2008).
In the metaverse, consumers use avatars to express their identity, reflecting their current, ideal or aspirational selves (Belk, 2013). This digital re-embodiment influences self-perception and decision-making. Marketers face the challenge of understanding ‘avatar marketing’ and the alternate selves consumers project across metaverse platforms.
Consumer segments, such as virtualskeptics, evirtualists and virtualcentrists (Oyedele & Minor, 2011), emerge based on their comfort with blending real-world and virtual activities. Socio-demographic factors also contribute to diverse metaverse participation. Customized design messages that appeal to varied archetypes become significantly important.
Finally, adopting technology as a metaverse stimulus is influenced by consumers’ perception of their own capabilities, including pre-existing Web skills (Lee et al., 2011). The TAM suggests that technology adoption is higher when perceived utility and ease of use are evident (Davis, 1989). Marketers must consider consumers’ skills and capabilities across sociocultural contexts when designing brand activation tech stimuli.
How Do They Process? (Individual Aspirations and Motivations)
Consumers engage with the metaverse differently, driven by internal factors such as feelings, motivations and aspirations. We define this engagement as ‘absorbed interest’, reflecting consumers’ connection, concentration and engagement with stimuli. Marketers’ multi-sensory inputs interact with consumers’ cognition, including attention, perception and planning, fostering a focused mental state that promotes deep engagement (Han et al., 2022; Lee et al., 2011).
Market shifts, evolving needs and awareness shape aspirations in the metaverse. For instance, virtual experiences like meetings, concerts or museum visits can appeal to sustainability-minded consumers by reducing carbon footprints while offering expected benefits (Gursoy et al., 2022). These, alongside hedonic and utilitarian benefits, drive varied engagement with metaverse stimuli. Hedonic pleasure comes from virtual experiences like scuba diving or trekking, while utilitarian benefits include activities such as training or online shopping.
Self-indulgent escapism, a key motivator, drives consumers to the metaverse. It involves detaching from reality cognitively and emotionally to escape stress and anxiety (Han et al., 2022; Henning & Vorderer, 2001). Similarly, consumers also engage with the metaverse for motivations such as relationships, achievement, manipulation and immersion (Yee, 2006).
What Do They Value? (Individual Assessment)
Consumers’
How Do They React? (Outcomes)
Marketers aim for consumer responses to metaverse stimuli, to build awareness and positive attitudes to drive purchase intention. These responses unfold through three phases. First, consumers interpret through
Cognitive Responses
Metaverse stimuli impact consumer experiences at every purchase stage, shaping attitudes through sight, sound and touch (Ahn et al., 2022). Studies show greater consistency in information search and purchase intention in virtual environments compared to real-world testing (Branca et al., 2023). Product evaluation is influenced by both knowledge and haptic feedback (Branca et al., 2023). These responses are explained through consumer psychology frameworks like the ELM, which describes how people process information either through deep thinking when involvement is high or through surface-level cues when it is low. Similarly, as discussed earlier, the cognitive load theory is relevant in the metaverse environments where users may encounter multiple stimuli at once. When the sensory load exceeds processing capacity, it can reduce comprehension and disrupt decision-making (Petit et al, 2022). As consumers navigate both worlds, congruent marketing across them becomes crucial for influencing decisions.
Behavioural Intentions and Actions
Once cognitive responses are formed, consumers move towards behavioural intentions and actions through adoption, coping and brand engagement. Adoption follows a positive cost–benefit analysis, leading to sustained loyalty. The theory of planned behaviour explains how intentions emerge from attitudes, perceived control and social influence. In the metaverse, consumers are more likely to act when they feel confident navigating the environment and when they perceive social approval.
Presence and flow also influence behaviour (flow theory). Engagement results from higher presence and immersion. Avatars that align with consumer expectations enhance self-expression and are likely to foster engagement (Barrera & Shah, 2023). Meanwhile, in line with the theory of compensatory internet use, consumers cope with fears and uncertainties in the virtual space by using mechanisms to address issues such as addiction, emotional harm, social anxiety and loneliness (Han et al., 2022). Recognising these coping behaviours helps organizations address barriers to adoption and improve platform usability/trust.
Evaluative Judgements
Metaverse stimuli nudge consumers to form post-experience assessments. Literature classifies post-consumption reflection as advocacy and loyalty (Bousba & Arya, 2022). Unlike cognitive responses, which occur during information processing or behavioural intentions, which drive actions, these evaluations reflect how consumers feel after the experience.
Consumers are more likely to engage again or recommend the experience when the environment meets or exceeds their expectations. AR and VR devices help maintain consumer connection post-purchase, tracking and influencing brand advocacy through narrative and social interactions (de Regt et al., 2021). Exposure to VR during purchase boosts satisfaction and loyalty (Van Kerrebroeck et al., 2017a), while higher virtual presence increases value perception, patronage and word-of-mouth advocacy (Pizzi et al., 2020).
These evaluative outcomes are influenced not only by the quality of the immersive experience but also by how consumers interpret the values and risks associated with it. As we stated earlier, the privacy calculus theory suggests that these post-experience judgements are shaped by how consumers weigh the perceived benefits of engagement against potential privacy concerns. The experience economy theory further explains that lasting value is created when metaverse experiences are immersive, emotionally resonant and personally meaningful. Post-consumption judgements are critical for understanding long-term consumer commitment.
Contexts
Research on CB in the metaverse spans various contexts, examining digital ownership, NFTs, cryptocurrencies and virtual possessions (Belk et al., 2022). Studies have explored immersive VR experiences and industry readiness for metaverse integration (Han et al., 2022). A growing trend is the role of metaverse in reshaping e-commerce across sectors (Jeong et al., 2022). Ethical consumerism in sharing economy platforms highlights sustainable resale and green consumption (Musamih et al., 2022). Metaverse’s impact on healthcare, predictive analytics, sensory data and digital content is also explored. As it transforms industries such as luxury brands, advertising, tourism and hospitality, research has also focused on customer experience, co-creation and future consumption (Buhalis et al., 2022; Joy et al., 2022; Musamih et al., 2022).
Methods
Research in this area has predominantly existed at a conceptual and theoretical level. Future investigations must extend beyond these and incorporate a blend of quantitative and qualitative measures to empirically comprehend CB in the metaverse. Scholars are encouraged to adopt experimental methods to establish causal relationships between marketing stimuli and consumer responses. Furthermore, there is a growing consensus on the utility of advanced neuroscientific and biometric measurements in explaining CB within the metaverse, emphasizing the need for a multidimensional research approach.
Having discussed the current state of evolution of CB in metaverse through TCCM, we now focus on avenues for future research.
DIRECTIONS FOR FUTURE RESEARCH
Although research on metaverse has both academicians and practitioners invested, we find that the extant literature is still in its evolutionary stage. In this section, we proceed to address our third research question by identifying two groups of metaverse-induced research agenda: (a) metaverse sphere– related (platform/design) and (b) consumer-related (individual factors) (Table 3).
Future Research Questions.
Opportunities for future research related to the rendering of metaverse include: how the metaverse platform and stimuli are designed (
Besides providing theoretical avenues for academic exploration, our identified questions (Table 3) hold immense potential from a managerial lens. First, future research can examine how firms can design immersive environments that sustain consumer attention and ease navigation. This includes understanding the role of multi-sensory cues, intuitive interfaces and presence-enhancing features that contribute to user flow and engagement. This can directly inform platform development and user experience strategies. Second, studies could explore how firms can co-create models within the metaverse, such as avatar customization or user-generated content, to shape brand attachment. Third, research on how consumers assign value to virtual possessions, particularly those tied to NFTs and blockchain, can inform managerial strategies regarding pricing, exclusivity and signalling in the virtual economy. Fourth, with emerging formats like avatar-based promotions, it is important to examine which advertising strategies foster trust and reduce resistance. Finally, future studies should consider how to classify and personalize metaverse experiences. This includes identifying new segmentation variables like avatar preferences or levels of techno-readiness and designing communications that align with these traits. All of this needs to be done with consideration for consumer well-being, particularly with respect to privacy and the potential psychological effects of prolonged immersion.
Although our focus so far has been on how consumers respond to various aspects of the metaverse, the growing role of
CONCLUSION
The metaverse promises a unique environment that has the potential to reshape CB based on its three layers. An increasing number of consumers are spending more time in virtual worlds engaging with virtual goods, services and environments. The clusters that have emerged indicate that the interest has focused on strategic applications, branding, the use of immersive technologies and the creative use of co-created avatars. The emergence of the topic suggests that the future may build upon this or diverge into socially relevant fields, such as consumer wellness and virtual ownership. This study employs bibliometric analysis and the TCCM framework to enhance the understanding of CB in the metaverse. Building on prior research, it explores stimuli that capture the metaverse’s value proposition and emphasizes marketing strategies tailored to consumers’ unique characteristics and behaviours, especially in virtual embodiment.
As the metaverse evolves, it will become more integrated into daily life as a platform for self-expression, requiring innovative marketing strategies to engage consumers and capitalize on new opportunities. This study also highlights the importance for policymakers concerned about consumer well-being. Finally, it highlights how leveraging AI in the metaverse raises important questions holding valuable insights for both researchers and industry professionals on the social influence of entities that are non-human. While there are phenomenal strengths in using AI in the metaverse, the future holds increasing dangers of deception by AI-assisted elements in a world of extremely elaborate digital dreamscapes will have a lasting impact on consumer well-being.
While much has changed since Stephenson said, ‘The people are pieces of software called avatars’, the code for demystifying consumers will remain the biggest challenge. This article provides behavioural and theoretical thematic aggregations of CB for future researchers and marketing practitioners to draw upon.
Footnotes
DECLARATION OF CONFLICTING INTERESTS
The authors declared no potential conflicts of interest with respect to the research, authorship and/or publication of this article.
FUNDING
The authors received no financial support for the research, authorship and/or publication of this article.
e-mail:
e-mail:
