Consumption is an indispensable act of human life. Individuals perform the act of consumption depending on social, cultural or psychological motivations to maintain their lives and they change their consumption behaviors by being affected by the characteristics of the context in which consumption is made. During the global epidemic called Covid-19, the quarantine process was entered as a precaution. In the said quarantine period, although digitalization gained momentum, it directly affected our consumption habits, enabling new concepts to be gained in our lives and popularization of some existing concepts. In this sense, the concept, normally known as Web3.0, started to be popularly known in the society with the "Metaverse" discourse, and the expression "virtual universe" came to the fore. In the current study, in the focus of Metaverse and avatar concepts, the digital consumption behaviors of individuals were examined with the literature review method specific to their motivation to wear avatars, and Veblen's Conspicuous Consumption and Simmel Fashion Theory perspectives were included.
Virtual Universe, Metaverse, Conspicuous Consumption, Avatar Dress Up