| 000 | 02513cam a2200253 4500500 | ||
|---|---|---|---|
| 005 | 20251012014411.0 | ||
| 041 | _afre | ||
| 042 | _adc | ||
| 100 | 1 | 0 |
_aReiter, Alan _eauthor |
| 700 | 1 | 0 |
_a Mouline, Jean-Pierre _eauthor |
| 700 | 1 | 0 |
_a Yildiz, Hélène _eauthor |
| 245 | 0 | 0 | _aMetaverse recommendation in VR: The central role of satisfaction during the embodied user experience |
| 260 | _c2025. | ||
| 500 | _a15 | ||
| 520 | _aResearch 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 | _aintention to recommend | ||
| 690 | _ametaverse | ||
| 690 | _aperceived flow | ||
| 690 | _aperceived pleasure | ||
| 690 | _asatisfaction | ||
| 690 | _avirtual reality | ||
| 786 | 0 | _nDécisions Marketing | 119 | 3 | 2025-10-01 | p. 149-165 | 0779-7389 | |
| 856 | 4 | 1 | _uhttps://shs.cairn.info/journal-decisions-marketing-2025-2-page-149?lang=en&redirect-ssocas=7080 |
| 999 |
_c1530994 _d1530994 |
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