Abstract

The article discusses the concept of product placement and metaverses, presents cases of using product placement in games and metaverses, and considers prospects for the development of technology in the virtual world. It is shown that consumers of different ages perceive placement technologies and the “invasion” of brands quite favorably, being ready to buy exactly those goods and use exactly those services that have found approval from a particular hero. The author demonstrates that currently, there is a rapid development of metaverses — virtual spaces where people can interact with each other and digital objects through their avatars via virtual reality technologies, and considers these technologies as necessary tools in the field of economics.

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