Metaverse Characteristics: The Role of Consumer Experience Shaping Consumer Behavior in the Metaverse
Abstract
1. Introduction
How does the interplay between metaverse characteristics (sociability, immersiveness, and environmental fidelity) influence consumer experience and their continuance intention to use the metaverse?
2. Theoretical Background
2.1. Experience-Dominant Logic
2.2. What Is the Metaverse?
2.3. Metaverse Characteristics
2.3.1. Sociability
2.3.2. Immersiveness
2.3.3. Environmental Fidelity
2.4. Consumer Experience in the Metaverse
2.5. Continuance Intention to Use the Metaverse
3. Conceptualization
3.1. Sociability and Consumer Experience
3.2. Immersiveness and Consumer Experience
3.3. Environmental Fidelity and Consumer Experience
3.4. Consumer Experience and Continuance Intention
3.5. Mediating Role of Consumer Experience
4. Methodology
4.1. Study 1
Delphi Study
4.2. Study 2
4.2.1. Construct Measurements
4.2.2. Technique for Analysis
4.2.3. Data Collection
4.2.4. Measurement Model
4.2.5. Predictive Ability
4.2.6. Structural Model Results
- Sociability significantly influences consumer experience in the metaverse (β = 0.481), supporting H1.
- Immersiveness significantly influences consumer experience in the metaverse (β = 0.334), supporting H2.
- Environmental fidelity significantly influences consumer experience in the metaverse (β = 0.167), supporting H3.
- Consumer experience significantly influences continuance intention to use the metaverse (β = 0.379), supporting H4.
- H5: Consumer experience partially mediates the influence of sociability on continuance intention (β = 0.182).
- H6: Consumer experience fully mediates the influence of immersiveness on continuance intention (β = 0.126).
- H7: Consumer experience fully mediates the influence of environmental fidelity on continuance intention (β = 0.063)
4.2.7. Importance Performance Analysis
4.2.8. Necessary Condition Analysis
5. Discussion
5.1. Theoretical Implications
5.2. Managerial Implications
6. Conclusions
7. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Expert Profile
Gender | Age | Job Position | Country | |
Panel A | ||||
1 | Male | 56 | Professor | UK |
2 | Male | 43 | Associate Professor | China |
3 | Female | 29 | Doctoral student | Pakistan |
4 | Male | 34 | Assistant Professor | India |
5 | Female | 42 | Associate Professor | Malaysia |
6 | Male | 31 | Doctoral student | China |
7 | Male | 30 | Researcher | Finland |
8 | Female | 27 | Doctoral student | USA |
9 | Male | 39 | Associate Professor | Pakistan |
10 | Male | 36 | Lecturer | Malaysia |
11 | Female | 37 | Assistant Professor | Pakistan |
12 | Male | 32 | Postdoc student | China |
13 | Male | 47 | Associate Professor | India |
14 | Male | 35 | Lecturer | Pakistan |
Panel B | Gender | Age | Education | Country |
1 | Female | 27 | Master | Pakistan |
2 | Male | 32 | Doctoral degree | China |
3 | Female | 29 | Master | Fiji |
4 | Male | 27 | Graduated | China |
5 | Male | 33 | Master | Malaysia |
6 | Male | 28 | Doctoral degree | Morocco |
7 | Female | 31 | Bachelor | China |
8 | Female | 21 | Graduated | Bangladesh |
9 | Male | 23 | Graduated | India |
10 | Male | 26 | Master | Iran |
11 | Male | 28 | Graduated | UK |
12 | Female | 32 | Bachelor | Pakistan |
Appendix B. Non-Response Bias
Paired Sample Test | Mean | Std. Deviation | t | df | Sig. |
Immersiveness | 0.61 | 4.18 | 1.04 | 49 | 0.30 |
Environmental Fidelity | 0.05 | 5.10 | 0.07 | 49 | 0.94 |
Sociability | 0.88 | 5.22 | 1.20 | 49 | 0.23 |
Consumer Experience | 0.30 | 4.79 | 0.44 | 49 | 0.65 |
Continuance Intention | 0.58 | 2.93 | 1.41 | 49 | 0.16 |
Appendix C. Hay’s Estimation
Appendix D. NCA Scatter Plots
References
- Yang, H. The Genesis Effect: Digital Goods in the Metaverse. J. Consum. Res. 2024, 51, 129–139. [Google Scholar] [CrossRef]
- Arya, V.; Sambyal, R.; Sharma, A.; Dwivedi, Y.K. Brands are calling your AVATAR in Metaverse—A study to explore XR-based gamification marketing activities & consumer-based brand equity in virtual world. J. Consum. Behav. 2024, 23, 556–585. [Google Scholar] [CrossRef]
- Wang, G.; Zhang, Z.; Nandhakumar, J.; Manoharan, N. Everyday Metaverse: The Metaverse as an Integral Part of Everyday Life. J. Manag. Inf. Syst. 2025, 42, 310–342. [Google Scholar] [CrossRef]
- Khan, J.; Tao, M.; Abbass, A. Digital doppelgänger: Navigating consumer brand engagement in the metaverse. J. Res. Interact. Mark. 2025; ahead of print. [Google Scholar] [CrossRef]
- Oh, H.J.; Kim, J.; Chang, J.J.C.; Park, N.; Lee, S. Social benefits of living in the metaverse: The relationships among social presence, supportive interaction, social self-efficacy, and feelings of loneliness. Comput. Human Behav. 2023, 139, 107498. [Google Scholar] [CrossRef]
- Bhambri, P. Innovative Systems: Entertainment, Gaming, and the Metaverse; IGI Global: Hershey, PA, USA, 2024; pp. 483–514. [Google Scholar] [CrossRef]
- Tombul, I.; Sari, G. Transformation of Self Presentation in Virtual Space. İletişim Kuram veAraştırma Derg. 2021, 53, 93–108. [Google Scholar] [CrossRef]
- Gadalla, E.; Keeling, K.; Abosag, I. Metaverse-retail service quality: A future framework for retail service quality in the 3D internet. J. Mark. Manag. 2013, 9, 1493–1517. [Google Scholar] [CrossRef]
- Mystakidis, S. Metaverse. Encyclopedia 2022, 2, 486–497. [Google Scholar] [CrossRef]
- Barrera, K.G.; Shah, D. Marketing in the Metaverse: Conceptual understanding, framework, and research agenda. J. Bus. Res. 2023, 155, 113420. [Google Scholar] [CrossRef]
- Simmel, G. The Sociology of Sociability. Am. J. Sociol. 1949, 55, 254–261. [Google Scholar] [CrossRef]
- Hennig-Thurau, T.; Aliman, D.N.; Herting, A.M.; Cziehso, G.; Linder, M.; Kübler, R.V. Social interactions in the metaverse: Framework, initial evidence, and research roadmap. J. Acad. Mark. Sci. 2023, 51, 889–913. [Google Scholar] [CrossRef]
- Voinea, C.; Earp, B.D.; Mann, S.; Savulescu, J. Digital Doppelgängers, Human Relationships, and Practical Identity. Philos. Technol. 2024, 37, 121. [Google Scholar] [CrossRef]
- Frank, D.-A.; Peschel, A.O.; Otterbring, T.; DiPalma, J.; Steinmann, S. Does metaverse fidelity matter? Testing the impact of fidelity on consumer responses in virtual retail stores. Int. Rev. Retail. Distrib. Consum. Res. 2024, 34, 251–284. [Google Scholar] [CrossRef]
- Mansoor, S.; Rahman, S.M.; Bowden, J.L. Purchase spillovers from the metaverse to the real world: The roles of social presence, trialability, and customer experience. J. Consum. Behav. 2024, 25, 2501–2552. [Google Scholar] [CrossRef]
- Natarajan, T.; Pragha, P.; Dhalmahapatra, K. Uses and gratifications of metaverse: Understanding the user adoption factors through a mixed method approach. Asia Pac. J. Mark. Logist. 2024, 36, 2978–3006. [Google Scholar] [CrossRef]
- Habil, S.G.M.; El-Deeb, S.; El-Bassiouny, N. The metaverse era: Leveraging augmented reality in the creation of novel customer experience. Manag. Sustain. An. Arab. Rev. 2024, 3, 1–15. [Google Scholar] [CrossRef]
- Buhalis, D.; Lin, M.S.; Leung, D. Metaverse as a driver for customer experience and value co-creation: Implications for hospitality and tourism management and marketing. Int. J. Contem. Hos. Manag. 2023, 35, 701–716. [Google Scholar] [CrossRef]
- Dwivedi, Y.K.; Hughes, L.; Baabdullah, A.M.; Ribeiro-Navarrete, S.; Giannakis, M.; Al-Debei, M.M.; Dennehy, D.; Metri, B.; Buhalis, J.D.; Cheung, C.M.K.; et al. Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy. Int. J. Inf. Manag. 2022, 66, 102542. [Google Scholar] [CrossRef]
- Koohang, A.; Nord, J.H.; Ooi, K.-B.; Tan, G.W.-H.; Al-Emran, M.; Aw, E.C.-X.; Baabdullah, A.M.; Buhalis, D.; Cham, T.-H.; Dennis, C.; et al. Shaping the Metaverse into Reality: A Holistic Multidisciplinary Understanding of Opportunities, Challenges, and Avenues for Future Investigation. J. Comput. Inf. Syst. 2023, 63, 735–765. [Google Scholar] [CrossRef]
- Prahalad, C.K.; Ramaswamy, V. Co-creation experiences: The next practice in value creation. J. Interact. Mark. 2004, 18, 5–14. [Google Scholar] [CrossRef]
- Metzinger, T. Empirical perspectives from the self-model theory of subjectivity: A brief summary with examples. Prog. Brain Res. 2007, 168, 215–278. [Google Scholar] [CrossRef]
- Chakraborty, A.; Jain, V.; Belk, R. Exploring Avatar Selves in the Metaverse: Consumer Co-Creation of Experiences. J. Consum. Behav. 2025, 24, 694–716. [Google Scholar] [CrossRef]
- Zhang, H.; Chau, Y.K.; Wang, B.; Luo, X. Social Media-Enabled Customer Co-Creation Experience Value: Conceptualisation and Measurement. Eur. J. Inf. Syst. 2023, 32, 550–572. [Google Scholar] [CrossRef]
- Xie, L.; Guan, X.; Liu, B.; Huan, T.T.C. The antecedents and consequences of the co-creation experience in virtual tourist communities: From the perspective of social capital in virtual space. J. Hos. Tour. Manag. 2021, 48, 492–499. [Google Scholar] [CrossRef]
- Wongkitrungrueng, A.; Suprawan, L. Metaverse Meets Branding: Examining Consumer Responses to Immersive Brand Experiences. Int. J. Hum. Comput. Interact. 2024, 40, 2905–2924. [Google Scholar] [CrossRef]
- Hadi, R.; Melumad, S.; Park, E.S. The Metaverse: A new digital frontier for consumer behavior. J. Consum. Psychol. 2024, 34, 142–166. [Google Scholar] [CrossRef]
- Bowman, D.A.; McMahan, R. Virtual Reality: How Much Immersion Is Enough? Computer 2007, 40, 36–43. [Google Scholar] [CrossRef]
- Li, S.; Zhu, B.; Zhu, H.; Yu, Z. Co-creation of metaverse brands equity with the impact of celebrity virtual images and real-life influence: From the perspective of experience-dominant logic, Electron. Commer. Res. 2024. [Google Scholar] [CrossRef]
- Alawadh, M.; Barnawi, A. Empowering Retail in the Metaverse by Leveraging Consumer Behavior Analysis for Personalized Shopping: A Pilot Study in the Saudi Market. J. Theor. Appl. Electron. Commer. Res. 2025, 20, 63. [Google Scholar] [CrossRef]
- Jung, Y.; Nam, J.; Choi, H.; Park, J. Deciphering the determinants: What guides creators in choosing their metaverse platforms? Technol. Forecast. Soc. Change 2025, 210, 123843. [Google Scholar] [CrossRef]
- Ritala; Ruokonen, M.; Kostis, A. The metaverse flywheel: Creating value across physical and virtual worlds. Calif. Manag. Rev. 2024, 66, 80–101. [Google Scholar] [CrossRef]
- Pal, D.; Arpnikanondt, C. The sweet escape to metaverse: Exploring escapism, anxiety, and virtual place attachment. Comput. Hum. Behav. 2024, 150, 107998. [Google Scholar] [CrossRef]
- Anwar, N.; Gunawan, H.; Sekti, B.A.; Ichwani, A.; Erzed, N.; Laksana, R.P.; Hasanudin, H.; Yuhefizar, Y. Exploring the Metaverse: Foundations of Social Interaction and Community Building. In Unveiling Social Dynamics and Community Interaction in the Metaverse; IGI Global: Hershey, PA, USA, 2025; pp. 1–26. [Google Scholar] [CrossRef]
- Dionisio, J.D.N.; Burns, W.G., III; Gilbert, R. 3D Virtual worlds and the metaverse. ACM Comput. Surv. 2013, 45, 1–38. [Google Scholar] [CrossRef]
- Heath, D.R. The Metaverse and how it will revolutionize everything. J. Inf. Technol. Case Appl. Res. 2023, 25, 98–101. [Google Scholar] [CrossRef]
- Liang, H.; Li, J.; Wang, Y.; Pan, J.; Zhang, Y.; Dong, X. Metaverse virtual social center for elderly communication in time of social distancing, Virtual Real. Intell. Hardw. 2023, 5, 68–80. [Google Scholar] [CrossRef]
- Wu, J.; Song, S.; Whang, C.H. Personalizing 3D virtual fashion stores: Exploring modularity with a typology of atmospherics based on user input. Inf. Manag. 2021, 58, 103461. [Google Scholar] [CrossRef]
- Kar, A.K.; Mikalef, P.; Nishant, R.; Luo, X.; Gupta, M. Metaverse opportunities and challenges: A research agenda and editorial on the special issue on the evolution of Metaverse platforms (part 2). Decis. Support Syst. 2025, 194, 114456. [Google Scholar] [CrossRef]
- Gao, H.; Chong, A.Y.L.; Bao, H. Metaverse: Literature Review, Synthesis and Future Research Agenda. J. Comput. Inf. Syst. 2024, 64, 533–553. [Google Scholar] [CrossRef]
- Richter, S.; Richter, A. What is novel about the Metaverse? Int. J. Inf. Manag. 2023, 73, 102684. [Google Scholar] [CrossRef]
- Zhang, Y.; Phang, C.W.; Gu, R.; Zhang, C. Antecedents and role of individual sociability on participation in mobile collaborative consumption. Internet Res. 2019, 29, 1064–1089. [Google Scholar] [CrossRef]
- Lee, S.; Chang, Y.; Park, J.; Chong, A.Y.L.; Yin, Q. How representational fidelity affects sociability and cyberself engagement in the Metaverse. Internet Res. 2024; ahead of print. [Google Scholar] [CrossRef]
- Holopainen, J.; Mattila, O.; Parvinen; Pöyry, E.; Tuunanen, T. Sociability in Virtual Reality. ACM Trans. Soc. Comput. 2021, 4, 1–21. [Google Scholar] [CrossRef]
- Newton, C. Mark in the Metaverse: Facebook’s CEO on Why the Social Network is Becoming ‘a Metaverse Company. The Verge. Available online: https://www.theverge.com/22588022/mark-zuckerberg-facebook-ceo-metaverse-interview (accessed on 15 June 2025).
- Inmor, S.; Na-Nan, K.; Phanniphong, K.; Jaturat, N.; Hirnšal, M. Unveiling the metaverse: The mediating role of social interaction in enhancing tourism experiences. J. Open Innov. Technol. Mark. Complex. 2025, 11, 100461. [Google Scholar] [CrossRef]
- Wei, W.; Baker, M.A.; Onder, I. All without leaving home: Building a conceptual model of virtual tourism experiences. Int. J. Contem. Hos. Manag. 2023, 35, 1284–1303. [Google Scholar] [CrossRef]
- Junglas, I.; Goel, L.; Abraham, C.; Ives, B. The Social Component of Information Systems—How Sociability Contributes to Technology Acceptance. J. Assoc. Inf. Syst. 2013, 14, 585–616. [Google Scholar] [CrossRef]
- Kumar, V. Asia’s First Metaverse Wedding Reception: This Indian Couple Got Married in Metaverse. Available online: https://medium.com/technology-hits/asias-first-metaverse-wedding-reception-this-indian-couple-got-married-in-metaverse-b415e4c33adc (accessed on 21 December 2024).
- Dwivedi, Y.K.; Hughes, L.; Wang, Y.; Alalwan, A.A.; Ahn, S.J.; Balakrishnan, J.; Barta, S.; Belk, R.; Buhalis, D.; Dutot, V.; et al. Metaverse marketing: How the metaverse will shape the future of consumer research and practice. Psychol. Mark. 2023, 40, 750–776. [Google Scholar] [CrossRef]
- Lee, H.; Xu, Y.; Porterfield, A. Antecedents and moderators of consumer adoption toward AR-enhanced virtual try-on technology: A stimulus-organism-response approach. Int. J. Consum. Stud. 2022, 46, 1319–1338. [Google Scholar] [CrossRef]
- Nikhashemi, S.R.; Knight, H.H.; Nusair, K.; Liat, C.B. Augmented reality in smart retailing: A (n) (A) Symmetric Approach to continuous intention to use retail brands’ mobile AR apps. J. Retail. Consum. Serv. 2021, 60, 102464. [Google Scholar] [CrossRef]
- Gonzalez-Franco, M.; Peck, T.C. Avatar Embodiment. Towards a Standardized Questionnaire. Front. Robot. AI 2018, 5, 74. [Google Scholar] [CrossRef]
- Tussyadiah, I.; Wang, D.; Jia, C. Virtual Reality and Attitudes Toward Tourism Destinations. In Information and Communication Technologies in Tourism 2017; Springer: Cham, Switzerland, 2017; pp. 229–239. [Google Scholar] [CrossRef]
- Flavián, C.; Ibáñez-Sánchez, S.; Orús, C. Integrating virtual reality devices into the body: Effects of technological embodiment on customer engagement and behavioral intentions toward the destination. J. Travel Tour. Mark. 2019, 36, 847–863. [Google Scholar] [CrossRef]
- Soh, D.J.H.; Ong, C.H.; Fan, Q.; Seah, D.J.L.; Henderson, S.L.; Jeevanandam, L.; Doshi, K. Exploring the Use of Virtual Reality for the Delivery and Practice of Stress-Management Exercises. Front. Psychol. 2021, 12, 640341. [Google Scholar] [CrossRef]
- Baker, J.; Parasuraman, A.; Grewal, D.; Voss, G.B. The Influence of Multiple Store Environment Cues on Perceived Merchandise Value and Patronage Intentions. J. Mark. 2002, 66, 120–141. [Google Scholar] [CrossRef]
- Kotler, P. Atmospherics as a Marketing Tool: EBSCOhost. J. Retail. 1973, 49, 48–64. [Google Scholar]
- Yoon, N.; Choi, D.; Lee, H.K. Exploring Consumer Participation in Brand Metaverse Communities, Focusing on the Metaverse Features—Fantasy Experiences and Self-Expansion. J. Consum. Behav. 2025, 24, 267–281. [Google Scholar] [CrossRef]
- Jain, R.; Aagja, J.; Bagdare, S. Customer experience—A review and research agenda. J. Serv. Theory Pract. 2017, 27, 642–662. [Google Scholar] [CrossRef]
- Gahler, M.; Klein, J.F.; Paul, M. Customer Experience: Conceptualization, Measurement, and Application in Omnichannel Environments. J. Serv. Res. 2023, 26, 191–211. [Google Scholar] [CrossRef]
- Suh, A. How users cognitively appraise and emotionally experience the metaverse: Focusing on social virtual reality. Inf. Technol. People 2024, 37, 1613–1641. [Google Scholar] [CrossRef]
- Sales, N.J. A Girl Was Allegedly Raped in the Metaverse. Is This the Beginning of a Dark New Future? The Guardian. 2024. Available online: https://www.theguardian.com/commentisfree/2024/jan/05/metaverse-sexual-assault-vr-game-online-safety-meta (accessed on 22 June 2025).
- Almarzouqi, A.; Aburayya, A.; Salloum, S.A. Prediction of User’s Intention to Use Metaverse System in Medical Education: A Hybrid SEM-ML Learning Approach. IEEE Access 2022, 10, 43421–43434. [Google Scholar] [CrossRef]
- Kalyvaki, M.; McIntosh, H.; Nash, K. Virtual selfhood and consumer behavior: Exploring avatar attachment and consumption patterns in Second Life’s metaverse. Comput. Hum. Behav. Artif. Hum. 2023, 1, 100016. [Google Scholar] [CrossRef]
- Hollensen, S.; Kotler, P.; Opresnik, M.O. Metaverse—the new marketing universe. J. Bus. Strat. 2023, 44, 119–125. [Google Scholar] [CrossRef]
- Satista. Metaverse-Worldwide. Available online: https://www.statista.com/outlook/amo/metaverse/worldwide (accessed on 20 December 2024).
- Garcia, M.B.; Quejado, C.K.; Maranan, C.R.B.; Ualat, O.N.; Adao, R.T.; Happonen, A.; Yilmaz, R.; Bozkurt, A. Social Relationship Development in the Metaverse: The Roles of Embodiment, Immersion, and the Moderating Effect of Copresence. In Proceedings of the TENCON 2024—2024 IEEE Region 10 Conference (TENCON), Singapore, 1–4 December 2024; IEEE: New York, NY, USA; pp. 1533–1536. [Google Scholar] [CrossRef]
- Yoo, K.; Welden, R.; Hewett, K.; Haenlein, M. The merchants of meta: A research agenda to understand the future of retailing in themetaverse. J. Retail. 2023, 99, 173–192. [Google Scholar] [CrossRef]
- Shahzad, K.; Shahzad, M.F.; Ahmad, B.; Hayat, K.; Liu, W. Impact of metaverse experiences on consumer behavior in metaverse-enabled hospitality retailing: The role of realism, immersion, convenience, and social interaction. J. Hos Mark. Manag. 2025, 34, 1–22. [Google Scholar] [CrossRef]
- Leveau, P.-H.; Camus, S. Embodiment, immersion, and enjoyment in virtual reality marketing experiences. Psychol. Mark. 2023, 40, 1329–1343. [Google Scholar] [CrossRef]
- Cheng, S. Metaverse and Immersive Interaction Technology. In Metaverse: Concept, Content and Context; Springer: Cham, Switzerland, 2023; pp. 47–81. [Google Scholar] [CrossRef]
- Deng, L.; Turner, D.E.; Gehling, R.; Prince, B. User experience, satisfaction, and continual usage intention of IT. Eur. J. Inf. Syst. 2010, 19, 60–75. [Google Scholar] [CrossRef]
- Wang, Y.; Gong, D.; Xiao, R.; Wu, X.; Zhang, H. A Systematic Review on Extended Reality-Mediated Multi-User Social Engagement. Systems 2024, 12, 396. [Google Scholar] [CrossRef]
- Hsu, C.-L.; Lu, H. Why do people play on-line games? An extended TAM with social influences and flow experience. Inf. Manag. 2004, 41, 853–868. [Google Scholar] [CrossRef]
- Schmitt, B.; Zarantonello, L. Consumer Experience and Experiential Marketing: A Critical Review. Emerald Insight 2013, 25–61. [Google Scholar] [CrossRef]
- Dwivedi, Y.K.; Balakrishnan, J.; Mishra, A.; De Bock, K.W.; Al-Busaidi, A.S. The role of embodiment, experience, and self-image expression in creating continuance intention in the metaverse. Technol. Forecast. Soc. Change 2024, 203, 123402. [Google Scholar] [CrossRef]
- Chen, C.; Zhang, K.Z.K.; Chu, Z.; Lee, M. Augmented reality in the metaverse market: The role of multimodal sensory interaction. Internet Res. 2024, 34, 9–38. [Google Scholar] [CrossRef]
- Sumon, R.I.; Uddin, S.M.I.; Akter, S.; Mozumder, M.A.I.; Khan, M.O.; Kim, H.-C. Natural Language Processing Influence on Digital Socialization and Linguistic Interactions in the Integration of the Metaverse in Regular Social Life. Electronics 2024, 13, 1331. [Google Scholar] [CrossRef]
- Repetto, C.; Riva, G. Editorial ‘Embodiment in the Metaverse: How Real and Virtual Bodies in Interaction Affect Cognition’. J. Cogn. 2024, 7, 51. [Google Scholar] [CrossRef]
- Srivastava, M.; Kaul, D. Social interaction, convenience and customer satisfaction: The mediating effect of customer experience. J. Retail. Consum. Serv. 2014, 21, 1028–1037. [Google Scholar] [CrossRef]
- Cheung, M.L.; Leung, W.K.S.; Chang, L.M.K.; Aw, E.C.-X.; Wong, R.Y.M. Immersive time in the metaverse and visits to the physical world: Why not both? A holistic customer engagement framework. Int. J. Contem Hos Manag. 2024, 36, 3674–3703. [Google Scholar] [CrossRef]
- Pillai, R.; Sivathanu, B.; Rana, N. Unveiling virtual interactive marketplaces: Shopping motivations in the Metaverse through the lens of uses and gratifications theory. J. Bus. Res. 2025, 190, 115219. [Google Scholar] [CrossRef]
- Rahman, S.M.; Carlson, J.; Gudergan, S.; Wetzels, M.; Grewal, D. Perceived Omnichannel Customer Experience (OCX): Concept, measurement, and impact. J. Retail. 2022, 98, 611–632. [Google Scholar] [CrossRef]
- Jiang, Z.; Benbasat, I. Research Note—Investigating the Influence of the Functional Mechanisms of Online Product Presentations. Inf. Syst. Res. 2007, 18, 454–470. [Google Scholar] [CrossRef]
- Kim, E.Y.; Kim, Y. Predicting online purchase intentions for clothing products. Eur. J. Mark. 2004, 38, 883–897. [Google Scholar] [CrossRef]
- Hallowell, M.R.; Gambatese, J.A. Qualitative Research: Application of the Delphi Method to CEM Research. J. Constr. Eng. Manag. 2010, 136, 99–107. [Google Scholar] [CrossRef]
- Brady, S.R. Utilizing and Adapting the Delphi Method for Use in Qualitative Research. Int. J. Qual. Methods 2015, 14, 1–6. [Google Scholar] [CrossRef]
- Skulmoski, G.J.; Hartman, F.T.; Krahn, J. The Delphi Method for Graduate Research. J. Inf. Technol. Educ. 2007, 6, 1–21. [Google Scholar] [CrossRef]
- Skinner, R.; Nelson, R.R.; Chin, W.W.; Land, L. The Delphi Method Research Strategy in Studies of Information Systems. Commun. Assoc. Inf. Syst. 2015, 37, 2. [Google Scholar] [CrossRef]
- Okoli, C.; Pawlowski, S.D. The Delphi method as a research tool: An example, design considerations and applications. Inf. Manag. 2004, 42, 15–29. [Google Scholar] [CrossRef]
- Fornerino, M.; Helme-Guizon, A.; Gotteland, D. Movie Consumption Experience and Immersion: Impact on Satisfaction. Rech. Appl. Mark. 2008, 23, 93–110. [Google Scholar] [CrossRef]
- Cheek, J.M.; Buss, A.H. Shyness and sociability. J. Pers. Soc. Psychol. 1981, 41, 330–339. [Google Scholar] [CrossRef]
- Ryu, K.; Jang, S.S. The Effect of Environmental Perceptions on Behavioral Intentions Through Emotions: The Case of Upscale Restaurants. J. Hos. Tour. Res. 2007, 31, 56–72. [Google Scholar] [CrossRef]
- Khan, J. Validation in marketing experiments revisited. J. Bus. Res. 2011, 64, 687–692. [Google Scholar] [CrossRef]
- Carlson, J.; Rahman, S.M.; Rahman, M.M.; Wyllie, J.; Voola, R. Engaging Gen Y Customers in Online Brand Communities: A Cross-National Assessment. Int. J. Inf. Manag. 2021, 56, 102252. [Google Scholar] [CrossRef]
- Hair, J.F., Jr.; Hult, G.T.M.; Ringle, C.M.; Sarstedt, M. A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM), 3rd ed.; SAGE Publications, Inc.: Los Angeles, CA, USA, 2022. [Google Scholar]
- Dash, G.; Paul, J. CB-SEM vs. PLS-SEM methods for research in social sciences and technology forecasting. Technol. Forecast. Soc. Change 2021, 173, 121092. [Google Scholar] [CrossRef]
- Hair, J.F.; Risher, J.J.; Sarstedt, M.; Ringle, C.M. When to use and how to report the results of PLS-SEM. Eur. Bus. Rev. 2019, 31, 2–24. [Google Scholar] [CrossRef]
- Legate, A.E.; Hair, J.F.; Chretien, J.L.; Risher, J.J. PLS-SEM: Prediction-oriented solutions for HRD researchers. Hum. Resour. Dev. Q. 2023, 34, 91–109. [Google Scholar] [CrossRef]
- Shmueli, G.; Ray, S.; Estrada, J.M.V.; Chatla, S.B. The elephant in the room: Predictive performance of PLS models. J. Bus. Res. 2016, 69, 4552–4564. [Google Scholar] [CrossRef]
- Statista. Metaverse-Pakistan. Available online: https://www.statista.com/outlook/amo/metaverse/pakistan (accessed on 25 March 2025).
- Mehmood, K.; Verleye, K.; De Keyser, A.; Larivière, B. Piloting personalization research through data-rich environments: A literature review and future research agenda. J. Serv. Manag. 2023, 34, 520–552. [Google Scholar] [CrossRef]
- Faul, F.; Erdfelder, E.; Lang, A.-G.; Buchner, A. G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences. Behav. Res. Methods 2007, 39, 175–191. [Google Scholar] [CrossRef] [PubMed]
- Armstrong, J.S.; Overton, T.S. Estimating Nonresponse Bias in Mail Surveys. J. Mark. Res. 1977, 14, 396–402. [Google Scholar] [CrossRef]
- Henseler, J.; Ringle, C.M.; Sarstedt, M. A new criterion for assessing discriminant validity in variance-based structural equation modeling. J. Acad. Mark. Sci. 2015, 4, 115–135. [Google Scholar] [CrossRef]
- Fornell, C.; Larcker, D.F. Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics. J. Mark. Res. 1981, 18, 382–388. [Google Scholar] [CrossRef]
- Podsakoff, M.; MacKenzie, S.B.; Lee, J.-Y.; Podsakoff, N. Common method biases in behavioral research: A critical review of the literature and recommended remedies. J. Appl. Psychol. 2003, 88, 879–903. [Google Scholar] [CrossRef] [PubMed]
- Hair, J.F.; Ringle, C.M.; Sarstedt, M. PLS-SEM: Indeed a Silver Bullet. J. Mark. Theory Pract. 2011, 19, 139–152. [Google Scholar] [CrossRef]
- Sarstedt, M.; Hair, J.F.; Pick, M.; Liengaard, B.D.; Radomir, L.; Ringle, C.M. Progress in partial least squares structural equation modeling use in marketing research in the last decade. Psychol. Mark. 2022, 39, 1035–1064. [Google Scholar] [CrossRef]
- Cohen, J. Statistical Power Analysis for the Behavioral Sciences; Routledge: New York, NY, USA, 2013. [Google Scholar] [CrossRef]
- Wetzels, M.; Odekerken-Schröder, G.; van Oppen, C. Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration. MIS Q. 2009, 33, 177. [Google Scholar] [CrossRef]
- Ringle, C.M.; Sarstedt, M. Gain more insight from your PLS-SEM results. Ind. Manag. Data Syst. 2016, 116, 1865–1886. [Google Scholar] [CrossRef]
- Dul, J.; van der Laan, E.; Kuik, R. A Statistical Significance Test for Necessary Condition Analysis. Organ. Res. Methods 2020, 23, 385–395. [Google Scholar] [CrossRef]
- Richter, N.F.; Schubring, S.; Hauff, S.; Ringle, C.M.; Sarstedt, M. When predictors of outcomes are necessary: Guidelines for the combined use of PLS-SEM and NCA. Ind. Manag. Data Syst. 2020, 120, 2243–2267. [Google Scholar] [CrossRef]
- Dul, J.; Hauff, S.; Bouncken, R.B. Necessary condition analysis (NCA): Review of research topics and guidelines for good practice. Rev. Manag. Sci. 2023, 17, 683–714. [Google Scholar] [CrossRef]
- Dul, J. Necessary Condition Analysis (NCA). Organ. Res. Methods 2016, 19, 10–52. [Google Scholar] [CrossRef]
- Khan, K.M.J.; Belk, R.; Abbass, A. Digital Currency Issues in the Metaverse. In Digital Currency and Consumption; Routledge: New York, NY, USA, 2024; Volume 17, Available online: https://www.taylorfrancis.com/chapters/edit/10.4324/9781003425021-11/digital-currency-issues-metaverse-jashim-khan-russell-belk-ansar-abbass-khalid-mehmood (accessed on 22 June 2025).
- Baron, R.M.; Kenny, D.A. The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. J. Pers. Soc. Psychol. 1986, 51, 1173–1182. [Google Scholar] [CrossRef] [PubMed]
- Hallo, L.; Dimitriou, M. Identity and Digital Self-Representation in the Metaverse. In Proceedings of the 2024 15th International Conference on Information, Intelligence, Systems & Applications (IISA), Chania Crete, Greece, 17–19 July 2024; IEEE: New York, NY, USA; pp. 1–6. [Google Scholar] [CrossRef]
- Klaus, P.; Manthiou, A. Metaverse retail: Pioneering research avenues for tomorrow’s marketplace. J. Retail. Consum. Serv. 2024, 78, 103782. [Google Scholar] [CrossRef]
- Al-Adaileh, A.; Al-Kfairy, M.; Tubishat, M.; Alfandi, O. A sentiment analysis approach for understanding users’ perception of metaverse marketplace. Intell. Syst. Appl. 2024, 22, 200362. [Google Scholar] [CrossRef]
Variables | Description |
---|---|
Sociability | A tendency to form relationships for non-utilitarian purposes in the metaverse [43]. |
Immersiveness | The degree of immersion experienced during interactions with digital actors in the metaverse [10]. |
Environmental fidelity | The virtual environment’s quality, including digital personas (i.e., digital doppelgängers) and their surroundings in the metaverse [10]. |
Variables | Mean | Standard Deviation | Agreement on 75% | |||
---|---|---|---|---|---|---|
Panel | A | B | A | B | A | B |
Sociability | 6.36 | 6.33 | 0.84 | 0.89 | 92.86% | 91.67% |
Immersiveness | 5.93 | 5.83 | 0.83 | 1.19 | 78.57% | 75.00% |
Environmental fidelity | 6.14 | 5.92 | 0.86 | 1.00 | 85.71% | 83.33% |
Characteristics | Categories | Frequency | Percentage |
---|---|---|---|
Gender | Male | 196 | 50.1 |
Female | 175 | 44.8 | |
Prefer not to say | 20 | 5.1 | |
Age (years) | 18–24 | 122 | 31.2 |
25–34 | 150 | 38.4 | |
35–44 | 74 | 18.9 | |
45–above | 45 | 11.5 | |
Education | High School | 13 | 3.3 |
Undergraduate | 82 | 21.0 | |
Graduate | 191 | 48.8 | |
Postgraduate | 105 | 26.9 | |
Metaverse platform most recently used | Fortnite | 64 | 16.4 |
Roblox | 106 | 27.1 | |
ZEPETO | 108 | 27.6 | |
NVIDIA | 61 | 15.6 | |
Other | 52 | 13.3 | |
Visit purpose | Playing games | 52 | 13.3 |
Socializing or meeting friends | 98 | 25.0 | |
Creating content/virtual products/world | 145 | 37.1 | |
Other | 96 | 24.6 | |
Metaverse experience length | Less than 1 month | 150 | 38.4 |
1–3 months | 142 | 36.3 | |
4–6 months | 49 | 12.5 | |
7–12 months | 50 | 12.8 |
Measurement | λ | VIF |
---|---|---|
Sociability (α = 0.890, CR = 0.924, AVE = 0.753) | ||
I like to be with other people in the metaverse | 0.830 | 2.027 |
I welcome opportunities to mix socially with people in the metaverse | 0.902 | 3.014 |
I prefer working with others rather than alone in the metaverse | 0.864 | 2.478 |
I would be unhappy if I were prevented from making many social contracts in the metaverse | 0.873 | 2.414 |
Immersiveness (α = 0.796, CR = 0.868, AVE = 0.622) | ||
The metaverse world suddenly disappeared at the end of the experience | 0.760 | 1.499 |
During the metaverse experience, my body was in the real world, but my mind was in the metaverse | 0.847 | 1.964 |
The metaverse experience made me forget the realities of the outside world | 0.791 | 1.689 |
During the metaverse experience, I lost awareness of my surroundings | 0.752 | 1.446 |
Environmental Fidelity (α = 0.919, CR = 0.939, AVE = 0.754) | ||
I feel happy to see attractive displays in 3D in the metaverse | 0.851 | 2.519 |
I enjoy the organized merchandise in the metaverse | 0.860 | 2.753 |
I feel relaxed listening to the music in the metaverse | 0.877 | 2.952 |
I feel comfortable with the colorful pictures in the metaverse | 0.886 | 2.969 |
Friendly interactions with others enhance my interest in the metaverse | 0.868 | 2.690 |
Consumer Experience (α = 0.862, CR = 0.897, AVE = 0.593) | ||
My interactions with others in the metaverse positively engage my senses in a variety of ways | 0.721 | 1.679 |
My interactions with others in the metaverse stimulate positive emotions | 0.729 | 1.671 |
I feel positively associated with others in the metaverse | 0.760 | 1.780 |
My personal beliefs are confirmed during my interactions with others in the metaverse | 0.763 | 1.736 |
I find positive insights during my interactions with others in the metaverse | 0.841 | 2.587 |
I feel like I can move in a way that I like in the metaverse | 0.801 | 2.252 |
Continuance Intention (α = 0.826, CR = 0.896, AVE = 0.742) | ||
I intend to use the metaverse again | 0.861 | 1.840 |
I would consider continuing my use of the metaverse | 0.862 | 1.935 |
I intend to use the metaverse in the future | 0.860 | 1.852 |
1 | 2 | 3 | 4 | 5 | |
---|---|---|---|---|---|
HTMT Criterion | |||||
| |||||
| 0.494 | ||||
| 0.858 | 0.355 | |||
| 0.872 | 0.397 | 0.807 | ||
| 0.820 | 0.400 | 0.689 | 0.806 | |
Fornell and Larcker Criterion | |||||
| 0.770 | ||||
| 0.443 | 0.868 | |||
| 0.712 | 0.304 | 0.788 | ||
| 0.768 | 0.361 | 0.681 | 0.867 | |
| 0.699 | 0.349 | 0.559 | 0.693 | 0.861 |
1 | 2 | 3 | 4 | 5 | Model Indices | |
---|---|---|---|---|---|---|
R2 | 0.681 | 0.550 | ||||
Q2 | 0.673 | 0.492 | ||||
f2 | ||||||
| 0.370 | 0.114 | ||||
| 0.186 | 0.001 | ||||
| 0.076 | 0.003 | ||||
| 0.102 | |||||
| ||||||
SRMR | 0.052 | |||||
d_ULS | 0.690 | |||||
d_G | 0.352 | |||||
NFI | 0.860 | |||||
GoF | 0.653 |
Direct Effects | β | t-Values | f2 | p-Values |
---|---|---|---|---|
H1. SA→CE | 0.481 | 9.737 | 0.193 | 0.000 |
H2. IM→CE | 0.334 | 6.778 | 0.103 | 0.000 |
H3. EF→CE | 0.167 | 5.372 | 0.066 | 0.000 |
H4. CE→CI | 0.379 | 5.900 | 0.079 | 0.000 |
Gender→CI | 0.035 | 1.068 | 0.000 | 0.286 |
Age→CI | 0.089 | 2.437 | 0.012 | 0.015 |
Education→CI | −0.017 | 0.400 | −0.000 | 0.689 |
Mediating effects | ||||
H5. SA→CE→CI | 0.182 | 4.780 | 0.052 | 0.000 |
H6. IM→CE→CI | 0.126 | 4.573 | 0.048 | 0.000 |
H7. EF→CE→CI | 0.063 | 4.176 | 0.040 | 0.000 |
Constructs | Importance | Performance |
---|---|---|
Continuance Intention | ||
Consumer Experience | 0.379 | 68.582 |
Environmental Fidelity | 0.103 | 71.643 |
Immersiveness | 0.151 | 65.934 |
Sociability | 0.554 | 72.445 |
Factor | Continuance Intention | |
---|---|---|
CE-FDH | p-Value | |
Effect Size | ||
Sociability | 0.049 | 0.010 |
Immersiveness | 0.062 | 0.002 |
Environmental Fidelity | 0.050 | 0.388 |
Consumer Experience | 0.158 | 0.000 |
Continuance Intention | Sociability | Immersiveness | Environmental Fidelity | Consumer Experience |
---|---|---|---|---|
0.00% | NN | NN | NN | NN |
10.00% | NN | NN | NN | 1.318 |
20.00% | NN | NN | NN | 1.318 |
30.00% | NN | 1.248 | NN | 1.318 |
40.00% | NN | 1.248 | NN | 1.318 |
50.00% | NN | 1.248 | NN | 1.318 |
60.00% | 1.277 | 1.248 | NN | 1.318 |
70.00% | 1.277 | 1.248 | NN | 1.830 |
80.00% | 1.277 | 2.025 | 1.806 | 2.368 |
90.00% | 1.277 | 2.025 | 1.806 | 2.368 |
100.00% | 2.000 | 2.281 | 1.806 | 2.442 |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Tao, M.; Khan, J.; Abbass, A.; Mehmood, K. Metaverse Characteristics: The Role of Consumer Experience Shaping Consumer Behavior in the Metaverse. J. Theor. Appl. Electron. Commer. Res. 2025, 20, 166. https://doi.org/10.3390/jtaer20030166
Tao M, Khan J, Abbass A, Mehmood K. Metaverse Characteristics: The Role of Consumer Experience Shaping Consumer Behavior in the Metaverse. Journal of Theoretical and Applied Electronic Commerce Research. 2025; 20(3):166. https://doi.org/10.3390/jtaer20030166
Chicago/Turabian StyleTao, Meng, Jashim Khan, Ansar Abbass, and Khalid Mehmood. 2025. "Metaverse Characteristics: The Role of Consumer Experience Shaping Consumer Behavior in the Metaverse" Journal of Theoretical and Applied Electronic Commerce Research 20, no. 3: 166. https://doi.org/10.3390/jtaer20030166
APA StyleTao, M., Khan, J., Abbass, A., & Mehmood, K. (2025). Metaverse Characteristics: The Role of Consumer Experience Shaping Consumer Behavior in the Metaverse. Journal of Theoretical and Applied Electronic Commerce Research, 20(3), 166. https://doi.org/10.3390/jtaer20030166