Metaverse recommendation in VR: The central role of satisfaction during the embodied user experience (notice n° 1530994)

détails MARC
000 -LEADER
fixed length control field 02513cam a2200253 4500500
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20251012014411.0
041 ## - LANGUAGE CODE
Language code of text/sound track or separate title fre
042 ## - AUTHENTICATION CODE
Authentication code dc
100 10 - MAIN ENTRY--PERSONAL NAME
Personal name Reiter, Alan
Relator term author
245 00 - TITLE STATEMENT
Title Metaverse recommendation in VR: The central role of satisfaction during the embodied user experience
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Date of publication, distribution, etc. 2025.<br/>
500 ## - GENERAL NOTE
General note 15
520 ## - SUMMARY, ETC.
Summary, etc. Research objectives The VR metaverse is an immersive virtual universe where people gather to play, share, and collaborate. However, to the best of our knowledge, the current literature does not examine the process that could lead users to recommend this new VR universe. The VR metaverse redefines how individuals interact with the virtual world through the mechanism of virtual embodiment. This study seeks to deepen the understanding of how virtual embodiment shapes the user’s experience and motivates them to recommend the VR metaverse. Methodology To investigate the process that motivates users to recommend the VR metaverse, our research employs a quantitative empirical approach. We collected data from a sample of 366 players across two different VR environments. Results The results of the study show that virtual embodiment significantly influences the intention to recommend the VR metaverse. When individuals immerse themselves in this virtual world, embodiment reinforces their perceived pleasure, perceived flow and satisfaction. This satisfaction triggers recommendation behavior for the VR metaverse. Managerial implications Our results encourage metaverse professionals to create more anthropomorphic universes to enhance virtual embodiment, thereby increasing users’ likelihood to recommend these environments. Originality To the best of our knowledge, this study is the first to propose an integrative model aimed at understanding the mechanism that leads to the recommendation of metavers in VR. No other study proposes this angle of analysis in the field of metavers. And yet, recommendation is essential to ensure optimal dissemination of this new virtual world.
690 ## - LOCAL SUBJECT ADDED ENTRY--TOPICAL TERM (OCLC, RLIN)
Topical term or geographic name as entry element intention to recommend
690 ## - LOCAL SUBJECT ADDED ENTRY--TOPICAL TERM (OCLC, RLIN)
Topical term or geographic name as entry element metaverse
690 ## - LOCAL SUBJECT ADDED ENTRY--TOPICAL TERM (OCLC, RLIN)
Topical term or geographic name as entry element perceived flow
690 ## - LOCAL SUBJECT ADDED ENTRY--TOPICAL TERM (OCLC, RLIN)
Topical term or geographic name as entry element perceived pleasure
690 ## - LOCAL SUBJECT ADDED ENTRY--TOPICAL TERM (OCLC, RLIN)
Topical term or geographic name as entry element satisfaction
690 ## - LOCAL SUBJECT ADDED ENTRY--TOPICAL TERM (OCLC, RLIN)
Topical term or geographic name as entry element virtual reality
700 10 - ADDED ENTRY--PERSONAL NAME
Personal name Mouline, Jean-Pierre
Relator term author
700 10 - ADDED ENTRY--PERSONAL NAME
Personal name Yildiz, Hélène
Relator term author
786 0# - DATA SOURCE ENTRY
Note Décisions Marketing | 119 | 3 | 2025-10-01 | p. 149-165 | 0779-7389
856 41 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier <a href="https://shs.cairn.info/journal-decisions-marketing-2025-2-page-149?lang=en&redirect-ssocas=7080">https://shs.cairn.info/journal-decisions-marketing-2025-2-page-149?lang=en&redirect-ssocas=7080</a>

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