Table 3

Concept matrix

#Author, yearTitleGamification design and mechanicsEngagement and behaviorBusiness value creationEthics, policy and societal impact
1Afkar et al. (2022) Prediction of Perceived Consumer Experience, Perceived Brand Engagement and Gamification towards the Intention to Use Metaverse: An Extended TAM Approach X  
2Al-Adwan et al. (2025) Treasure Hunting for Brands: Metaverse Marketing Gamification Effects on Purchase Intention, WOM and Loyalty XX 
3Arya et al. (2024) Brands are calling your AVATAR in Metaverse–A study to explore XR-based gamification marketing activities and consumer-based brand equity in virtual worldX X 
4Bazi and Hajawi (2025) Customer inspiration in the metaverse: Antecedents, mechanisms and outcomesXXX 
5Bousba and Arya (2022) Let's connect in metaverse Brand's new destination to increase consumers' affective brand engagement and their satisfaction and advocacyXX  
6Behera et al. (2024) Responsible metaverse: Ethical metaverse principles for guiding decision-making and maintaining complex relationships for businesses in 3D virtual spaces X X
7Calandra et al. (2024) Metaverse meets digital entrepreneurship: a practitioner-based qualitative synthesis  X 
8Cha et al. (2024) Gamification in the Metaverse: Affordance, perceived value, flow state and engagementXX  
9Chen et al. (2023) Paying attention in metaverse: an experiment on spatial attention allocation in extended reality shopping X  
10Choi (2022) A Study on Factors Affecting the User experience of Metaverse Service X  
11Dai and Bal (2009) Harmonising Culture in Co-Operative Business Ventures: Using a Simulation in a MetaverseX X 
12Dincelli and Jafarian (2025) Exploring the Agentic Metaverse's Potential for Transforming Cybersecurity Workforce DevelopmentX   
13Dwivedi et al. (2022) Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities and agenda for research, practice and policy XXX
14Dwivedi et al. (2023) Metaverse marketing: How the metaverse will shape the future of consumer research and practice XXX
15Ezzatian et al. (2025) Branding tourism destinations in the metaverse: insights from professionals and researchersX XX
16Flavián et al. (2024) The dark side of the metaverse: The role of gamification in event virtualization X X
17Hao et al. (2025) Digital luxury: how avatar marketing drives consumer engagement for luxury brandsXX  
18Heo (2025) Marketing Luxury Fashion in the Metaverse: The Case of Gucci Town on Roblox XX 
19Jacobides et al. (2024) The Business Value of GamificationX X 
20Jacquemin et al. (2025) Virtual Experiences, Real Impact: Rethinking Brand Engagement in the Metaverse  X 
21Kango et al. (2025) An Exploratory Analysis of Metaverse from a Lefebvrian LensX   
22Lau and Ki (2021) Can consumers' gamified, personalized and engaging experiences with VR fashion apps increase in-app purchase intention by fulfilling needs?XX  
23Mancuso et al. (2023) Digital business model innovation in metaverse: How to approach virtual economy opportunities  X 
24Moon and Han (2023) The Effect of Gamified Brand Experience using Metaverse on User's Purchase Intention and Brand Attitude: Moderating Effect of User-to-User Interactivity X  
25Nayal (2026) Embarrassed but Hooked: How Gamified Social Coupons Drive Users to Spread PWOM in the MetaverseX  X
26Nosikov (2025) Virtualization of Communication in Metaverses: Key Trends and Prospects X X
27Pagani and Xie (2025) Customer Experiences in Branded Metaverse Events: Effects on Brand Equity XX 
28Pandey and Mukherjee (2024) Can Multi-Sensory Affordance Mitigate the Shortcomings of Metaverse offerings?XX  
29Sánchez-Adame et al. (2023) Framework for Ethically Designed Microtransactions in the Metaverse   X
30SanMiguel et al. (2024) Fashion brands in the metaverse: Achievements from a marketing perspective  X 
31Sharma et al. (2024) Game on! A state-of-the-art overview of doing business with gamificationXXX 
32Tayal et al. (2022) Virtual Reality based Metaverse of Gamification X  
33Thomas et al. (2023) A framework for gamification in the metaverse era: How designers envision gameful experienceX   
34Vakeel et al. (2025) Remote work in the metaverse: The impact of gamification and online social connectedness on job satisfactionXX  
35Wang and Guo (2025) How does the metaverse tourism experience form tourists' happiness: A mixed-methods study X  
36Yang et al. (2023) Gamification and Marketing Management: A Literature Review and Future Agenda X  
37Zhang et al. (2025) “Do video game players dream of metaverse traveling?” The role of gamification technology and game immersion experience X  
38Zhou et al. (2025) Demystifying the Dimensions and Roles of Metaverse Gaming Experience Value: A Multi-Study InvestigationXX  
Source(s): Author's own work

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