Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/117599
| DC Field | Value | Language |
|---|---|---|
| dc.contributor | Department of Industrial and Systems Engineering | - |
| dc.creator | Tang, YM | - |
| dc.creator | Wong, JKN | - |
| dc.creator | Ho, GTS | - |
| dc.date.accessioned | 2026-02-26T03:47:18Z | - |
| dc.date.available | 2026-02-26T03:47:18Z | - |
| dc.identifier.uri | http://hdl.handle.net/10397/117599 | - |
| dc.language.iso | en | en_US |
| dc.publisher | MDPI AG | en_US |
| dc.rights | Copyright: © 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/). | en_US |
| dc.rights | The following publication Tang, Y. M., Wong, J. K. N., & Ho, G. T. S. (2025). Exploring Consumer Acceptance of Metaverse Marketing for Branding Activities and the Pre-Purchase Stage. Journal of Theoretical and Applied Electronic Commerce Research, 20(3), 159 is available at https://doi.org/10.3390/jtaer20030159. | en_US |
| dc.subject | Branding | en_US |
| dc.subject | Digital marketing | en_US |
| dc.subject | Metaverse | en_US |
| dc.subject | Pre-purchase stage | en_US |
| dc.subject | Social media | en_US |
| dc.title | Exploring consumer acceptance of metaverse marketing for branding activities and the pre-purchase stage | en_US |
| dc.type | Journal/Magazine Article | en_US |
| dc.identifier.volume | 20 | - |
| dc.identifier.issue | 3 | - |
| dc.identifier.doi | 10.3390/jtaer20030159 | - |
| dcterms.abstract | Metaverse is reshaping how brands approach marketing, providing alternative and innovative methods for marketers to redefine their brands and reinvent the customer experience. Different sectors are still exploring the possibilities of the metaverse and are now adopting a test-and-learning mindset. This study explores consumer acceptance of metaverse marketing for branding and pre-purchase activities, comparing its effectiveness with social media platforms. Using a survey of 197 participants (45% experiencing a metaverse space on Spatial.io, 55% using Instagram), we investigated factors influencing intention to use and purchase intention through a closed-ended questionnaire. The results show that perceived usefulness is the primary driver of use intention in the metaverse (β = 0.573, p < 0.001), while habit significantly influences platform preference, particularly for social media (β = 0.767, p < 0.001). These findings provide marketers with actionable insights to leverage interactive virtual environments, enhancing branding and pre-purchase experiences by prioritizing usability and familiarity. | - |
| dcterms.accessRights | open access | en_US |
| dcterms.bibliographicCitation | Journal of theoretical and applied electronic commerce research, Sept 2025, v. 20, no. 3, 159 | - |
| dcterms.isPartOf | Journal of theoretical and applied electronic commerce research | - |
| dcterms.issued | 2025-09 | - |
| dc.identifier.scopus | 2-s2.0-105017398153 | - |
| dc.identifier.eissn | 0718-1876 | - |
| dc.identifier.artn | 159 | - |
| dc.description.validate | 202602 bcch | - |
| dc.description.oa | Version of Record | en_US |
| dc.identifier.FolderNumber | OA_Scopus/WOS | en_US |
| dc.description.fundingSource | Others | en_US |
| dc.description.fundingText | This research was funded by the UGC Fund for Innovative Technology-in-Education (Project Code: FITE/03) and Teaching Development Grant 2022-25 (Reference: TDG22-25/VTL-17) from the Hong Kong Polytechnic University. | en_US |
| dc.description.pubStatus | Published | en_US |
| dc.description.oaCategory | CC | en_US |
| Appears in Collections: | Journal/Magazine Article | |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| jtaer-20-00159-v2.pdf | 3.64 MB | Adobe PDF | View/Open |
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