Introduction to Metaverse and Consumer Behaviour Change: Adoption of Metaverse Among Consumers

Introduction to Metaverse and Consumer Behaviour Change: Adoption of Metaverse Among Consumers

DOI: 10.4018/978-1-6684-7029-9.ch006
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Abstract

A virtual digital environment is created using the metaverse, which also connects the real world. The existence of information technology allows us to do new tasks or carry out routine tasks more effectively. The extended reality, or “metaverse,” allows for new kinds of captivating telepresence but may also make mundane activities easier. These technologies help us in our employment, education, healthcare, consumption, and entertainment more and more, but they also present a number of obstacles. The concerns discussed in this chapter are why and will customers adopt the fully immersive territory for various activities like shopping and purchasing any products including bank products.
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1.0 Introduction

Utilizing augmented reality and virtual reality, the metaverse has the potential to expand the physical world by enabling users to interact naturally in both real and simulated surroundings using avatars and holograms. Virtual worlds and immersive games “like Second Life, Fortnite, Roblox, and VRChat” have been regarded as the forerunners of the metaverse and provide some insight into the possible socio-economic effects of a fully functional persistent cross-platform metaverse (Dwivedi et al., 2022). By doing jobs that are challenging to undertake in reality, such as exploring isolated locations, providing psychiatric care, and preparing recruits for combat, the metaverse complements the actual world in many ways. It takes the role of familiar settings and enables actions that would be difficult or impossible to complete in reality owing to issues like cost. As a tool, the metaverse reduces complexity (“such as in aircraft engineering”) and boosts coherence from a multimodal perspective. Multisensory settings are present in the metaverse. When unwanted and privacy-invasive contents proliferate in the metaverse, they may be perceived as more intrusive and are likely to have a greater negative impact on the users or victims due to complex and sophisticated features such as more graphic, 3D design, and immersive visual and auditory experience. As a result, privacy transgressions in the metaverse are likely to have more severe repercussions, often known as an amplified technological impact. The metaverse has the potential to fundamentally alter how people connect, socialise, and pass their free time, but like every breakthrough that creates new possibilities, it also makes room for the shadowed aspects of human nature (Glavish, 2022).

1.1 Use of Metaverse in the Corporate World

Users in the metaverse are more vulnerable to corporate exploitation. For instance, compared to conventional displays, Virtual reality (VR) headsets can gather more and richer user data. Companies are therefore more motivated to gather user information and share it with other parties so that it may be used for profiling and delivering targeted advertising. As an illustration, Facebook's Meta revealed that it was developing the high-end VR headgear Project Cambria, which will be able to do things that aren't presently feasible with existing headsets. The user's virtual avatar will be able to maintain eye contact and reflect facial emotions thanks to new sensors in the gadget. Businesses' attempts to gather high-velocity data from mobile devices, such as click-stream and GPS data, have encountered significant customer opposition in the present non-metaverse Internet. For instance, a sizable fraction of users disables the location tracking option to safeguard extremely private and sensitive information.

By putting items in a completely realistic virtual reality (VR) shopping environment, businesses have the chance to better engage potential customers. However, little is known about the factors influencing and whether or not consumers would choose to purchase in such immersive settings (Peukert et al., 2019). Users choose virtual and augmented reality (AR)because they allow for actions that, relative to those enabled by actual reality, are either beneficial or impossible. There is a lack of research that fully explains the factors influencing the adoption of VR and AR (Steffen et al., 2019).

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