Effects of Immersive Experience in the Branded Metaverse

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Authors: Fuyuan Shen, Heather Shoenberger, Ryan Tan, BL Zhang, Zihang E
Cited by: 2
References: 57

Abstract

With the growing number of brands entering the metaverse, the influence of consumer interactions on brand-related attitudes and behaviors remains understudied. To address this gap, we conducted an experiment involving participants who used the Meta Quest 2 headset to interact with objects or products in a branded metaverse. Our findings revealed that presence positively impacted brand attitudes and enjoyment, whereas cybersickness had a negative effect. Importantly, enjoyment mediated the effects of presence and cybersickness on attitudes toward both the brand and the immersive experience as well as behavioral intentions. These results offer valuable insights for both theoretical understanding and practical application of interactive brand engagement in the metaverse.

Fields of Study & Subjects

Diverse Topics in Contemporary Research Virtual Reality Applications and Impacts Education and Learning Interventions

Publication details

Journal / source
Journal of Interactive Advertising
Publisher
Informa UK Limited
Volume
26
Issue
2
Pages
119–133
Publication date
3 April 2026
Language
EN