Abstract
A virtual digital environment is created using the metaverse, which also connects the real world. The existence of information technology allows us to do new tasks or carry out routine tasks more effectively. The extended reality, or "metaverse, " allows for new kinds of captivating telepresence but may also make mundane activities easier. These technologies help us in our employment, education, healthcare, consumption, and entertainment more and more, but they also present a number of obstacles. The concerns discussed in this chapter are why and will customers adopt the fully immersive territory for various activities like shopping and purchasing any products including bank products.
| Original language | English |
|---|---|
| Title of host publication | Handbook of Research on Consumer Behavioral Analytics in Metaverse and the Adoption of a Virtual World |
| Publisher | IGI Global |
| Pages | 113-129 |
| Number of pages | 17 |
| ISBN (Electronic) | 9781668470312 |
| ISBN (Print) | 9781668470299 |
| DOIs | |
| Publication status | Published - 05-04-2023 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 12 Responsible Consumption and Production
All Science Journal Classification (ASJC) codes
- General Computer Science
- Economics, Econometrics and Finance(all)
- General Business,Management and Accounting
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