ABSTRACT

This chapter aims to provide an insight into metaverses from a psychological consumption perspective. It begins with the presentation of a conceptual map including all major contributions focused on metaverses, especially multi-user domains (MUDs) and massively multiplayer online games (MMOGs). It then presents an analysis of the metaverses phenomenon as postmodern experiential consumption. Later, it suggests the exploration of the notion of avatar from a psychological perspective in order to reach a better understanding of metaverses as a platform for online experiential consumption. Empirical studies with metaverses must be conducted in order to validate the consistency of these propositions. Given the lack of academic research and studies dealing with metaverses, the research program laid out here can constitute a starting point to explore this new consumption phenomenon. Once in the metaverse, residents or players must choose an avatar. They must choose its class, gender, race, appearance, and skills, and they must write its history.