Call for Chapters: Cases on Metaverse and Consumer Experiences

Editors

Maria Rodrigues, CEOS.PP, ISCAP, Polytechnic of Porto, Portugal
Maria Amélia Machado Carvalho, CEOS.PP, ISCAP, Polytechnic of Porto, Portugal
Joaquim Pratas, CEOS.PP, ISCAP, Polytechnic of Porto, Portugal

Call for Chapters

Proposals Submission Deadline: June 30, 2024
Full Chapters Due: October 13, 2024
Submission Date: October 13, 2024

Introduction

From the evolution of the internet and as a consequence of the development of the digital world, the metaverse emerges. Metaverse is the combination of the word ‘meta’ (implying transcending) and the word ‘universe’, describing a hypothetical synthetic environment linked to the physical world (Lee et al., 2022). The metaverse can also be defined as a new plane of existence (Knox, 2022), where the physical and virtual worlds blend (Riva & Wiederhold, 2022). The technology involved in the metaverse has evolved significantly with the use of virtual reality (VR), augmented reality (AR), extended reality (XR), holograms, headsets, and haptic gloves, allowing users immersive experiences with high levels of interaction (Dwivedi, 2022). Although the term is becoming established and popularized, the concept was first introduced in the novel "Snow Crash" by author Neal Stephenson, published in 1992. In the novel, Stephenson defines the metaverse as a virtual environment of VR and AR parallel to the physical world, in which users interact through avatars (Joshua, 2017 and Lee et al., 2021). Although the initial applications of the metaverse were in computer games composed of virtual worlds, where gaming companies competed to offer unique experiences to their users, the recognition of the metaverse as the future of the internet began to attract attention from other sectors (Narin, 2021). The metaverse has become an enormous potential for companies to reinvent or adapt their business models and interact with consumers. From education to healthcare, from leisure to tourism, hospitality, and retail, there are many sectors where the metaverse is being studied and holds enormous potential for development (see for example Chanda et al., 2024, Dhingra & Abhishek, 2024, Donvito et al., 2024, Kılıçarslan et al., 2024, Nguyen & Voznak, 2024, Pratas, 2023 and Wu et al., 2024,). Is projected the Metaverse market to reach a value of US$74.4bn in 2024 and US$507.8bn, in 2030 (Statista, 2024). By 2030, the number of users in the Metaverse market is expected to reach 2,633.0m users (Statista, 2023). In the specific context of marketing, the metaverse offers managers various opportunities related to the development of new business models, market research, creation of new experiences, new value propositions, new forms of communication, new opportunities for interaction with consumers, and new challenges related to understanding consumer behavior (Diogo & Veiga, 2022 and Yadav et al., 2024). Once the strategy is defined, it becomes equally relevant to measure the return on investment in the metaverse. As a current and cutting-edge topic, there are several challenges posed to produce knowledge and better understand the phenomenon of the Metaverse in its multiple dimensions, particularly in marketing and consumers (Crespo-Pereira, 2023 and Rosário et al., 2023). As Petit et al. (2022) note, “Younger generations, more interested in the experience and the possession of virtual objects than physical ones, promote the virtues of the metaverse. The appearance of the metaverse will modify consumer behavior and policy-making”. Therefore, it is necessary to study these changes.

Objective

This book aims to present a set of real cases, methodologically based on academic perspectives, that exemplify the use of the metaverse in companies' marketing, in the development of new businesses, or the creation of new consumer experiences. The specific objectives highlighted are as follows: • demonstrate how the metaverse can impact or transform business models • understand how the metaverse contributes to the creation of new commercial proposals and the development of new products • perceive how the metaverse can improve consumer experience and interaction with the brand • explain consumer profile and behavior in the metaverse • comprehend how the metaverse can be used to enhance communication with the brand's consumers, community, and employees • Understand how companies address ethical issues, and ensure consumer privacy, and security in the metaverse. • Provide examples of ways to measure return on investment in the metaverse • Present and analyze the brand's negative experiences in the context of the metaverse.

Target Audience

The target audience of this book is managers, students, and researchers in the field of metaverse marketing. The content of this book will enable the audience to understand and discuss real cases of the application of the metaverse in the specific context of marketing, in the development of new business models, and/or in the creation of new consumer experiences.

Recommended Topics

• News business models based on metaverse • Use of metaverse to develop new customer experiences • Use of metaverse in health services • Use of metaverse in retail services • Use of metaverse in leisure services • Use of metaverse in gaming companies • Use of metaverse in tourism and hospitality services • Use of metaverse in education • Use of metaverse in marketing • Use of metaverse to communicate • Use of metaverse to develop new products • Measure the ROI of the metaverse • VR, AR, XR • Consumer behavior and metaverse • Ethical and privacy considerations in the metaverse

Submission Procedure

Researchers and practitioners are invited to submit on or before June 30, 2024, a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter. Authors will be notified by July 14, 2024 about the status of their proposals and sent chapter guidelines.Full chapters are expected to be submitted by October 13, 2024, and all interested authors must consult the guidelines for manuscript submissions at https://www.igi-global.com/publish/contributor-resources/before-you-write/ prior to submission. All submitted chapters will be reviewed on a double-anonymized review basis. Contributors may also be requested to serve as reviewers for this project.

Note: There are no submission or acceptance fees for manuscripts submitted to this book publication, Cases on Metaverse and Consumer Experiences. All manuscripts are accepted based on a double-anonymized peer review editorial process.

All proposals should be submitted through the eEditorial Discovery® online submission manager.



Publisher

This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), an international academic publisher of the "Information Science Reference" (formerly Idea Group Reference), "Medical Information Science Reference," "Business Science Reference," and "Engineering Science Reference" imprints. IGI Global specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit https://www.igi-global.com. This publication is anticipated to be released in 2025.



Important Dates

June 30, 2024: Proposal Submission Deadline
July 14, 2024: Notification of Acceptance
October 13, 2024: Full Chapter Submission
December 15, 2024: Review Results Returned
January 26, 2025: Final Acceptance Notification
February 9, 2025: Final Chapter Submission



Inquiries

Maria Rodrigues
CEOS.PP, ISCAP, Polytechnic of Porto
mar@iscap.ipp.pt

Maria Amélia Machado Carvalho
CEOS.PP, ISCAP, Polytechnic of Porto
ameliacarvalho@iscap.ipp.pt

Joaquim Pratas
CEOS.PP, ISCAP, Polytechnic of Porto
jmpratas@iscap.ipp.pt



Classifications


Business and Management
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