How to trigger user's willingness to participate in the metaverse? An exploration of the significant factors of the metaverse

被引:6
|
作者
Lu, Hsi-Peng [1 ]
Chang, Yi-Chin [1 ]
Chen, Chiao-Shan [2 ]
机构
[1] Natl Taiwan Univ Sci & Technol, Taipei, Taiwan
[2] Natl Taipei Univ Nursing & Hlth Sci, Taipei, Taiwan
关键词
Metaverse; Self-efficacy; Avatars; Decentralized value exchange; Immersive experience; 3D interactivity; EXPECTATION-CONFIRMATION; VIRTUAL-REALITY; PERCEIVED EASE; GAMES; ACCEPTANCE; DETERMINANTS; CONTINUANCE; PREFERENCE; ADOPTION; MMORPG;
D O I
10.1007/s10055-024-00983-4
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
The issue of the metaverse has been widely discussed. The purpose of this research is to investigate users' willingness to participate in the metaverse. This study used the self-efficacy theory and Theory of Reasoned Action (TRA) to explore their willingness to attend the metaverse. Furthermore, the study explored how the basic concepts of the metaverse (Avatars, Decentralized Value Exchange, and Immersive Experience) influence the users' attitudes (Presence in Second-Life, 3D Interactivity, and Play-to-Earn) toward and willingness with respect to participating in the metaverse. A total of 150 valid experts' responses were collected through an online questionnaire and analyzed through structural equation modeling. The results revealed that Presence in Second-Life and Play-to-Earn significantly impact the respondents' willingness to participate in the metaverse. Moreover, 3D Interactivity affected their participation to willingness through Presence in Second-Life and Play-to-Earn.
引用
收藏
页数:16
相关论文
共 17 条
  • [1] A Study on Factors Affecting the User Experience of Metaverse Service
    Choi, Youngkeun
    INTERNATIONAL JOURNAL OF INFORMATION SYSTEMS IN THE SERVICE SECTOR, 2022, 14 (01)
  • [2] Frankenstein's Monster in the Metaverse: User Interaction With Customized Virtual Agents
    Schmidt, Susanne
    Koeysuerenbars, Ipek
    Steinicke, Frank
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, 2024, 30 (11) : 7162 - 7171
  • [3] SCHRÖDINGER'S METAVERSE: A DEBATE ON CONCEPTUAL CONFLICTS ABOUT WHAT IT IS AND HOW TO ACCESS THE METAVERSE
    Burger, Carlos Alberto Coletto
    Barreto, Carlos Henrique da Costa
    Ghisleni, Tais Steffenello
    ETD EDUCACAO TEMATICA DIGITAL, 2024, 26
  • [4] Exploring User Behavior Based on Metaverse: A Modeling Study of User Experience Factors
    Wang, Siqin
    Ahn, Sunghee
    CULTURE AND COMPUTING, C&C 2024, 2024, 14717 : 99 - 118
  • [5] Exploring tourist's metaverse experience using destination spatial presence quality & perceived augmentation: metaverse exploration, physical expedition (MEPE)
    Natarajan, Thamaraiselvan
    Pragha, P.
    Dhalmahapatra, Krantiraditya
    Raghavan, Deepak Ramanan Veera
    CURRENT ISSUES IN TOURISM, 2024,
  • [6] How to drive the participation willingness of supply chain members in metaverse technology adoption?
    Wan, Xiaole
    Zhang, Guixian
    Yuan, Ye
    Chai, Shousheng
    APPLIED SOFT COMPUTING, 2023, 145
  • [7] Factors impacting users' willingness to adopt and utilize the metaverse in education: A systematic review
    Al-kfairy, Mousa
    Ahmed, Soha
    Khalil, Ashraf
    COMPUTERS IN HUMAN BEHAVIOR REPORTS, 2024, 15
  • [8] A study on Metaverse risk factors and user risk perception in South Korea
    Shin, Sunkyung
    Park, Jooyeun
    TELECOMMUNICATIONS POLICY, 2025, 49 (03)
  • [9] 'The metaverse and how we'll build it': The political economy of Meta's Reality Labs
    Egliston, Ben
    Carter, Marcus
    NEW MEDIA & SOCIETY, 2024, 26 (08) : 4336 - 4360
  • [10] Factors Influencing Vietnamese Generation MZ's Adoption of Metaverse Platforms
    Lee, Young-Chan
    Nguyen, Minh Ngoc
    Yang, Qin
    SUSTAINABILITY, 2023, 15 (20)