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http://hdl.handle.net/11718/26679
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DC Field | Value | Language |
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dc.contributor.author | Verma, Aditi | - |
dc.contributor.author | Parsai, Amrita | - |
dc.date.accessioned | 2023-09-27T06:31:26Z | - |
dc.date.available | 2023-09-27T06:31:26Z | - |
dc.date.issued | 2023-07-13 | - |
dc.identifier.uri | http://hdl.handle.net/11718/26679 | - |
dc.description.abstract | Today, the metaverse is defined as a digital reality integrating social media, online gaming, augmented reality, virtual reality, and cryptocurrencies, enabling immersive virtual interactions. It can be accessed through various platforms such as AR, VR, gaming consoles, laptops, PCs, and phones. Unlike the internet, the metaverse lacks a single creator; instead, companies like Meta and Microsoft can create their metaverses. Key characteristics of the metaverse include its real-time and always active nature, individual agency for users, a self-contained and functional universe, a combination of platforms, and user-generated content. This summary outlines the metaverse's origins, definition, access methods, creator dynamics, and core features. | en_US |
dc.publisher | Indian Institute of Management Ahmedabad | en_US |
dc.subject | Metaverse | en_US |
dc.subject | Metaverse marketing | en_US |
dc.subject | Augmented Reality | en_US |
dc.subject | Virtual Reality | en_US |
dc.subject | NFTs | en_US |
dc.title | Marketing in metaverse | en_US |
dc.type | Student Project | en_US |
Appears in Collections: | Student Projects |
Files in This Item:
File | Description | Size | Format | |
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SP003342.pdf Restricted Access | SP003342 | 1.21 MB | Adobe PDF | View/Open Request a copy |
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