Sökning: "marketing in the Metaverse"

Visar resultat 1 - 5 av 7 uppsatser innehållade orden marketing in the Metaverse.

  1. 1. Navigating the Evolving World of Fashion In-Game Advertising

    Master-uppsats, Uppsala universitet/Medier och kommunikation

    Författare :Evgenia Maria Botini; [2023]
    Nyckelord :gamification; in-game advertising; fashion advertising; consumer behavior; metaverse;

    Sammanfattning : Abstract This study addresses gaming as an interactive digital advertising tool, aiming to explore its effectiveness in digital marketing overall and to examine its impact on digital marketing for the fashion industry in particular. Purpose The purpose of this paper is to present an analytical framework for explaining the appeal of games for fashion brand advertising. LÄS MER

  2. 2. Living in an Immaterial World: An exploratory study on consumer value perceptions in metaverse settings

    D-uppsats, Handelshögskolan i Stockholm/Institutionen för företagande och ledning

    Författare :Linn Henriksson; Ellen Svärdh; [2023]
    Nyckelord :metaverse; consumption-value theory; value perceptions; virtual consumption;

    Sammanfattning : As sung by Madonna, "we are living in a material world" underscored by the consumption of physical goods. Beyond the glitz of materialism lies the grand problem of overconsumption, and correspondingly overproduction, of the world's finite resources. LÄS MER

  3. 3. Exploring the Potential of the Metaverse in Operations Management: Towards Sustainable Practices

    Master-uppsats, Jönköping University/JTH, Logistik och verksamhetsledning

    Författare :Yaroslav Ukhanov; Andreas Berggren; [2023]
    Nyckelord :Metaverse; Virtual reality; Operations management; Sustainable development;

    Sammanfattning : Problem statement - While reading earlier conducted research on how the Metaverse can be adopted into organizations' operations, a knowledge gap was identified. It was observed that despite the hype around the Metaverse, there is no empirical research on how organizations can adopt the Metaverse into their operations and how this can influence sustainable development. LÄS MER

  4. 4. Playing to Win: How Gamification Can Boost Customer Engagement and Turn Non-Fans into Brand Advocates

    Master-uppsats, Stockholms universitet/Marknadsföring

    Författare :Basak Öztürk; Rulan Hersono; [2023]
    Nyckelord :Customer Engagement; Gamification; Metaverse; Noncustomers; Online Brand Advocacy; Quasi-experiment;

    Sammanfattning : In today’s progressive technology development, it is imperative to engage the customer and transform them to become brand advocates. Firms need to ensure their brand’s longevity in this competitive market, at times putting noncustomers in hindsight. LÄS MER

  5. 5. How do esports actors perceive the Metaverse as a servicescape for esports: An interpretative phenomenological analysis : An exploratory study about the business opportunities and challenges in the Metaverse

    Kandidat-uppsats, Jönköping University/IHH, Företagsekonomi

    Författare :Anas Abed; Karolina Rinkevic; [2022]
    Nyckelord :Metaverse; esports; marketing in the Metaverse; servicescapes; online servicescapes;

    Sammanfattning : The Metaverse is an immersive, interactive, and collaborative shared virtual 3D environment where people are represented by avatars and interact in real-time. The Metaverse is still an unexplored phenomenon that has recently become interesting to researchers. LÄS MER