This thesis aims to provide an integrated perspective for understanding the Metaverse within a specific field of inquiry: the purchasing practices of fast-moving consumer goods (FMCG). The Metaverse is understood here not merely as a set of immersive technologies, but as a complex media ecosystem within which the relationship between the subject, image, and space is structurally reorganized. In this context, the image no longer operates as a surface of representation, but as an experienceable, navigable, and inhabitable environment, transforming the user from a spectator into an experiencer. The thesis is situated at the intersection of media studies, the psychology of immersive systems, and marketing, and is articulated in four chapters following a logical progression: from the theoretical and mediological definition of the Metaverse to the analysis of its application fields, the mapping of contemporary platforms, and finally, empirical verification within a controlled experimental context. The first chapter defines the theoretical and mediological framework of reference. The Metaverse, understood as a network of persistent and socially inhabited three-dimensional digital worlds, is analysed as the outcome of a process of remediation, in continuity with the history of digital media, and as an environment that radicalizes dynamics already present on the contemporary web. Particular attention is dedicated to the processes of presence and co-presence, the role of the avatar, and the construction of the embodied experience, clarifying how interaction with three-dimensional environments modifies the modes of perception, action, and relationship with others and the digital environment. The second chapter broadens the analysis to the application fields of the Metaverse, ranging from person-oriented contexts (education, health, sports) to monetization processes (gamification, gamblification, and the art market) and the strategic role for brands. In this section, a mediological meta-reading is introduced that assumes cinema, museums, and broadcasting not as additional application sectors, but as boundary-fields for observing the structural transformations of the audiovisual experience introduced by immersive environments. The analysis shows how, in these contexts, it is not a simple formal innovation at stake, but a recurring reconfiguration of the devices of visual culture: the dissolution of the frame, the transformation of the image into an environment, the placement of the subject within the space of the experience, and the redefinition of forms of affective engagement. These transformations provide a cross-cutting interpretative key for understanding immersive practices in the different sectors investigated. The third chapter presents a comparative mapping of the main metaverses, distinguishing between centralized and decentralized platforms. The mapping provides a snapshot of the phenomenon, highlighting its potential and critical issues in terms of governance, economic models, interoperability, and brand presence. The analysis shows how the evolution of the metaverse ecosystem progresses towards hybrid configurations, overcoming a rigid opposition between closed and open models. The fourth chapter, finally, is dedicated to an experimental study conducted in a controlled context, aimed at analysing the immersive shopping experience. In this phase, virtual reality is used as an experimental device, functional for observing the perceptual, cognitive, and emotional dynamics activated by immersive systems. The consumer experience is analysed through a set of constitutive dimensions of user experience, measured by validated neuropsychological and psychometric scales, allowing for an analytical decomposition of engagement processes, cognitive load, and affective response. The comparison with traditional e-commerce navigation highlights the potential and limits of immersive applications in the retail sector, offering an original contribution to marketing research on digital consumption at both a theoretical and design level. Overall, the thesis proposes an interpretative framework of the Metaverse as a media environment for consumption, in which the value of the experience lies not exclusively in the transaction, but in the reorganization of the relationship between the user and the immersive environment. By integrating a solid mediological framework with an exploratory empirical analysis, the work provides a critical basis for understanding the potential and development trajectories of immersive experiences in the contemporary and near-future Metaverse.
La presente tesi si propone di offrire una prospettiva integrata per comprendere il Metaverso in uno specifico ambito di indagine, quello delle pratiche di acquisto di beni di largo consumo. Il Metaverso è qui inteso non come un semplice insieme di tecnologie immersive, ma come un ecosistema mediale complesso, all’interno del quale si riorganizza in modo strutturale il rapporto tra soggetto, immagine e spazio. In tale contesto, l’immagine non opera più come superficie di rappresentazione, ma come ambiente esperibile, attraversabile e abitabile, trasformando il fruitore da spettatore a experiencer. La tesi si colloca all’intersezione tra media studies, psicologia dei sistemi immersivi e marketing, e si articola in quattro capitoli che seguono una progressione logica: dalla definizione teorica e mediologica del Metaverso, all’analisi dei suoi ambiti applicativi, alla mappatura delle piattaforme contemporanee, fino alla verifica empirica in un contesto sperimentale controllato. Il primo capitolo definisce il framework teorico e mediologico di riferimento. Il Metaverso, inteso come una rete di mondi digitali tridimensionali persistenti e socialmente abitati, viene analizzato come esito di un processo di rimediazione, in continuità con la storia dei media digitali, e come ambiente che radicalizza dinamiche già presenti nel web contemporaneo. Particolare attenzione è dedicata ai processi di presence e co-presence, al ruolo dell’avatar e alla costruzione dell’esperienza incarnata, chiarendo in che modo l’interazione con ambienti tridimensionali modifichi le modalità di percezione, azione e relazione con gli altri e con l’ambiente digitale. Il secondo capitolo amplia l’analisi agli ambiti applicativi del Metaverso, spaziando da contesti orientati alla persona (educazione, salute, sport) ai processi di monetizzazione (gamification, gamblification e mercato dell’arte) e al ruolo strategico per i brand. In questa sezione si introduce una metalettura mediologica che assume cinema, musei e broadcasting non come ulteriori settori applicativi, ma come ambiti-limite per osservare le trasformazioni strutturali dell’esperienza audiovisiva introdotte dagli ambienti immersivi. L’analisi mostra come, in questi contesti, non sia in gioco una semplice innovazione formale, ma una riconfigurazione ricorrente dei dispositivi della cultura visuale: dissoluzione del frame, trasformazione dell’immagine in ambiente, collocazione del soggetto all’interno dello spazio dell’esperienza e ridefinizione delle forme di coinvolgimento affettivo. Tali trasformazioni forniscono una chiave interpretativa trasversale per comprendere le pratiche immersive nei differenti settori indagati. Il terzo capitolo presenta una mappatura comparativa dei principali metaversi, distinguendo tra piattaforme centralizzate e decentralizzate. La mappatura restituisce una fotografia del fenomeno, evidenziandone potenzialità e criticità in termini di governance, modelli economici, interoperabilità e presenza dei brand. L’analisi mostra come l’evoluzione dell’ecosistema metaversale tenda progressivamente verso configurazioni ibride, superando una contrapposizione rigida tra modelli chiusi e aperti. Il quarto capitolo, infine, è dedicato a uno studio sperimentale condotto in un contesto controllato, volto ad analizzare l’esperienza di shopping immersivo. In questa fase, la realtà virtuale viene utilizzata come dispositivo sperimentale, funzionale all’osservazione delle dinamiche percettive, cognitive ed emotive attivate dai sistemi immersivi. L’esperienza del consumatore viene analizzata attraverso un insieme di dimensioni costitutive della user experience, misurate mediante scale neuropsicologiche e psicometriche validate, consentendo una scomposizione analitica dei processi di coinvolgimento, carico cognitivo e risposta affettiva. Il confronto con la navigazione e-commerce tradizionale permette di mettere in luce potenzialità e limiti delle applicazioni immersive in ambito retail, offrendo un contributo originale alla ricerca di marketing sul consumo digitale sia sul piano teorico sia su quello progettuale. Nel complesso, la tesi propone una lettura del Metaverso come ambiente mediale di consumo, in cui il valore dell’esperienza non risiede esclusivamente nella transazione, ma nella riorganizzazione del rapporto tra il fruitore e l’ambiente immersivo. Integrando una solida cornice mediologica con un’analisi empirica esplorativa, il lavoro offre una base critica per comprendere le potenzialità e le traiettorie di sviluppo delle esperienze immersive nel Metaverso contemporaneo e del prossimo futuro.
Bionda, Federico, LA REALTA' VIRTUALE COME NUOVA FRONTIERA DELLO SHOPPING; UNO STUDIO PILOTA, Eugeni, Ruggero, ,, Università Cattolica del Sacro Cuore MILANO:Ciclo XXXVIII [https://hdl.handle.net/10807/330976]
LA REALTA' VIRTUALE COME NUOVA FRONTIERA DELLO SHOPPING; UNO STUDIO PILOTA
Bionda, Federico
2026
Abstract
This thesis aims to provide an integrated perspective for understanding the Metaverse within a specific field of inquiry: the purchasing practices of fast-moving consumer goods (FMCG). The Metaverse is understood here not merely as a set of immersive technologies, but as a complex media ecosystem within which the relationship between the subject, image, and space is structurally reorganized. In this context, the image no longer operates as a surface of representation, but as an experienceable, navigable, and inhabitable environment, transforming the user from a spectator into an experiencer. The thesis is situated at the intersection of media studies, the psychology of immersive systems, and marketing, and is articulated in four chapters following a logical progression: from the theoretical and mediological definition of the Metaverse to the analysis of its application fields, the mapping of contemporary platforms, and finally, empirical verification within a controlled experimental context. The first chapter defines the theoretical and mediological framework of reference. The Metaverse, understood as a network of persistent and socially inhabited three-dimensional digital worlds, is analysed as the outcome of a process of remediation, in continuity with the history of digital media, and as an environment that radicalizes dynamics already present on the contemporary web. Particular attention is dedicated to the processes of presence and co-presence, the role of the avatar, and the construction of the embodied experience, clarifying how interaction with three-dimensional environments modifies the modes of perception, action, and relationship with others and the digital environment. The second chapter broadens the analysis to the application fields of the Metaverse, ranging from person-oriented contexts (education, health, sports) to monetization processes (gamification, gamblification, and the art market) and the strategic role for brands. In this section, a mediological meta-reading is introduced that assumes cinema, museums, and broadcasting not as additional application sectors, but as boundary-fields for observing the structural transformations of the audiovisual experience introduced by immersive environments. The analysis shows how, in these contexts, it is not a simple formal innovation at stake, but a recurring reconfiguration of the devices of visual culture: the dissolution of the frame, the transformation of the image into an environment, the placement of the subject within the space of the experience, and the redefinition of forms of affective engagement. These transformations provide a cross-cutting interpretative key for understanding immersive practices in the different sectors investigated. The third chapter presents a comparative mapping of the main metaverses, distinguishing between centralized and decentralized platforms. The mapping provides a snapshot of the phenomenon, highlighting its potential and critical issues in terms of governance, economic models, interoperability, and brand presence. The analysis shows how the evolution of the metaverse ecosystem progresses towards hybrid configurations, overcoming a rigid opposition between closed and open models. The fourth chapter, finally, is dedicated to an experimental study conducted in a controlled context, aimed at analysing the immersive shopping experience. In this phase, virtual reality is used as an experimental device, functional for observing the perceptual, cognitive, and emotional dynamics activated by immersive systems. The consumer experience is analysed through a set of constitutive dimensions of user experience, measured by validated neuropsychological and psychometric scales, allowing for an analytical decomposition of engagement processes, cognitive load, and affective response. The comparison with traditional e-commerce navigation highlights the potential and limits of immersive applications in the retail sector, offering an original contribution to marketing research on digital consumption at both a theoretical and design level. Overall, the thesis proposes an interpretative framework of the Metaverse as a media environment for consumption, in which the value of the experience lies not exclusively in the transaction, but in the reorganization of the relationship between the user and the immersive environment. By integrating a solid mediological framework with an exploratory empirical analysis, the work provides a critical basis for understanding the potential and development trajectories of immersive experiences in the contemporary and near-future Metaverse.| File | Dimensione | Formato | |
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