Analysis explores immersive environments and customer experience in the metaverse and web3, suggesting new marketing avenues.
In the context of the metaverse and Web3, we have a novel set of immersive, decentralised, and interactive environments for its interaction with customers and audiences by marketers. This work represents how AR, VR, blockchain, and AI affect conventional marketing approaches. It speaks of changes such as e-stores and NFTs, the gamification, all to optimize traditional environments and design lively clients’ experiences. They recommend consumer behaviour analysis, ethical concerns, and diversity within the Metaverse as the future research agendas for this research. It analyses Decentraland and The Sandbox as immersive platforms, virtual commerce, and ‘gamification’ of marketing, and more, as immersive models. Customer Experience 3.0 demonstrates that through advanced technologies, organisations can reimagine customer engagements and generate value by turning clients into fans. This paper also seeks to provide orientation to the marketers in a positive way while unveiling opportunities and threats within the metaverse in which it lays down its foundation as a crucial aspect of the future of marketing and consumer research.
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Abhishek Rajan (2025) studied this question.
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