Evidence map›Paper›PMID 39495578›Full record

ArticleDrug and alcohol review2025

New immersive alcohol marketing and commerce in metaverse environments.

Taisia Huckle, Kristen Mummert, Antonia Lyons, Tim McCreanor, Georgia McLellan, Helen Moewaka Barnes

Abstract read
In one paragraph

Article in Drug and alcohol review, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Taisia HuckleShore & Whariki Research Centre, College of Health, Massey University, Auckland, New Zealand.ORCID 0000-0002-0669-0685
Kristen MummertShore & Whariki Research Centre, College of Health, Massey University, Auckland, New Zealand.
Antonia LyonsCentre for Addiction Research, School of Population Health, University of Auckland, Auckland, New Zealand.ORCID 0000-0003-4254-3268
Tim McCreanorShore & Whariki Research Centre, College of Health, Massey University, Auckland, New Zealand.
Georgia McLellanShore & Whariki Research Centre, College of Health, Massey University, Auckland, New Zealand.
Helen Moewaka BarnesShore & Whariki Research Centre, College of Health, Massey University, Auckland, New Zealand.

Funding

Health Research Council of New Zealand 23/584
6 · The paper itself

Abstract

introductionThe study aims are to: (i) explore methods for identifying alcohol company marketing in metaverses; (ii) identify current types of alcohol marketing in metaverses; and (iii) identify dominant portrayals and meanings of alcohol marketing in these settings.

methodsOur design was exploratory, employing various approaches to identify alcohol company marketing across multiple metaverses. In stage one, we systematically navigated through metaverses as an avatar, documenting and coding all instances of alcohol company marketing. In stage two, the research team collaboratively explored and discussed excerpts of this marketing. The team thematically analysed the transcribed discussion, identifying key meanings and interpretations of immersive and interactive alcohol marketing.

resultsStage one: alcohol company marketing was identified in two metaverses, Decentraland and Sandbox. Within those metaverses were five alcohol company marketing experiences: Heineken Silver, Jose Cuervo Tequila, Wisher Vodka, San Matias Tequila, and Mason Martell Cognac. Marketing strategies included immersive commerce, virtual drinking, immersive branding, immersive engagement, gaming, non-fungible tokens (digital assets), education, non-player characters promoting brands and virtual event-based marketing. Stage two: themes identified were: (i) immersive branding, representing continued exposure to brands that were both foregrounded and on the edge of users' awareness; (ii) immersive engagement, including alcohol-related gaming, quests, and alcohol production; (iii) avatars simulating drinking behaviour (virtual drinking); and (iv) immersive commerce representing how metaverse alcohol marketing may drive alcohol transactions. DISCUSSION AND

conclusionAlcohol companies are using novel immersive marketing techniques in metaverses. The impact on the experiences and drinking behaviours of users are unknown and require investigation.

Indexed as

Alcohol DrinkingAlcoholic BeveragesCommerceMarketingHumansalcohol drinkingmarketingvirtual reality

Identifiers

PMID39495578
PMCPMC11743068

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.