Journals / Journal of Metaverse / 2026 / Issue: 6

Metaverse Magic: Unveiling Brand Experiences in Branded Virtual Worlds

Pages
—
Publication Date
2026-07-31
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

These fifteen components, including sensory coherence, negative and complex emotions, physical control, real-world actions, consumption empowerment, and lifestyle exploration, offer implications for designing branded virtual worlds that improve consumer engagement and brand outcomes in both the virtual and real worlds.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Drawing from existing literature on virtual worlds and brand experience, this study investigates the complex and dynamic landscape of brand experiences in branded virtual worlds.
📊
Key Findings & Data:Using a critical incident technique on a sample of 120 respondents, we discovered six dimensions: Sensory, Affective, Intellectual, Behavioral, Social, and Empowering, each with its own set of components.
💡
Conclusion & Impact:These fifteen components, including sensory coherence, negative and complex emotions, physical control, real-world actions, consumption empowerment, and lifestyle exploration, offer implications for designing branded virtual worlds that improve consumer engagement and brand outcomes in both the virtual and real worlds.
🔬Design:Research Article
📍Scope:Comprehensive Sample
⚙️Variables:Virtual world · Metaverse · Virtual brand experience

Abstract

Drawing from existing literature on virtual worlds and brand experience, this study investigates the complex and dynamic landscape of brand experiences in branded virtual worlds. Unlike prior research adopting the standard brand experience dimensions designed for the physical context or relying on platform characteristics and perceived value as the brand experience, this study used a qualitative approach to uncover brand experience dimensions specific to this context. Using a critical incident technique on a sample of 120 respondents, we discovered six dimensions: Sensory, Affective, Intellectual, Behavioral, Social, and Empowering, each with its own set of components. These fifteen components, including sensory coherence, negative and complex emotions, physical control, real-world actions, consumption empowerment, and lifestyle exploration, offer implications for designing branded virtual worlds that improve consumer engagement and brand outcomes in both the virtual and real worlds.

🔖

Cite This Article

Wongkitrungrueng, A., Suprawan, L. (2026). Metaverse Magic: Unveiling Brand Experiences in Branded Virtual Worlds. Journal of Metaverse, Issue: 6. https://doi.org/10.57019/jmv.1775586

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (88)

  1. GEEIQ. (2024). Why are brands investing in gaming? Retrieved August 2, 2024, from https://geeiq.com/why-are-brands-investing-in-gaming/
  2. Wongkitrungrueng, A., & Suprawan, L. (2024). Metaverse meets branding: Examining consumer responses to immersive brand experiences. International Journal of Human–Computer Interaction, 40(11), 2905–2924. https://doi.org/10.1080/10447318.2023.2175162
  3. Arya, V., Sambyal, R., Sharma, A., & Dwivedi, Y. K. (2024). Brands are calling your AVATAR in Metaverse–A study to explore XR‐based gamification marketing activities & consumer‐based brand equity in virtual world. Journal of Consumer Behaviour, 23(2), 556–585. https://doi.org/10.1002/cb.2214
  4. Mansoor, S., Rahman, S. M., & Bowden, J. L.-H. (2024). Purchase spillovers from the metaverse to the real world: The roles of social presence, trialability, and customer experience. Journal of Consumer Behaviour, 23(5), 2501–2552. https://doi.org/10.1002/cb.2353
  5. Jiang, Q., Kim, M., Ko, E., & Kim, K. H. (2023). The metaverse experience in luxury brands. Asia Pacific Journal of Marketing and Logistics, 35(10), 2501–2520. https://doi.org/10.1108/APJML-09-2022-0752
  6. Yu, X., Cheng, X., Kim, K. H., & Wang, H. (2024). Exploring the brand experience in the metaverse under the perspective of technology acceptance model. Asia Pacific Journal of Marketing and Logistics. Advance online publication. https://doi.org/10.1108/APJML-10-2023-0952
  7. Baek, E., Choo, H. J., Wei, X., & Yoon, S.-Y. (2020). Understanding the virtual tours of retail stores: How can store brand experience promote visit intentions? International Journal of Retail & Distribution Management, 48(7), 649–666. https://doi.org/10.1108/IJRDM-09-2019-0294
  8. Chen, S.-C., Chou, T.-H., Hongsuchon, T., Ruangkanjanases, A., Kittikowit, S., & Lee, T.-C. (2022). The mediation effect of marketing activities toward augmented reality: The perspective of extended customer experience. Journal of Hospitality and Tourism Technology, 13(3), 461–480. https://doi.org/10.1108/JHTT-03-2021-0093
  9. Zeng, J.-Y., Xing, Y., & Jin, C.-H. (2023). The impact of VR/AR-based consumers’ brand experience on consumer–brand relationships. Sustainability, 15(9), 7278. https://doi.org/10.3390/su15097278
  10. Brakus, J. J., Schmitt, B. H., & Zarantonello, L. (2009). Brand experience: What is it? How is it measured? Does it affect loyalty? Journal of Marketing, 73(3), 52–68. https://doi.org/10.1509/jmkg.73.3.052
  11. Ali, M., Naeem, F., Kaddoum, G., & Hossain, E. (2024). Metaverse communications, networking, security, and applications: Research issues, state-of-the-art, and future directions. IEEE Communications Surveys & Tutorials, 26(2), 1238–1278. https://doi.org/10.1109/COMST.2023.3347172
  12. Nysveen, H., Pedersen, P. E., & Skard, S. (2013). Brand experiences in service organizations: Exploring the individual effects of brand experience dimensions. Journal of Brand Management, 20(5), 404–423. https://doi.org/10.1057/bm.2012.31
  13. Zhou, Z., Chen, Z., & Jin, X.-L. (2024). A review of the literature on the metaverse: Definition, technologies, and user behaviors. Internet Research, 34(1), 129–148. https://doi.org/10.1108/INTR-08-2022-0687
  14. van de Sand, F., Frison, A.-K., Zotz, P., Riener, A., & Holl, K. (2020). The intersection of user experience (UX), customer experience (CX), and brand experience (BX). In User experience is brand experience: The psychology behind successful digital products and services (pp. 71–93). Springer International Publishing.
  15. Pine, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard Business Review, 76(4), 97–105.
  16. Pinker, S. (1997). How the mind works. Norton.
  17. Schmitt, B. (1999). Experiential marketing. Journal of Marketing Management, 15(1–3), 53–67. https://doi.org/10.1362/026725799784870496
  18. Gentile, C., Spiller, N., & Noci, G. (2007). How to sustain the customer experience: An overview of experience components that co-create value with the customer. European Management Journal, 25(5), 395–410. https://doi.org/10.1016/j.emj.2007.08.005
  19. Boo, C., & Suh, A. (2024). Developing scales for assessing metaverse characteristics and testing their utility. Computers in Human Behavior Reports, 13, Article 100366. https://doi.org/10.1016/j.chbr.2023.100366
  20. Hwang, R., & Lee, M. (2022). The influence of music content marketing on user satisfaction and intention to use in the metaverse: A focus on the SPICE model. Businesses, 2(2), 141–155. https://doi.org/10.3390/businesses2020010
  21. Kim, J.-H., Kim, M., Park, M., & Yoo, J. (2021). How interactivity and vividness influence consumer virtual reality shopping experience: The mediating role of telepresence. Journal of Research in Interactive Marketing, 15(3), 502–525. https://doi.org/10.1108/JRIM-07-2020-0148
  22. Kim, M., Oh, H. J., Choi, J. H., & Jung, Y. (2025). Decoding millennials and generation Z consumers’ brand behaviors in the Metaverse: The relationships among avatar identification, self-presence, and psychological dynamics. Journal of Consumer Behaviour, 24(1), 44–57. https://doi.org/10.1002/cb.2405
  23. Shin, D. (2022). The actualization of meta affordances: Conceptualizing affordance actualization in the metaverse games. Computers in Human Behavior, 133, Article 107292. https://doi.org/10.1016/j.chb.2022.107292
  24. Vollero, A., Sardanelli, D., & Manoli, A. E. (2024). Exploring the influence of football fan tokens on engagement: A study on fans’ meaning, team brand identification, and co-creation mechanisms. Journal of Interactive Marketing. Advance online publication. https://doi.org/10.1177/10949968241305642
  25. Alsamh, M. H., Hawbani, A., Kumar, S., & Alsamhi, S. H. (2024). Multisensory Metaverse-6G: A new paradigm of commerce and education. IEEE Access, 12, 75657–75677. https://doi.org/10.1109/ACCESS.2024.3392838
  26. Marder, B., et al. (2024). What drives advertisers toward or away from immersive virtual spaces? Journal of Advertising Research, 64(3), 255–283. https://doi.org/10.2501/JAR-2024-020
  27. Papagiannidis, S., See-To, E., & Bourlakis, M. (2014). Virtual test-driving: The impact of simulated products on purchase intention. Journal of Retailing and Consumer Services, 21(5), 877–887. https://doi.org/10.1016/j.jretconser.2014.02.010
  28. Lee, H., & Cho, C.-H. (2023). Virtual brand experience in digital reality advertising: Conceptualization and measurement. Journal of Consumer Behaviour, 22(2), 300–313. https://doi.org/10.1002/cb.2126
  29. Batat, W. (2024). What does phygital really mean? A conceptual introduction to the phygital customer experience (PH-CX) framework. Journal of Strategic Marketing. Advance online publication. https://doi.org/10.1080/0965254X.2022.2059775
  30. McLean, G., & Wilson, A. (2019). Shopping in the digital world: Examining customer engagement through augmented reality mobile applications. Computers in Human Behavior, 101, 210–224. https://doi.org/10.1016/j.chb.2019.07.002
  31. Hsu, C.-L., & Chen, M.-C. (2018). How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role. Technological Forecasting and Social Change, 132, 118–129. https://doi.org/10.1016/j.techfore.2018.01.023
  32. Yoon, D., & Youn, S. (2016). Brand experience on the website: Its mediating role between perceived interactivity and relationship quality. Journal of Interactive Advertising, 16(1), 1–15. https://doi.org/10.1080/15252019.2015.1136249
  33. Fatma, S. (2014). Antecedents and consequences of customer experience management—A literature review and research agenda. International Journal of Business and Commerce, 3(6), 32–49.
  34. Jung, J., Yu, J., Seo, Y., & Ko, E. (2021). Consumer experiences of virtual reality: Insights from VR luxury brand fashion shows. Journal of Business Research, 130, 517–524. https://doi.org/10.1016/j.jbusres.2019.10.038
  35. Jeon, J.-E. (2023). Conceptualization and development of a scale for brand experience in extended reality. Global Business & Finance Review, 28(6), 1–22. https://doi.org/10.17549/gbfr.2023.28.6.1
  36. Hamzah, Z. L., Syed Alwi, S. F., & Othman, M. N. (2014). Designing corporate brand experience in an online context: A qualitative insight. Journal of Business Research, 67(11), 2299–2310. https://doi.org/10.1016/j.jbusres.2014.06.018
  37. Stein, A., & Ramaseshan, B. (2016). Towards the identification of customer experience touch point elements. Journal of Retailing and Consumer Services, 30, 8–19. https://doi.org/10.1016/j.jretconser.2015.12.001
  38. Flanagan, J. C. (1954). The critical incident technique. Psychological Bulletin, 51(4), 327–358. https://doi.org/10.1037/h0061470
  39. Edvardsson, B. (1992). Service breakdowns: A study of critical incidents in an airline. International Journal of Service Industry Management, 3(4), 17–29. https://doi.org/10.1108/09564239210019450
  40. Dubey, V. (n.d.). Global metaverse gaming market report overview. Congruence Market Insights. Retrieved February 3, 2026, from https://www.congruencemarketinsights.com/report/metaverse-gaming-market
  41. Antom. (n.d.). Thailand gaming & payment trends report: Unveiling Southeast Asia’s second-largest gaming market. Ant International. Retrieved February 3, 2026, from https://knowledge.antom.com/thailand-gaming-payment-trends-report-unveiling-southeast-asias-second-largest-gaming-market
  42. Pangarkar, T. (n.d.). Metaverse statistics by new technology in virtual space. Market.us Scoop. Retrieved January 29, 2026, from https://scoop.market.us/metaverse-statistics/
  43. GMO Research & AI. (n.d.). Metaverse adoption trends in Southeast Asia: A comprehensive market analysis of Indonesia, Philippines, Malaysia, and Thailand. Retrieved January 29, 2026, from https://gmo-research.ai/en/resources/studies/2025-study-metaverse-southeastasia
  44. Niko Partners. (n.d.). Leveling the playing field for women in gaming across Asia and MENA. Retrieved January 29, 2026, from https://nikopartners.com/leveling-the-playing-field-for-women-in-gaming/
  45. Gremler, D. D. (2004). The critical incident technique in service research. Journal of Service Research, 7(1), 65–89. https://doi.org/10.1177/1094670504266138
  46. Lockwood, A. (1994). Using service incidents to identify quality improvement points. International Journal of Contemporary Hospitality Management, 6(1/2), 75–80. https://doi.org/10.1108/09596119410052170
  47. Payal, R., Sharma, N., & Dwivedi, Y. K. (2024). Unlocking the impact of brand engagement in the metaverse on real-world purchase intentions: Analyzing pre-adoption behavior in a futuristic technology platform. Electronic Commerce Research and Applications, 65, Article 101381. https://doi.org/10.1016/j.elerap.2024.101381
  48. Hsieh, H.-F., & Shannon, S. E. (2005). Three approaches to qualitative content analysis. Qualitative Health Research, 15(9), 1277–1288. https://doi.org/10.1177/1049732305276687
  49. Voss, R., Gruber, T., & Reppel, A. (2010). Which classroom service encounters make students happy or unhappy? International Journal of Educational Management, 24(7), 615–636. https://doi.org/10.1108/09513541011080002
  50. Keaveney, S. M. (1995). Customer switching behavior in service industries: An exploratory study. Journal of Marketing, 59(2), 71–82. https://doi.org/10.1177/002224299505900206
  51. Puntoni, S. (2024). Already here: Metaverse in touch and sound. Journal of Consumer Psychology, 34(1), 174–176. https://doi.org/10.1002/jcpy.1358
  52. Cai, S., & Xu, Y. (2011). Designing not just for pleasure: Effects of web site aesthetics on consumer shopping value. International Journal of Electronic Commerce, 15(4), 159–188. https://doi.org/10.2753/JEC1086-4415150405
  53. Zhang, W., Leng, X., & Liu, S. (2023). Research on mobile impulse purchase intention in the perspective of system users during COVID-19. Personal and Ubiquitous Computing, 27(3), 665–673. https://doi.org/10.1007/s00779-020-01460-w
  54. Dam, A., Siddiqui, A., Leclercq, C., & Jeon, M. (2024). Taxonomy and definition of audio augmented reality (AAR): A grounded theory study. International Journal of Human-Computer Studies, 182, Article 103179. https://doi.org/10.1016/j.ijhcs.2023.103179
  55. Gilbert, S. B. (2017). Perceived realism of virtual environments depends on authenticity. Presence, 25(4), 322–324. https://doi.org/10.1162/PRES_a_00276
  56. Skarbez, R., Neyret, S., Brooks, F. P., Slater, M., & Whitton, M. C. (2017). A psychophysical experiment regarding components of the plausibility illusion. IEEE Transactions on Visualization and Computer Graphics, 23(4), 1369–1378. https://doi.org/10.1109/TVCG.2017.2657158
  57. Chan, S. H. M., Qiu, L., & Xie, T. (2023). Understanding experiences in metaverse: How virtual nature impacts affect, pro-environmental attitudes, and intention to engage with physical nature. Computers in Human Behavior, 149, Article 107926. https://doi.org/10.1016/j.chb.2023.107926
  58. Felnhofer, A., et al. (2015). Is virtual reality emotionally arousing? Investigating five emotion inducing virtual park scenarios. International Journal of Human-Computer Studies, 82, 48–56. https://doi.org/10.1016/j.ijhcs.2015.05.004
  59. Pizzolante, M., et al. (2023). Awe in the metaverse: Designing and validating a novel online virtual-reality awe-inspiring training. Computers in Human Behavior, 148, Article 107876. https://doi.org/10.1016/j.chb.2023.107876
  60. Flavián, C., Ibáñez-Sánchez, S., Orús, C., & Barta, S. (2024). The dark side of the metaverse: The role of gamification in event virtualization. International Journal of Information Management, 75, Article 102726. https://doi.org/10.1016/j.ijinfomgt.2023.102726
  61. Watson, D., & Stanton, K. (2017). Emotion blends and mixed emotions in the hierarchical structure of affect. Emotion Review, 9(2), 99–104. https://doi.org/10.1177/1754073916639659
  62. Andreini, D., Pedeliento, G., Zarantonello, L., & Solerio, C. (2019). Reprint of “A renaissance of brand experience: Advancing the concept through a multi-perspective analysis.” Journal of Business Research, 96, 355–365. https://doi.org/10.1016/j.jbusres.2018.05.047
  63. Kim, W. B., & Choo, H. J. (2023). How virtual reality shopping experience enhances consumer creativity: The mediating role of perceptual curiosity. Journal of Business Research, 154, Article 113378. https://doi.org/10.1016/j.jbusres.2022.113378
  64. Bousba, Y., & Arya, V. (2022). Let’s connect in metaverse. Brand’s new destination to increase consumers’ affective brand engagement & their satisfaction and advocacy. Journal of Content, Community & Communication, 15(8), 276–293. https://doi.org/10.31620/JCCC.06.22/19
  65. Park, S., & Kim, S. (2022). Identifying world types to deliver gameful experiences for sustainable learning in the metaverse. Sustainability, 14(3), Article 1361. https://doi.org/10.3390/su14031361
  66. Park, H., & Lim, R. E. (2023). Fashion and the metaverse: Clarifying the domain and establishing a research agenda. Journal of Retailing and Consumer Services, 74, Article 103413. https://doi.org/10.1016/j.jretconser.2023.103413
  67. Hyundai Motor Company. (n.d.). Hyundai Motor vitalizes future mobility in Roblox metaverse space, Hyundai Mobility Adventure. Hyundai Newsroom. Retrieved January 29, 2026, from https://www.hyundai.news/eu/articles/press-releases/hyundai-vitalizes-future-mobility-in-roblox-metaverse-space.html
  68. Mahdjoubi, L., Hao Koh, J., & Moobela, C. (2014). Effects of interactive real-time simulations and humanoid avatars on consumers’ responses in online house products marketing. Computer-Aided Civil and Infrastructure Engineering, 29(1), 31–46. https://doi.org/10.1111/j.1467-8667.2012.00775.x
  69. Lee, L.-H., Braud, T., Zhou, P. Y., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., Hui, P. (2024). All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda. Foundations and Trends in Human-Computer Interaction, 18(2–3), 100–337. https://doi.org/10.1561/1100000095
  70. Klein, L. R. (2003). Creating virtual product experiences: The role of telepresence. Journal of Interactive Marketing, 17(1), 41–55. https://doi.org/10.1002/dir.10046
  71. Weech, S., Kenny, S., & Barnett-Cowan, M. (2019). Presence and cybersickness in virtual reality are negatively related: A review. Frontiers in Psychology, 10, Article 158. https://doi.org/10.3389/fpsyg.2019.00158
  72. Smith, S. A. (2019). Virtual reality in episodic memory research: A review. Psychonomic Bulletin & Review, 26(4), 1213–1237. https://doi.org/10.3758/s13423-019-01605-w
  73. Shin, S., Koo, C., Kim, J., & Gursoy, D. (2024). Effects of metaverse experience on behavioral intention of visitors: Moderating role of similarity between virtual and real experience. International Journal of Contemporary Hospitality Management, 36(12), 4055–4073. https://doi.org/10.1108/IJCHM-10-2023-1567
  74. De Jaegher, H., Di Paolo, E., & Gallagher, S. (2010). Can social interaction constitute social cognition? Trends in Cognitive Sciences, 14(10), 441–447. https://doi.org/10.1016/j.tics.2010.06.009
  75. Sicilia, M., & Palazón, M. (2008). Brand communities on the internet. Corporate Communications: An International Journal, 13(3), 255–270. https://doi.org/10.1108/13563280810893643
  76. Muniz, A. M., Jr., & O’Guinn, T. C. (2001). Brand community. Journal of Consumer Research, 27(4), 412–432. https://doi.org/10.1086/319618
  77. Willett, W., et al. (2022). Perception! Immersion! Empowerment! Superpowers as inspiration for visualization. IEEE Transactions on Visualization and Computer Graphics, 28(1), 22–32. https://doi.org/10.1109/TVCG.2021.3114844
  78. Khatibi, M. (2023). Empowerment through virtual reality: The capabilities of virtual environments in inspiring empathy, immersion, and empowerment. Proceeding of the International Conference on Arts and Humanities, 9(1). https://doi.org/10.17501/23572744.2022.9108
  79. Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. https://doi.org/10.1037/a0019440
  80. Jung, Y., & Pawlowski, S. D. (2014). Virtual goods, real goals: Exploring means-end goal structures of consumers in social virtual worlds. Information & Management, 51(5), 520–531. https://doi.org/10.1016/j.im.2014.03.002
  81. Yung, R., Le, T. H., Moyle, B., & Arcodia, C. (2022). Towards a typology of virtual events. Tourism Management, 92, Article 104560. https://doi.org/10.1016/j.tourman.2022.104560
  82. Lee, E.-J., Park, S., Lee, W., & Kim, H. S. (2024). Identity experiment in the metaverse: Making sense of Zepeto users’ avatar use. International Journal of Communication, 18, 3284–3291.
  83. Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299.x
  84. Ashcroft, O. S. (2024). Empowerment in virtual worlds: The influence of female hero characters on player self-identity. Journal of Research in Social Science and Humanities, 3(7), 58–68. https://doi.org/10.56397/JRSSH.2024.07.07
  85. Chan, G. H. (2020). Application and effectiveness of play therapy using an online-game intervention for hidden youth. The British Journal of Social Work, 50(7), 2116–2134. https://doi.org/10.1093/bjsw/bcz129
  86. Perroud, B., Régnier, S., Kemeny, A., & Mérienne, F. (2019). Model of realism score for immersive VR systems. Transportation Research Part F: Traffic Psychology and Behaviour, 61, 238–251. https://doi.org/10.1016/j.trf.2017.08.015
  87. Burke, J. (n.d.). Reintroducing the Open Metaverse OS paper. Outlier Ventures. Retrieved June 20, 2022, from https://outlierventures.io/research/the-open-metaverse-os/
  88. Radoff, J. (n.d.). The metaverse value-chain. Medium. Retrieved August 8, 2022, from https://medium.com/building-the-metaverse/the-metaverse-value-chain-afcf9e09e3a7