Introduction of Metaverse in business
dc.contributor.author | Mishra, U. | |
dc.contributor.author | Jayawardena, Nirma S. | |
dc.date.accessioned | 2024-11-27T11:56:21Z | |
dc.date.accessioned | 2024-12-02T10:23:09Z | |
dc.date.available | 2024-11-27T11:56:21Z | |
dc.date.available | 2024-12-02T10:23:09Z | |
dc.date.issued | 2024-12 | |
dc.identifier.citation | Mishra U and Jayawardena NS (2024) Introduction of Metaverse in business. In: Krishnan C, Behl A, Dash S et al (Eds.) The Metaverse dilemma: Challenges and opportunities for business and society. Leeds: Emerald Publishing Limited. pp 3-12. | en_US |
dc.identifier.uri | http://hdl.handle.net/10454/20157 | |
dc.description | Yes | en_US |
dc.description.abstract | It has become obvious to companies that the metaverse may help maximize profits. The purpose of this chapter is to describe the uses and possibilities of metaverse-based virtual and augmented reality technologies in the future. Brands can now engage with customers at a completely new level of interaction through Metaverse, which cannot be achieved within current marketing channels. Immersive XR environments may require decision makers to reexamine customer journeys, demographic characteristics, and customer personas. The main purpose of this chapter is to present an overview of metaverse applications. Further this section reveals the ways in which the business and education industry can benefit through metaverse applications. Additionally, this section reveals the real-world applications of technology in metaverse for avatar, gaming, and prospects. Finally, this chapter sheds light on the academics and practitioners by showing how metaverse elements can contribute for business processes. | en_US |
dc.language | en | |
dc.language.iso | en | en_US |
dc.publisher | Emerald | |
dc.rights | © 2025 Udgam Mishra and Nirma Sadamali Jayawardena. This author accepted manuscript is deposited under a Creative Commons Attribution Non-commercial 4.0 International (CC BY-NC) licence. This means that anyone may distribute, adapt, and build upon the work for non-commercial purposes, subject to full attribution. If you wish to use this manuscript for commercial purposes, please contact permissions@emerald.com.' | en_US |
dc.subject | Metaverse | en_US |
dc.subject | Luxury | en_US |
dc.subject | Business | en_US |
dc.subject | Advertising | en_US |
dc.subject | Education | en_US |
dc.subject | Avatar | en_US |
dc.subject | Gaming elements | en_US |
dc.title | Introduction of Metaverse in business | en_US |
dc.status.refereed | Yes | en_US |
dc.date.application | 2024-12-02 | |
dc.type | Article | en_US |
dc.type.version | Accepted manuscript | en_US |
dc.identifier.doi | https://doi.org/10.1108/978-1-83797-524-220241001 | en_US |
dc.rights.license | CC-BY-NC | en_US |
dc.date.updated | 2024-11-27T11:56:23Z | |
refterms.dateFOA | 2024-12-02T10:25:27Z | |
dc.openaccess.status | openAccess | en_US |
dc.date.accepted | 2024 |