A recent study published in August 2026 by Tata Nur Ananda and Adi Setiawan from Gunung Jati Independent University reveals how metaverse technology through the Roblox platform transforms e-commerce activities and consumer shopping behavior
The development of metaverse technology now presents an interactive digital space that seamlessly integrates real and virtual experiences
In examining this phenomenon, the study employed a causal quantitative approach involving 83 active Roblox user respondents in Indonesia
Based on data analysis, several main findings were identified:
- Perceived interactivity proved to be the most dominant factor in forming telepresence compared to the mere addition of visual elements
. - Immersive and interactive experiences significantly strengthen users' positive attitudes toward reusing the metaverse platform (attitude to reuse)
. - A positive attitude toward reusing the metaverse, alongside high interactivity, directly drives consumers' purchase intentions toward digital products
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These findings provide real implications for business, the retail industry, and digital marketing strategy formulation
Author Profiles
- Tata Nur Ananda – Researcher and consumer behavior analyst in the digital era
. - Adi Setiawan – Academic and researcher at Gunung Jati Independent University with expertise in management and information technology
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Research Source
- Article Title: Cyber Shopping Beyond Boundaries: The Metaverse Revolution in E-Commerce and Consumer Behavior
- Journal Name: Indonesian Journal of Business Analytics (IJBA), Vol. 6, No. 4, August 2026, pp. 958-977
- DOI:
https://doi.org/10.55927/ijba.v6i4.16682
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