http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
Cases on Metaverse and consumer experiences
1 online resource (xx, 426 pages) : illustrations (some color)
"This book aims to present a set of real cases, methodologically based on academic perspectives, that exemplify the use of the Metaverse in companies' marketing, in the development of new businesses, or the creation of new consumer experiences"--
Preface -- Acknowledgment -- Chapter 1. The Impact of the Metaverse on the Gaming Industry: A Case Study of Epic Games -- Chapter 2. The Metaverse in Education: A Case Study -- Chapter 3. The Metaverse: Redefining Learning Spaces and Educational Experiences -- Chapter 4. Wine Tourism Meets the Metaverse: A Case Study -- Chapter 5. Use of Metaverse in Tourism and Hospitality Services -- Chapter 6. Analysis of the Impact of Metaverse on the Retailer's Brand Perceptions: The Example of Nike With Nikeland -- Chapter 7. Revolutionizing Retail: Enhancing Customer Experiences With the Metaverse -- Chapter 8. Metaverse Healthcare in Advancing Patient Care Through Digital Realms -- Chapter 9. Metaverse Mastery: Elevating Consumer Experience in the Virtual Era -- Chapter 10. Corporate Metaverse Adoption: A Case Study of Accenture's Nth Floor Virtual Onboarding and Training Platform -- Chapter 11. Metaverse Marketing: Unleashing the Potential of Virtual Influencers -- Chapter 12. Unstrapping AI and ML in the Ethical and Legal Implications of E-Business Transformation: Projecting Consumer Privacy -- Security Concerns in Era of Digital Disruption -- Compilation of References -- About the Contributors -- Index.
[edited by] Maria Antónia Conc̦laves Rodrigues, Maria Amélia Carvalho, Joaquim Fernado Monteiro Pratas.
Includes bibliographical references and index.
Hershey, PA : IGI Global Scientific Publishing, [2025]