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