JOURNAL ARTICLE

New immersive alcohol marketing and commerce in metaverse environments

Abstract

Abstract Introduction The study aims are to: (i) explore methods for identifying alcohol company marketing in metaverses; (ii) identify current types of alcohol marketing in metaverses; and (iii) identify dominant portrayals and meanings of alcohol marketing in these settings. Methods Our design was exploratory, employing various approaches to identify alcohol company marketing across multiple metaverses. In stage one, we systematically navigated through metaverses as an avatar, documenting and coding all instances of alcohol company marketing. In stage two, the research team collaboratively explored and discussed excerpts of this marketing. The team thematically analysed the transcribed discussion, identifying key meanings and interpretations of immersive and interactive alcohol marketing. Results Stage one: alcohol company marketing was identified in two metaverses, Decentraland and Sandbox. Within those metaverses were five alcohol company marketing experiences: Heineken Silver, Jose Cuervo Tequila, Wisher Vodka, San Matias Tequila, and Mason Martell Cognac. Marketing strategies included immersive commerce, virtual drinking, immersive branding, immersive engagement, gaming, non‐fungible tokens (digital assets), education, non‐player characters promoting brands and virtual event‐based marketing. Stage two: themes identified were: (i) immersive branding, representing continued exposure to brands that were both foregrounded and on the edge of users' awareness; (ii) immersive engagement, including alcohol‐related gaming, quests, and alcohol production; (iii) avatars simulating drinking behaviour (virtual drinking); and (iv) immersive commerce representing how metaverse alcohol marketing may drive alcohol transactions. Discussion and Conclusion Alcohol companies are using novel immersive marketing techniques in metaverses. The impact on the experiences and drinking behaviours of users are unknown and require investigation.

Keywords:
Immersive technology Digital marketing Marketing Business Avatar Psychology Computer science Virtual reality Human–computer interaction

Metrics

1
Cited By
0.78
FWCI (Field Weighted Citation Impact)
13
Refs
0.65
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Virtual Reality Applications and Impacts
Physical Sciences →  Computer Science →  Human-Computer Interaction
Gambling Behavior and Treatments
Social Sciences →  Psychology →  Clinical Psychology

Related Documents

BOOK-CHAPTER

Immersive Marketing on Metaverse

Amaresh Jha

Advances in marketing, customer relationship management, and e-services book series Year: 2023 Pages: 267-289
JOURNAL ARTICLE

Metaverse Marketing: The Future of Immersive Brand Engagement

Harshvardhan Rawat

Journal:   INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT Year: 2025 Vol: 09 (06)Pages: 1-9
BOOK-CHAPTER

Immersive Entertainment Environments - From Theme Parks to Metaverse

Xueying NiuFeng Wei

Lecture notes in computer science Year: 2022 Pages: 392-403
JOURNAL ARTICLE

Proposal of Avatar Face Generation Techniques for Immersive Metaverse Environments"Environments

광성 신Seong-Yoon ShinSeok-Chan Bae

Journal:   The Journal of the Korean Institute of Information and Communication Engineering Year: 2023 Vol: 27 (10)Pages: 1304-1307
BOOK-CHAPTER

Combining Digital Twin and Metaverse for Immersive Marketing Experiences

Hamed Nozari

Advances in computational intelligence and robotics book series Year: 2025 Pages: 289-310
© 2026 ScienceGate Book Chapters — All rights reserved.