Due to the COVID-19 pandemic that began in 2020, non-face-to-face life has become the norm, and the restrictions on offline activities have changed not only home, school, and work environments but also society as a whole, such as performances, travel,...
Due to the COVID-19 pandemic that began in 2020, non-face-to-face life has become the norm, and the restrictions on offline activities have changed not only home, school, and work environments but also society as a whole, such as performances, travel, and shopping. Due to the long-lasting COVID-19 crisis, the demand for offline experiences has increased online, and the metaverse gained unprecedented popularity.
Metaverse is a concept that first appeared in the novel by American science fiction writer Neal Stephenson in 1992. It is a compound word of “Meta,” which means “virtual” and “beyond,” and “universe,” which refers to a three-dimensional (3D) virtual world where economic, cultural, and social activities like the real world take place.
Since the outbreak of COVID-19, many studies related to the metaverse have been conducted, but research on the promotion content of brands in the metaverse hasn’t been sufficiently carried out.
Accordingly, this study conducted a theoretical study on the immersion and continuous use intent of experiential promotion contents in the metaverse, using domestic and overseas papers, literature, and publications. Also, focusing on Zepeto, a representative metaverse platform in Korea, brands that collaborated with Zepeto were divided into categories of “distribution,” “fashion,” “entertainment,” and “tourism,” and one promotion content was selected for each category to conduct case analysis on experience and gamification elements. In addition, through Google Forms, a survey was conducted on “immersion” in the promotion content of the Zepeto experience and “continuous use intent.”
The results of the study were as follows. First, the case analysis showed that the gamification elements common among the four experiential elements were “relationship” and “challenge.” Within Zepeto, users interact with each other through the community, influencing engagement by creating bonds. And the “challenging” quests affect the immersion through the active participation of users and motivation to achieve goals.
Second, as a result of research question 1, the gamification factors that positively affects immersion are “relationship”, “challenge”, and “achievement". In detail, in distribution experience promotion content, “achievement” and “relationship” are factors that have a positive effect on immersion, and in fashion experience promotion contents and entertainment experience promotion contents, “relationship” is a factor that has a positive effect on immersion. In tourism experience promotion contents, “challenge” had a positively affects on immersion. The gamification factors that positively affected immersion were in the order of “relationship,” “challenge,” and “achievement.”
Third, as a result of research question 2, the hypothesis that immersion in retail, fashion, entertainment, and tourism experience promotion content will have a positive effect on the continuous use intent was fully adopted. This implies that studying ways to maximize the experience element of metaverse marketing is necessary. As one of the methods, as shown in the research results presented above, it is believed that marketing activities can be carried out effectively if promotion content is produced in consideration of the “relationship” of experiential promotion content, that is, the community that can increase interaction.
This study proposes the following direction of metaverse experience promotion content based on case analysis and survey results on user immersion and continuous use intent. Currently, brands in various fields are collaborating with Zepeto, a metaverse platform, as marketing means, but for more effective marketing, it is necessary to use the results of this study to produce experiential promotion content in the metaverse that can be selected by users to improve the quality of content and use it as a means to actively promoting the brand.
This study has significance in that it studies the continuous use intent of metaverse experience promotion content but has the following limitations. First, since the research was limited to Zepeto among metaverse platforms, the characteristics of the experiential promotion content shown as a result of the research do not represent all metaverse platforms. Second, generalization cannot be made due to the small number of samples. In addition, the proportion of people in their 20s was higher than other age groups, so future studies will need to set up questionnaires that are more in line with Zepeto’s primary users. These factors should be supplemented by further research.
The results presented in this study can be used as basic data to strengthen the marketability of brands and be effectively used in marketing.