Metaverse, the last technological frontier of environmental sustainable food: Worldwide evidence from the first business case studies

Journal title RIVISTA DI STUDI SULLA SOSTENIBILITA'
Author/s Flavio Boccia, Joanna Rosak-Szyrocka, Houman Hashemzadeh, Daniela Covino
Publishing Year 2023 Issue 2023/1 Language English
Pages 13 P. 153-165 File size 196 KB
DOI 10.3280/RISS2023-001009
DOI is like a bar code for intellectual property: to have more infomation click here

Below, you can see the article first page

If you want to buy this article in PDF format, you can do it, following the instructions to buy download credits

Article preview

FrancoAngeli is member of Publishers International Linking Association, Inc (PILA), a not-for-profit association which run the CrossRef service enabling links to and from online scholarly content.

The purpose of this paper is to highlight for the first time the potential offered by this innovative technological opportunity in the coming years. The metaverse probably represents the boundary between the most avant-garde current innova-tions and, at the same time, what could be the possible development potentials of the near future. Through considerations on current knowledge and, above all, with the help of empirical evidence from the first business cases of metaverse applica-tions in the food sector, it is possible to understand how food companies can win in increasingly fierce international competition; it is necessary to invest more and more in economically, socially and environmentally sustainable strategic actions, above all in really new technological innovations. From the analysis of the first ex-isting case studies it is clear that the metaverse is certainly an innovation that opens up new sustainable economic possibilities, also for companies in the food sector. To date there are no other studies like this on this topic and, in particular, in the food system. However it is only a starting point for further future studies. Yet, it is already possible to identify the strategic potential of the metaverse.

Keywords: company, consumer, innovation, investment, marketing, strategy

  1. Aleksandra K., Ivona V.R. and Antonija P. (2021). Strategic and digital marketing in cultural institutions and the impact of the covid-19 pandemic-A comparative analysis of two case studies. Interdisciplinary Description of Complex Systems: INDECS, 19 (2): 257-280.
  2. Avgitidou A. (2003). Performances of the self. Digital Creativity, 14(3): 131-138.
  3. Betts B.W., Bal J. and Betts A.W. (2013). Gamification as a Tool for Increasing the Depth of Student Understanding using a Collaborative E-learning Environment. International Journal of Continuing Engineering Education and Life-Long Learning, 23 (3-4): 213-228.
  4. Boccia F. and Punzo G. (2021). A choice experiment on consumer perception of three generations of genetically modified foods. Appetite, 161, 105158.
  5. Boccia F. and Sarnacchiaro P. (2020). Chi-squared automatic interaction detector analysis on a choice experiment: An evaluation of responsible initiatives on consumers’ purchasing behavior. Corporate Social Responsibility and Environmental Management, 27(2): 1143-1151.
  6. Boccia F. and Sarno V. (2019). Socially responsible food behavior: Perspectives from empirical evaluations. Food Research International, 121: 91-96.
  7. Boccia F., Ianuario S. and Sarno V. (2013). The Italian environmental performance: the role of Ecosystem Vitality. Quality - Access to Success, 14(137): 95-100.
  8. Boyd D.M. and Ellison N.B. (2008). Social Network Sites: Definition, History, and Scholarship. Journal of Computer-Mediated Communication, 13: 210-230.
  9. Bubenko P.T., Dymchenko O.V., Rudachenko O.O., Haidenko S.M. and Diegtiar O.A. (2021). Territorial organization of innovative development: Entrepreneurial aspect of sustainability. Rivista Di Studi Sulla Sostenibilità, 2: 171-185.
  10. Cha S.S. and Lee S.H. (2021). The Effects of User Experience Factors on Satisfaction and Repurchase Intention at Online Food Market. The Journal of Industrial Distribution & Business, 12(4): 7-13.
  11. Covino D., Viola I., Paientko T. and Boccia F. (2021). Neuromarketing: Some remarks by an economic experiment on food consumer perception and ethic sustainability. Rivista di Studi sulla Sostenibilità, 1: 187-199.
  12. Covino D. and Boccia F. (2016). Potentialities of new agri-biotechnology for sustainable nutrition. Rivista di Studi sulla Sostenibilità, 2: 97-106.
  13. Covino D. and Boccia F. (2014). Environmental management and global trade’s effects. Quality – Access to Success, 15(138): 79-83.
  14. Covino D., Boccia F. and Cesaretti G.P. (2013). Globalization and rules for well-being sustainability. Rivista di Studi sulla Sostenibilità, 1: 93-107.
  15. D’Amore G., Di Vaio A., Balsalobre-Lorente D. and Boccia F. (2022). Artificial Intelligence in the Water–Energy–Food Model: A Holistic Approach towards Sustainable Development Goals. Sustainability (Switzerland), 14(2): 867.
  16. Deterding S., Dixon D., Khaled R. and Nacke L. (2011). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, New York, NY, USA, 28-30 September 2011: 9-15.
  17. Dicheva D., Dichev C., Agre G. and Angelova G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology and Society, 18: 75-88.
  18. Di Vaio A., Boccia F., Landriani L. and Palladino R. (2020). Artificial intelligence in the agri-food system: Rethinking sustainable business models in the COVID-19 scenario. Sustainability (Switzerland), 12 (12), 4851.
  19. Di Vaio A., Boccia F. and Trujillo L. (2020). The cooperation strategies for the performance improvement in the cruise sea-land logistics: evidence from Italy. Quality & Quantity, 54(5): 1479-1490.
  20. Duan H., Li J., Fan S., Lin Z., Wu X. and Cai W. (2021). Metaverse for social good: A university campus prototype. Proceedings of the 29th ACM International Conference on Multimedia; Virtual Event, Lisboa, Portugal, 20-24 October 2021: 153-161.
  21. Ellis K. (2010). Be who you want to be: The philosophy of Facebook and the construction of identity. Screen Education, 58: 36-41.
  22. Eppmann R., Bekk M. and Klein K. (2018). Gameful experience in gamification: Construction and validation of a gameful experience scale. Journal of Interactive Marketing, 43: 98-115.
  23. Gaggioli A. (2017). Phygital Spaces: When Atoms Meet Bits. Cyberpsychology, Behavior, and Social Networking, 20: 12.
  24. Gnatenko K.V., Yaroshenko O.M., Anisimova H.V., Shabanova S.O. and Sliusar A.M. (2020). Prohibition of discrimination as a principle of social security in the context of ensuring sustainable well-being. Rivista Di Studi Sulla Sostenibilità, 2: 173-187.
  25. Guinote A. and Kim K.H. (2020). Power’s Mission: Impact and the quest for goal achievement. Current Opinion in Psychology, 33: 177-182.
  26. Hashemzadeh H., Karbasi A., Mohammadi H., Firoozzare A. and Boccia F. (2022). Investigating the Effect of Nudges on Consumers’ Willingness to Pay for Genetically Modified Corn Oil. Sustainability (Switzerland), 14(19): 12705.
  27. Huotari K. and Hamari J. (2017). Definition for Gamification: Anchoring gamification in the service marketing literature. Electronic Markets, 27: 21-31.
  28. Jia Y., Liu Y., Yu X. and Voida S. (2017). Designing Leaderboards for Gamification: Perceived Differences Based on User Ranking, Application Domain, and Personality Traits. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, New York, NY, USA, 6-11 May 2017: 1949-1960.
  29. Kim J. (2015). Design for Experience: Where Technology Meets Design and Strategy. Springer: Berlin/Heidelberg, Germany.
  30. Kim S., Song K., Lockee B. and Burton J. (2018). Gamification in Learning and Education, Springer: New York, NY, USA.
  31. Kostruba A. (2021). Legal aspects of transnational scale corporations’ activity in terms of sustainable development. Rivista Di Studi Sulla Sostenibilità, 2: 49-61.
  32. Kottler P., Kartajaya H. and Setiawan I. (2021). Marketing 5.0. Technology for Humanity. Hoboken: Wiley.
  33. Majuri J., Koivisto J. and Hamari J. (2021). Gamification of Education and Learning: A Review of Empirical Literature. -- Available online: https://www.researchgate.net/publication/327438074.
  34. Mukhtar K., Javed K., Arooj M. and Sethi A. (2020). Advantages, limitations and recommendations for online learning during COVID-19 pandemic Era. Pakistan Journal of Medical Science, 36: S27.
  35. Park S. and Kim S. (2021). Is sustainable online learning possible with gamification? – The effect of gamified online learning on student learning. Sustainability, 13, 4267.
  36. Park S., Min K. and Kim S. (2021). Differences in learning motivation among Bartle’s player types and measures for the delivery of sustainable gameful experiences. Sustainability, 13, 9121.
  37. PRWeb (2021). The Metaverse: How will Companies Market Virtual Marketplace? -- Available from https://martechseries.com/video/videomarketing/the-metaverse-how-will-companies-market-virtual-marketplace/.
  38. Rakhmanova A.K., Smykova M.R. and Rakhmanova G.B. (2021). Development of a customised model of integrated marketing communications for the economic well-being of the enterprise. Rivista Di Studi Sulla Sostenibilità, 2: 141-153.
  39. Rothkopf D. (2012). The Third Industrial Revolution. Foreign Policy, 196: 88-87.
  40. Sahronih S., Purwanto A. and Sumantri M.S. (2019). The effect of interactive learning media on students’ science learning outcomes. Proceedings of the 2019 7th International Conference on Information and Education Technology, Aizu-Wakamatsu, Japan, 29-31 March 2019, 20-24.
  41. Safonov Y., Borshch V., Shulzhenko I., Zahrebelna I. and Bolshakova I. (2022). Digital transformation in developing economies under the COVID-19 pandemic. Rivista Di Studi Sulla Sostenibilità, 1: 89-107.
  42. Serik T., Saltanat T., Galymzhan D. and Zhanar T. (2022). Financial sustainability of commercial banks on the basis of strategic management accounting. Rivista Di Studi Sulla Sostenibilità, 1: 127-135.
  43. Smart J.M., Cascio J. and Paffendorf J. (2007). Metaverse Road Map. Acceleration Studies Foundation: Ann Arbor, MI, USA.
  44. Song M. (2021). The Metaverse Era, Education for Public Officials. -- Available online: http://www.public25.com/news/articleView.
  45. Van der Merwe D. (2021). The Metaverse as Virtual Heterotopia. -- Available online: https://www.dpublication.com/wp-content/uploads/2021/10/41-20250. pdf.

Flavio Boccia, Joanna Rosak-Szyrocka, Houman Hashemzadeh, Daniela Covino, Metaverse, the last technological frontier of environmental sustainable food: Worldwide evidence from the first business case studies in "RIVISTA DI STUDI SULLA SOSTENIBILITA'" 1/2023, pp 153-165, DOI: 10.3280/RISS2023-001009