Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/110387
DC FieldValueLanguage
dc.contributorSchool of Fashion and Textilesen_US
dc.creatorKi, CWCen_US
dc.creatorChong, SMen_US
dc.creatorAw, ECXen_US
dc.creatorLam, MMLen_US
dc.creatorWong, CWYen_US
dc.date.accessioned2024-12-09T06:17:57Z-
dc.date.available2024-12-09T06:17:57Z-
dc.identifier.issn0969-6989en_US
dc.identifier.urihttp://hdl.handle.net/10397/110387-
dc.language.isoenen_US
dc.publisherElsevier Ltden_US
dc.subject3D virtual realityen_US
dc.subjectDigital avataren_US
dc.subjectDigital fashionen_US
dc.subjectDigital itemen_US
dc.subjectDigital platformen_US
dc.subjectMetaverseen_US
dc.subjectWeb 3.0en_US
dc.titleMetaverse consumer behavior : investigating factors driving consumer participation in the transitory metaverse, avatar personalization, and digital fashion adoptionen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume82en_US
dc.identifier.doi10.1016/j.jretconser.2024.104094en_US
dcterms.abstractThe 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.en_US
dcterms.accessRightsembargoed accessen_US
dcterms.bibliographicCitationJournal of retailing and consumer services, Jan. 2025, v. 82, 104094en_US
dcterms.isPartOfJournal of retailing and consumer servicesen_US
dcterms.issued2025-01-
dc.identifier.eissn1873-1384en_US
dc.identifier.artn104094en_US
dc.description.validate202412 bcchen_US
dc.description.oaNot applicableen_US
dc.identifier.FolderNumbera3310-
dc.identifier.SubFormID49911-
dc.description.fundingSourceOthersen_US
dc.description.fundingTextSchool of Fashion and Textiles (Project IDs: P0042649 and P0044162); Educational Development Centre (Project Code: SPF21-22/A3/ITC03 and TDG22- 25/VTL-25); Industry donation from Della (Project ID: P0045875)en_US
dc.description.pubStatusPublisheden_US
dc.date.embargo2028-01-31en_US
dc.description.oaCategoryGreen (AAM)en_US
Appears in Collections:Journal/Magazine Article
Open Access Information
Status embargoed access
Embargo End Date 2028-01-31
Access
View full-text via PolyU eLinks SFX Query
Show simple item record

Page views

44
Citations as of Apr 14, 2025

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.