Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/117599
PIRA download icon_1.1View/Download Full Text
DC FieldValueLanguage
dc.contributorDepartment of Industrial and Systems Engineering-
dc.creatorTang, YM-
dc.creatorWong, JKN-
dc.creatorHo, GTS-
dc.date.accessioned2026-02-26T03:47:18Z-
dc.date.available2026-02-26T03:47:18Z-
dc.identifier.urihttp://hdl.handle.net/10397/117599-
dc.language.isoenen_US
dc.publisherMDPI AGen_US
dc.rightsCopyright: © 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.rightsThe 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.subjectBrandingen_US
dc.subjectDigital marketingen_US
dc.subjectMetaverseen_US
dc.subjectPre-purchase stageen_US
dc.subjectSocial mediaen_US
dc.titleExploring consumer acceptance of metaverse marketing for branding activities and the pre-purchase stageen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume20-
dc.identifier.issue3-
dc.identifier.doi10.3390/jtaer20030159-
dcterms.abstractMetaverse 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.accessRightsopen accessen_US
dcterms.bibliographicCitationJournal of theoretical and applied electronic commerce research, Sept 2025, v. 20, no. 3, 159-
dcterms.isPartOfJournal of theoretical and applied electronic commerce research-
dcterms.issued2025-09-
dc.identifier.scopus2-s2.0-105017398153-
dc.identifier.eissn0718-1876-
dc.identifier.artn159-
dc.description.validate202602 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextThis 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.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
Appears in Collections:Journal/Magazine Article
Files in This Item:
File Description SizeFormat 
jtaer-20-00159-v2.pdf3.64 MBAdobe PDFView/Open
Open Access Information
Status open access
File Version Version of Record
Access
View full-text via PolyU eLinks SFX Query
Show simple item record

Google ScholarTM

Check

Altmetric


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