Cognitive Biases in the Metaverse and Their Impact on the Effectiveness of Market Research: Toward a New Integrative Framework
Abstract
This study explores how cognitive biases interact with market research effectiveness in the metaverse. It proposes an integrative framework that identifies key biases in immersive environments—confirmation bias, anchoring bias, social proof bias, and presence bias—examines their impact on research outcomes, and suggests practical mitigation strategies. Using a mixed methods approach blending theoretical insights with a case study of Thamer Travel and Tourism Agency, the findings reveal that biases emerging in the metaverse meaningfully shape consumer behavior, influence data collection, and affect research findings. Notably, presence bias has a pronounced impact on the accuracy of immersive survey results. The framework equips researchers to systematically detect, measure, and counter biases in metaverse based studies, thereby strengthening insights from these platforms. This work advances both theoretical knowledge and practical tools for managing cognitive biases in immersive market research.
Downloads
References
Tversky, A., & Kahneman, D. (1974). Judgment under uncertainty: Heuristics and biases. Science, 185(4157), 1124–1131. https://doi.org/10.1126/science.185.4157.1124
Stanovich, K. E., & West, R. F. (2000). Individual differences in reasoning: Implications for the rationality debate? Behavioral and Brain Sciences, 23(5), 645–665. https://doi.org/10.1017/S0140525X00003435
Kahneman, D. (2011). Thinking, fast and slow. Farrar, Straus and Giroux.
Nickerson, R. S. (1998). Confirmation bias: A ubiquitous phenomenon in many guises. Review of General Psychology, 2(2), 175–220. https://doi.org/10.1037/1089-2680.2.2.175
Cialdini, R. B. (2009). Influence: Science and practice (5th ed.). Pearson Education.
Barrera, J., Grewal, D., & Stephen, A. T. (2023). The evolution of immersive consumer experiences: The metaverse and beyond. Journal of Marketing, 87(2), 325–343. https://doi.org/10.1177/00222429221149036
Bale, T., Peltier, J. W., & Dahl, A. J. (2022). Virtual environments and consumer engagement: Opportunities and challenges. Journal of Business Research, 145, 1–12. https://doi.org/10.1016/j.jbusres.2022.02.021
Kim, J., Lee, H., & Park, J. (2022). Availability bias in immersive virtual environments. Computers in Human Behavior, 134, 107299. https://doi.org/10.1016/j.chb.2022.107299
Lee, H., Park, J., & Kim, J. (2023). Presence bias and decision-making in immersive virtual reality. Cyberpsychology, Behavior, and Social Networking, 26(4), 245–252. https://doi.org/10.1089/cyber.2022.0124
Zhang, Y., Li, X., & Chen, R. (2023). Immersive anchoring effects in virtual product experiences. Journal of Interactive Marketing, 61, 45–60. https://doi.org/10.1016/j.intmar.2022.11.003
Chen, Y., & Müller, S. (2024). Metaverse-based focus groups: Methodological advances and research validity. Qualitative Research in Organizations and Management. Advance online publication. https://doi.org/10.1108/QROM-09-2023-2567
Moustapha, S., Ertz, M., & Ouerghemmi, H. O. (2024). Immersive virtual reality in product testing: Benefits, limitations, and research validity. Journal of Business Research, 168, 114065. https://doi.org/10.1016/j.jbusres.2023.114065
Dwivedi, Y. K., Hughes, L., Baabdullah, A. M., et al. (2023). Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and research agenda. International Journal of Information Management, 66, 102542. https://doi.org/10.1016/j.ijinfomgt.2022.102542
Lee, J., Kim, M., & Park, S. (2024). Avatar identification and consumer decision-making in immersive environments. Psychology & Marketing. Advance online publication. https://doi.org/10.1002/mar.21892
Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Lawrence Erlbaum Associates.
Grand View Research. (2024). Metaverse market size, share & trends analysis report. Grand View Research
Copyright (c) 2026 Abdelhamid Merrakchi , Mohamed Bachir Thameur

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.




