A New Era for Technology: How the Metaverse Will Transform Retail
DOI:
https://doi.org/10.47611/jsrhs.v12i3.5104Keywords:
Business, Marketing, Marketing Communications, Computer Science, Metaverse, AI, Artificial IntelligenceAbstract
The current state of metaverse implementation within the marketing industry is gaining popularity as reachable technologies and visions for the metaverse are created, media coverage on the topic becomes widespread, and the demand for the metaverse increases due to the influence of recent world events. The future possibilities and opportunities of the metaverse as the next revolutionary platform after the internet makes the metaverse an increasingly important topic for retailers and businesses. Due to the unique characteristics of a metaverse, a platform which incorporates both the virtual and physical aspects of retail, marketers should create a marketing strategy in the metaverse oriented around a “retail theater” experience for consumers. Using a retail theater, marketers will be able to attract consumers to their metaverse store, by allowing them to have a unique and enjoyable shopping experience. A deep understanding of consumer preference of the target market in the metaverse is necessary in order to increase consumer adoption of the new interface technology and to compensate for factors of consumer dissatisfaction regarding the current retail environment. The current paper aims to review and connect the literature regarding retail and the metaverse through deductive content analysis and research. By means of building upon and connecting literature regarding the metaverse and marketing communications, the paper proposes an effective marketing strategy in the metaverse for businesses. The proposed strategy may serve as a framework for future research as well as a guide for marketing professionals looking to expand retail into the metaverse platform.
Downloads
References or Bibliography
Alba, Joseph W. and J. Wesley Hutchinson (1987), “Dimensions of Consumer Expertise,” Journal of Consumer Research, 13 (4), 411–54. Allenby, Greg and Dominique Hanssens (2005), “Advertising Response,” Special Report No. 05-200, Marketing Science
Baron, S., K. Harris, et al. (2001). Retail theater: The intended effect of the performance. Journal of Service Research, 4(2): 102-117.
Bourlakis, Michael, et al. “Retail Spatial Evolution: Paving the Way from Traditional to Metaverse Retailing.” Retail Spatial Evolution: Paving the Way from Traditional to Metaverse Retailing, Springer US, 10 Mar. 2009, https://link.springer.com/article/10.1007%2Fs10660-009-9030-8#citeas.
Burke, Raymond R. “Technology and the CUSTOMER Interface: What Consumers Want in the Physical and Virtual Store - Raymond R. Burke, 2002.” Technology and the Customer Interface: What Consumers Want in the Physical and Virtual Store, Indiana University, 1 Oct. 2002, https://journals.sagepub.com/doi/abs/10.1177/009207002236914?casa_token=z7ZgMJFA-FAAAAAA%3Ao2dPptYQVWg_yfhOZ83XBlb1kVJERSecS3lfLlgFbvWOyg4wjMlP0ZfYFb5Shl7CmFQGcYgVT0vl0A&.
Cline, Ernest. Ready Player One. Century, 2011.
Duan, Haihan. “Metaverse for Social Good: A University Campus ... - Arxiv.org.” Metaverse for Social Good: A University Campus Prototype, 17 Oct. 2021, https://arxiv.org/pdf/2108.08985.pdf.
Han, Jeongmin, et al. “Analysis of Metaverse Platform as a New Play ... - Ceur-Ws.org.” Analysis of Metaverse Platform as a New Play Culture: Focusing on Roblox and ZEPETO, 2009, http://ceur-ws.org/Vol-3026/paper3.pdf.
Keller, Kevin Lane. “Unlocking the Power of Integrated Marketing Communications: How Integrated Is Your IMC Program?” Journal of Advertising, vol. 45, no. 3, 2016, pp. 286–301., https://doi.org/10.1080/00913367.2016.1204967.
Kim , Jooyoung. “Advertising in the Metaverse: Research Agenda.” Taylor & Francis, 10 Dec. 2021, https://www.tandfonline.com/doi/full/10.1080/15252019.2021.2001273.
Kotler, Philip, et al. Marketing Management. Pearson Education, 1967.
Meuter, Matthew L., Amy L. Ostrom, Robert I. Roundtree, and Mary Jo Bitner. 2000. “Self-Service Technologies: Understanding Customer Satisfaction With Technology-Based Service Encounters.” Journal of Marketing 64 (3): 50-64.
Mystakidis, S. Metaverse. Encyclopedia 2022, 2, 486–497. https://doi.org/10.3390/encyclopedia2010031
Papadopoulou, P. (2006). Applying virtual reality for trust-building e-commerce environments. Virtual Reality, 11(2–3), 107–127. https://doi.org/10.1007/s10055-006-0059-x
Papagiannidis, Savvas, et al. “Staging the New Retail Drama: At a Metaverse Near You!” Journal For Virtual Worlds Research, vol. 2, no. 5, 2010, https://doi.org/10.4101/jvwr.v2i5.808.
Stephen, Andrew T, and Jeff Galak. “The Effects of Traditional and Social Earned Media on Sales: A Study of a Microlending Marketplace.” Journal of Marketing Research, 1 Oct. 2012, https://journals.sagepub.com/doi/abs/10.1509/jmr.09.0401.
Stephenson, Neal. Snow Crash. Rizzoli, 1992.
Zeithaml, Valarie and Mary C. Gilly. 1987. “Characteristics Affecting the Acceptance of Retailing Technologies: A Comparison of Elderly and Nonelderly Consumers.” Journal of Retailing 63 (1): 49-68.
Published
How to Cite
Issue
Section
Copyright (c) 2023 Elain Park, Satya Maddirala ; Paul Eckert
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Copyright holder(s) granted JSR a perpetual, non-exclusive license to distriute & display this article.