ABSTRACT
1. Introduction
2. Literature review
1) Metaverse
2) Affordance and interactivity in the metaverse
3) Perceived Interactivity in the metaverse
4) Flow and interactivity
5) Brand attachment, brand attitude, flow, and perceived interactivity
6) User-avatar identification, flow, and interactivity
3. Method
1) Research model
2) Research method
3) Variables
4. Data Analysis and result
Reference
요약