Influencer Marketing Applications Within the Metaverse

Influencer Marketing Applications Within the Metaverse
Author :
Publisher : IGI Global
Total Pages : 353
Release :
ISBN-10 : 9781668489000
ISBN-13 : 1668489007
Rating : 4/5 (007 Downloads)

Book Synopsis Influencer Marketing Applications Within the Metaverse by : Bansal, Rohit

Download or read book Influencer Marketing Applications Within the Metaverse written by Bansal, Rohit and published by IGI Global. This book was released on 2023-05-22 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The metaverse is an immersive digital world that combines augmented reality (AR) and virtual reality (VR) to allow people to interact online as if they were in the physical world. While everything in the metaverse doesn’t exist in the physical world, it still offers unique opportunities for customers to experience your brand. The metaverse is free from physical limitations, presenting a novel opportunity for brands. Just as e-commerce revolutionized the way people shop, so could the metaverse. And by taking advantage of the metaverse's ability to bridge the gap between physical and virtual commerce, brands can use it to enrich their consumers' shopping experiences. To be successful, brands must quickly learn from mistakes and build on successful campaigns to stand out. The metaverse is data-driven, and marketers can use this in creating their growth strategies. Because growth marketing involves continuous experimentation and testing, brands can use this virtual world as their stomping ground to analyze their various marketing campaigns and observe consumer behavior. Influencer Marketing Applications Within the Metaverse explores how enterprises experimenting with the metaverse can connect, engage with, and incentivize human and machine customers to create new value exchanges, revenue streams, and markets. The book examines how brands can enrich their consumers’ shopping experiences by taking advantage of the metaverse's ability to bridge the gap between physical and virtual commerce. Covering topics such as augmented and virtual reality, customer experience, and gamification, this book is ideal for marketing practitioners, researchers, undergraduate and postgraduate students, non-government and government organizations, and more.


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