Reinterpreting Brand Experience Stimuli through Virtual Space Avatars and Metaverse Co-Creation

Authors

  • Caesar Achmad Firjaun Faqih Aziz Institut Teknologi Bandung
  • Banung Grahita Institut Teknologi Bandung

DOI:

https://doi.org/10.33050/hecg6241

Keywords:

Metaverse, Brand Experience, Cyberspace, Immersive Media

Abstract

The transformation of digital spaces into three-dimensional virtual ecosystems, widely known as the metaverse, has fundamentally reshaped the paradigm of brand experience from traditional visual narrative communication into participatory, immersive, and multisensory engagement. This study aims to reinterpret and extend the conventional understanding of brand experience by identifying the key stimuli that shape user interactions within virtual environments. Employing a qualitative exploratory approach based on the AEIOU framework (Activities, Environments, Interactions, Objects, and Users) and reflective thematic analysis, the research examined eight major metaverse platforms across five categories: game-based, social playground, VR-based, NFT-based, and event-based. The analysis revealed five primary dimensions that collectively construct brand experience in the metaverse: immersive presence, virtual space, avatar-mediated interaction, personalized virtual goods, and dynamic co-creation. These dimensions redefine the brand experience from a stimulus–response perspective into a participatory, socially driven relationship in which users actively co-create meaning, identity, and value with brands. The findings highlight how digital stimuli and multisensory interactions within metaverse spaces foster emotional attachment and brand engagement, offering both conceptual and managerial implications. From a theoretical standpoint, this research provides an initial framework for understanding brand experience in immersive digital environments, while practically, it guides marketers and brand strategists to design interactive, personalized, and community-oriented branding initiatives. Ultimately, the study opens new opportunities for future research to empirically examine the link between metaverse-based experiences, user perception, and brand outcomes such as trust, attachment, and loyalty within the evolving digital ecosystem.

References

[1] L.-H. Lee, P. Zhou, T. Braud, and P. Hui, “What is the metaverse? an immersive cyberspace and open challenges,” arXiv preprint arXiv:2206.03018, 2022.

[2] Y. K. Dwivedi, L. Hughes, Y. Wang, A. A. Alalwan, S. J. Ahn, J. Balakrishnan, S. Barta, R. Belk, D. Buhalis, V. Dutot et al., “Metaverse marketing: How the metaverse will shape the future of consumer research and practice,” Psychology & Marketing, vol. 40, no. 4, pp. 750–776, 2023.

[3] M. F. Safitra, M. I. Alhari, D. P. Putri, M. Lubis, H. Fakhrurroja, and V. S. Praditha, “Metaverse trend: Definition, application, opportunities, law, and ethics,” in 2023 IEEE International Conference on Computing (ICOCO). IEEE, 2023, pp. 160–165.

[4] F. De Felice, M. Rehman, A. Petrillo, and I. Baffo, “A metaworld: Implications, opportunities and risks of the metaverse,” IET Collaborative Intelligent Manufacturing, vol. 5, no. 3, p. e12079, 2023.

[5] M. S. Farooq, K. Ishaq, M. Shoaib, A. Khelifi, and Z. Atal, “The potential of metaverse fundamentals, technologies, and applications: a systematic literature review,” IEEE Access, vol. 11, pp. 138 472–138 487, 2023.

[6] H. Raad and F. K. M. Rashid, “The metaverse: Applications, concerns, technical challenges, future directions and recommendations,” IEEE access, vol. 11, pp. 110 850–110 861, 2023.

[7] S. Maddocks, J. A. Siegel, A. A. Eaton, and S. Agarwal, “Who is invited to the metaverse? analyzing media coverage of an emerging virtual world,” Cyberpsychology, Behavior, and Social Networking, vol. 27, no. 1, pp. 76–82, 2024.

[8] W. Wei, “A buzzword, a phase or the next chapter for the internet? the status and possibilities of the metaverse for tourism,” Journal of Hospitality and Tourism Insights, vol. 7, no. 1, pp. 602–625, 2024.

[9] X. Yu, C. Yuan, J. Kim, and S. Wang, “A new form of brand experience in online social networks: An empirical analysis,” Journal of Business Research, vol. 130, pp. 426–435, 2021.

[10] C. Bushell, “The impact of metaverse on branding and marketing,” Available at SSRN 4144628, 2022.

[11] J. Spaji´c, K. Mitrovi´c, D. Lali´c, B. Mili´c, and D. Boˇskovi´c, “Personalized brand experience in metaverse,” in 10th International Conference on Mass Customization and Personalization–Community of Europe (MCP-CE 2022), 2022, pp. 21–23.

[12] A. Wongkitrungrueng and L. Suprawan, “Metaverse meets branding: examining consumer responses to immersive brand experiences,” International Journal of Human–Computer Interaction, vol. 40, no. 11, pp. 2905–2924, 2024.

[13] K. G. Barrera and D. Shah, “Marketing in the metaverse: Conceptual understanding, framework, and research agenda,” Journal of Business Research, vol. 155, p. 113420, 2023.

[14] W. Paramita, H. B. C. Nhu, L. V. Ngo, Q. H. M. Tran, and G. Gregory, “Brand experience and consumers’ social interactive engagement with brand page: An integrated-marketing perspective,” Journal of Retailing and Consumer Services, vol. 62, p. 102611, 2021.

[15] N. N. Sirait, R. Pamungkas, L. H. Y. Rangkuti et al., “Sdgs & pemberdayaan pelaku ekonomi digital,” in Talenta Conference Series: Local Wisdom, Social, and Arts (LWSA), vol. 8, no. 2, 2025, pp. 62–68.

[16] D. Zha, P. Foroudi, T. C. Melewar, and Z. Jin, “Examining the impact of sensory brand experience on brand loyalty,” Corporate Reputation Review, vol. 28, no. 1, pp. 14–42, 2025.

[17] N. T. Ajith, S. P, and L. S. Mathew, “Experience matters: Exploring the impact of user experience on stickiness and loyalty in ott platforms,” International Journal of Human–Computer Interaction, pp. 1–15, 2025.

[18] H. Brahmana and H. D. E. Sinaga, “Strategi pemasaran digital berbasis media sosial dalam meningkatkan engagement konsumen di era metaverse,” Jurnal Ilmiah Ekonomi dan Manajemen, vol. 3, no. 6, pp. 441–454, 2025.

[19] S. Setiawan, M. Susan, and I. Istiharini, “Navigating e-commerce loyalty: The role of e-brand experience and mediating factors in indonesian millennial consumers,” Aptisi Transactions on Technopreneurship (ATT), vol. 6, no. 3, pp. 357–368, 2024.

[20] T. Y. Chuang, S. K. Tsai, and Y. H. Lu, “Exploring the influence of various digital game-based learning platforms on critical thinking,” Journal of Computer Assisted Learning, vol. 41, no. 6, p. e70141, 2025.

[21] H. Hendrayati, R. A. Wilis, and T. Waluyo, “Menjelajahi metaverse sebagai garis depan baru untuk strategi penempatan produk: Implikasinya terhadap kesadaran merek.” Journal of Syntax Literate, vol. 9, no. 3, 2024.

[22] X. Ranting and A. Md Hashim, “Aeiou analysis on tools design requirement for visually impaired,” Environment-Behaviour Proceedings Journal, vol. 9, no. SI17, pp. 1–10, 2024.

[23] K. Fuchs, “A systematic guide for conducting thematic analysis in qualitative tourism research,” Journal of Environmental Management and Tourism (JEMT), vol. 14, no. 6(70), pp. 2696–2703, 2023.

[24] V. Braun and V. Clarke, “Conceptual and design thinking for thematic analysis.” Qualitative psychology, vol. 9, no. 1, p. 3, 2022.

[25] K. Sallaku, A. Tarulli, C. Bussoli, I. Christodoulou, and D. Binh, “The brand-consumer metaverse exchange framework. a dynamic understanding of the metaverse experience through self-concept, experience and engagement,” Journal of Strategic Marketing, vol. 33, no. 5, pp. 573–605, 2025.

[26] A. Bilgihan, A. M. W. Leong, F. Okumus, and J. Bai, “Proposing a metaverse engagement model for brand development,” Journal of Retailing and Consumer Services, vol. 78, p. 103781, 2024.

[27] N. Shamim, S. Gupta, and M. M. Shin, “Evaluating user engagement via metaverse environment through immersive experience for travel and tourism websites,” International Journal of Contemporary Hospitality Management, vol. 37, no. 4, pp. 1132–1174, 2025.

[28] V. Souza, A. Maciel, L. Nedel, and R. Kopper, “Measuring presence in virtual environments: A survey,” ACM Computing Surveys (CSUR), vol. 54, no. 8, pp. 1–37, 2021.

[29] Z. Hussain, A. Khan, and A. Ali, “The impact of user-generated content, social interactions and virtual economies on metaverse environments,” Journal of Sustainable Economics, vol. 1, no. 2, pp. 34–44, 2023.

[30] H. Yoon, Y. Lee, C. Shin et al., “Avatar-based metaverse interactions: A taxonomy, scenarios and enabling technologies,” Journal of Multimedia Information System, vol. 9, no. 4, pp. 293–298, 2022.

[31] G. G. F. Almeida, “The metaverse territorial brand: A contemporary concept,” Encyclopedia, vol. 4, no. 4, pp. 1472–1481, 2024.

[32] Y. Chen and H. Cheng, “The economics of the metaverse: A comparison with the real economy,” Metaverse, vol. 3, no. 1, p. 19, 2022.

Published

2025-10-31

Issue

Section

Artikel

How to Cite

Reinterpreting Brand Experience Stimuli through Virtual Space Avatars and Metaverse Co-Creation. (2025). Technomedia Journal, 10(2), 93-105. https://doi.org/10.33050/hecg6241