DOI QR코드

DOI QR Code

A Study on the Factors Affecting the Intention to Use the Virtual World Metaverse: An Innovation Diffusion Perspective

가상세계 메타버스 이용 의도에 영향을 미치는 요인에 관한 연구: 혁신확산의 관점에서

  • 박천호 (숭실대학교 대학원 IT정책경영학과) ;
  • 이채현 (숭실대학교 대학원 경영학과) ;
  • 정성미 (숭실대학교 대학원 IT정책경영학과) ;
  • 최정일 (숭실대학교 경영학부)
  • Received : 2023.01.13
  • Accepted : 2023.02.21
  • Published : 2023.04.30

Abstract

Metaverse is a three-dimensional virtual space where virtual and reality interact and co-evolutionize, and social, cultural, and economic activities are carried out in it to create value. Among the types of metaverse, the virtual world metaverse is expected to bring innovation beyond time and space in all areas of industry and society following the Internet. This study empirically analyzed factors affecting consumer's intention to use the virtual world metaverse by an innovation diffusion perspective. It was analyzed as an expanded technology acceptance model by setting relative advantages, ease of use, and visibility among the attributes of the innovation diffusion, and social presence, telepresence, and interactivity among the characteristics of the virtual worlds as factors. The proposed research model and hypothesis were verified through a PLS structural equation analysis based on a survey of 216 people. Studies have shown that relative advantage, telepresence, and interactivity have a significant effect on perceived usefulness and perceived enjoyment, but visibility does not have a significant effect on perceived usefulness and perceived enjoyment. It was found that ease of use had a positive effect on perceived enjoyment, social presence had a positive effect on perceived usefulness, and perceived usefulness and perceived enjoyment had a positive effect on the intention to use, respectively. This study is meaningful in that it empirically analyzed the factors affecting the intention to use the virtual world metaverse by dividing the psychological characteristics that induce consumer behavior into perceived usefulness which is an extrinsic motivation and perceived enjoyment which is an intrinsic motivation.

Keywords

References

  1. 김광집, "메타버스 사례를 통해 알아보는 현실과 가상세계의 진화", 방송과 미디어, 제26권, 제3호, 2021, 10-19.
  2. 김아영, "자기결정성 이론에 따른 학습동기 유형 분류체계의 타당성", 한국교육심리연구, 제16권, 제4호, 2002, 169-187.
  3. 김윤정, "게임과 비게임 메타버스 콘텐츠에서 나타나는 유형의 융합화에 관한 연구", 한국애니메이션학회, 제17권, 제3호, 2021, 80-99. https://doi.org/10.51467/ASKO.2021.09.17.3.80
  4. 김은정, "온라인 커뮤니티에서 참여 동기와 사회적 영향이 몰입에 미치는 영향", 동의대학교 석사학위논문, 2005.
  5. 소프트웨어정책연구소(SPRI), "로그인(Log In) 메타버스 : 인간 X 공간 X 시간의 혁명", 월간SW중심사회, 4월호, 2021, 58-86.
  6. 신석영, "메타버스의 부상과 금융업의 변화", 하나금융그룹 Emerging Tech & Biz, 제2권, 2021, 8-9.
  7. 여명숙, "사이버스페이스의 존재론과 그 심리철학적 함축", 이화여자대학교 박사학위논문, 1998.
  8. 오종철, 윤성준, 우원, "모바일 인터넷 서비스 이용의도에 관한 연구: 개정된 TRAM모형을 중심으로", 서비스경영학회지, 제11권, 제5호, 2010, 127-148. https://doi.org/10.15706/JKSMS.2010.11.5.006006
  9. 우성미, 장동련, "트랜스미디어 환경의 메타버스 브랜드 커뮤니케이션 연구", 브랜드디자인학연구, 제19권, 제2호, 2021, 29-48. https://doi.org/10.18852/BDAK.2021.19.2.29
  10. 이승헌, "미니홈피 사용에 대한 내.외재적 동기와 사회적 영향", 대구대학교 석사학위논문, 2004.
  11. 한상열, "메타버스 플랫폼 현황과 전망", KISO 저널, 제49권, 2021, 19-24.
  12. 한혜원, "메타버스 내 가상세계의 유형 및 발전방향 연구", 디지털콘텐츠학회, 제9권, 제2호, 2008, 317-323.
  13. 황경화, 정주연, 권오병, "가상세계형 메타버스 지속방문의도에 영향을 미치는 요인연구", 한국경영정보학회 춘계통합학술대회, 2021, 43-46.
  14. Ajzen, I. and M. Fishbein, "Attitudinal and normative variables as predictors of specific behaviors", Journal of Personality and Social Psychology, Vol.27, No.1, 1973, 41-57. https://doi.org/10.1037/h0034440
  15. Allen, A., Innovation management: Strategeies, implementation and profits, 2nd edition, New York: Oxford University Press, 2003.
  16. Book, B., "Moving Beyond the Game: Social Virtual Worlds", State of play 2 Conference, 2004.10. http://www.virtualworldsreview.com.
  17. Close, A.G. and M. Kukar-Kinney, "Beyond buying: Motivations behind consumers' online shopping cart use", Journal of Business Research, Vol.63, No.9-10, 2010, 986-992. https://doi.org/10.1016/j.jbusres.2009.01.022
  18. Cummings, J.J. and J.N. Bailenson, "How immersive is enough? A meta-analysis of the effect of immersive technology on user presence", Media Psychology, Vol,19, No.2, 2016, 272-309. https://doi.org/10.1080/15213269.2015.1015740
  19. Davis, F.D., "Perceived usefulness, perceived ease of use, and user acceptance of information technology", MIS Quarterly, Vol.13, No.3, 1989, 319-340. https://doi.org/10.2307/249008
  20. Davis, F.D., R.P. Bagozzi, and P.R. Warshaw, "User acceptance of computer technology: A comparison of two theoretical models", Management Science, Vol.35, No.8, 1989, 982-1003. https://doi.org/10.1287/mnsc.35.8.982
  21. Davis, F.D., R.P. Bagozzi, and P.R. Warshaw, "Extrinsic and intrinsic motivation to use computers in the workplace", Journal of Applied Social Psychology, Vol.22, No.14, 1992, 1111-1132. https://doi.org/10.1111/j.1559-1816.1992.tb00945.x
  22. Deci, E.L. and R.M. Ryan, Intrinsic motivation and self-determination in human behavior, New York: Plenum, 1985.
  23. Deci, E.L. and R.M. Ryan, "The 'what' and 'why' of goal pursuits: Human needs and the self-determination of behavior", Psycological Inquiry, Vol.11, No.4, 2000, 227-268. https://doi.org/10.1207/S15327965PLI1104_01
  24. Fiore, A.M., J. Kim, and H.H. Lee, "Effect of image interactivity technology on consumer response toward the online retailer", Journal of Interactive Marketing, Vol.19, No.3, 2005, 38-53. https://doi.org/10.1002/dir.20042
  25. Fornell, C. and D.F. Larcker, "Evaluating structural equation models with unobservable variables and measurement Error", Journal of Marketing Research, Vol.18, No.1, 1981, 39-50. https://doi.org/10.1177/002224378101800104
  26. Gefen, D. and D. Straub, "Gender differences in perception and adoption of e-mail: An extension to the technology acceptance model", MIS Quarterly, Vol.21, No.4, 1997, 389-400. https://doi.org/10.2307/249720
  27. Gefen, D. and D. Straub, "Managing user trust in B2C e-services", e-Service Journal, Vol.2, No.2, 2003, 7-24. https://doi.org/10.2979/esj.2003.2.2.7
  28. Gefen, D. and D. Straub, "A practical guide to factorial validity using PLS-Graph: Tutorial and annotated example", Communications of the Association for Information Systems, Vol.16, No1, 2005, 91-109. https://doi.org/10.17705/1CAIS.01605
  29. Gunawan, J. and F.E. Gunawan, "Factors that influence employees's intention to use enterprise social media as knowledge sharing media", Communication & Information Technology Journal, Vol.13, No.2, 2019, 79-89. https://doi.org/10.21512/commit.v13i2.5627
  30. Hair Jr., J.F., R.E. Anderson, R.L. Tathan, and C. William, Multivariate Data Analysis with Readings, 5th edition, Englewood Cliffs, NJ: Prentice Hall, 1998.
  31. Hair, J.F., G.T.M. Hult, C.M. Ringle, and M. Sarstedt, A primer on partial least squares structual equation modeling (PLS-SEM), Thousand Oaks: Sage Publications, 2014.
  32. Heeter, C., "Aspects of Presence in Telerelating", CyberPsychology & Behavior, Vol.2, No.4, 1999, 325-335. https://doi.org/10.1089/cpb.1999.2.325
  33. Heim, M., 여명숙 옮김, "가상현실의 철학적 의미", 서울: 책세상, 1997.
  34. Hoffman, D.L. and T.P. Novak, "Marketing in hypermedia computer-mediated environments: Conceptual foundations", Journal of Marketing, Vol.60, No.3, 1996, 50-68. https://doi.org/10.1177/002224299606000304
  35. Kang, H.J., J.H. Shin, and K. Ponto, "How 3D virtual reality stores can shape consumer purchase decisions: The roles of informativeness and playfulness", Journal of Interactive Marketing, Vol.49, 2020, 70-85. https://doi.org/10.1016/j.intmar.2019.07.002
  36. Karahanna, E., D. Straub, and N.L Chervany, "Information technology adoption across time: A cross-sectional comparison of preadoption and post-adoption beliefs", MIS Quarterly, Vol.23, No.2, 1999, 183-213. https://doi.org/10.2307/249751
  37. Kim, J.B., "The mediating role of presence on consumer intention to participate in a social commerce site", Journal of Internet Commerce, Vol.14, No.4, 2015, 425-454. https://doi.org/10.1080/15332861.2015.1092067
  38. Lee, M.K.O., C.M.K. Cheung, and Z. Chen, "Acceptance of internet-based learning medium: The role of extrinsic and intrinsic motivation", Information and Management, Vol.42. No.8, 2005, 1095-1104. https://doi.org/10.1016/j.im.2003.10.007
  39. Lim, H. and M. Childs, "Visual storytelling on Instagram: Branded photo narrative and the role of telepresence", Journal of Research in Interactive Marketing, Vol.14, No.1, 2020, 33-50. https://doi.org/10.1108/JRIM-09-2018-0115
  40. Lin, H.Y. and C.H. Chiang, "Analyzing behaviors influencing the adoption of online games from the perspective of virtual contact", Social Behavior and Personality: An International Journal, Vol.41, No.1, 2013, 113-122. https://doi.org/10.2224/sbp.2013.41.1.113
  41. Lombard, M. and T. Ditton, "At the heart of it all: The concept of presence", Journal of Computer Mediated Communication, Vol.3, No.2, 1997, 47.
  42. Loureiro, S.M.C., J. Guerreiro, S. Eloy, D. Langaro, and P. Panchapakesan, "Understanding the use of virtual reality in marketing a text mining-based review", Journal of Business Research, Vol.100, 2019, 514-530. https://doi.org/10.1016/j.jbusres.2018.10.055
  43. Ma, Q. and L. Lui, "The technology acceptance model: A meta-analysis of empirical findings", Journal of Organizational and End User Computing, Vol.16, No.1, 2004, 59-72. https://doi.org/10.4018/joeuc.2004010104
  44. Moon, J. and Y. Kim, "Extending the TAM for a World-Wide-Web Context", Information & Management, Vol.38, No.4, 2001, 217-230. https://doi.org/10.1016/S0378-7206(00)00061-6
  45. Moore, G.C. and I. Benbasat, "Development of an instrument to measure the perceptions of adopting an information technology innovation", Information Systems Research, Vol.2, No.3, 1991, 192-222. https://doi.org/10.1287/isre.2.3.192
  46. Nah, F.F., B. Eschenbrenner, and D. DeWester, "Enhancing brand equity through flow and telepresence a comparison of 2D and 3D virtual worlds", MIS Quarterly, Vol.35, No.3, 2011, 731-747. https://doi.org/10.2307/23042806
  47. Nunnally, J.C. and I.H. Bernstein, Psychometric theory, 3rd edition, New York: McGraw-Hill, 1994.
  48. Oh, J. and S. Yoon, "Validation of Haptic Enabling Technology Acceptance Model(HE-TAM): Integration of IDT and TAM", Telematics and Informations, Vol.31, No.4, 2014, 585-596. https://doi.org/10.1016/j.tele.2014.01.002
  49. Pietschmann, D., G. Valtin, and P. Ohler, "The effect of authentic input devices on computer game immersion", in Fromme, J. and Unger, A. (Eds), Computer Games and New Media Cultures: A Handbook of Digital Games Studies, New York, NY: Springer, 2012, 279-292.
  50. Puschel, J., J. Afonso Mazzon, and J. Mauro C. Hernandez, "Mobile banking: Proposition of an integrated adoption intention framework", International Journal of Bank Marketing, Vol.28, No.5, 2010, 389-409. https://doi.org/10.1108/02652321011064908
  51. Ramayah, T. and M. Lo, "Impact of shared beliefs on 'perceived usefulness' and 'ease of use' in the implementation of an enterprise resource planning", Management Research News, Vol.30, No.6, 2007, 420-431. https://doi.org/10.1108/01409170710751917
  52. Rice, R.E. and D. Case, "Electronic message systems in the university: A description of use and utility", Journal of Communications, Vol.33, No.1, 1983, 131-152. https://doi.org/10.1111/j.1460-2466.1983.tb02380.x
  53. Rogers, E.M., Diffusion of innovations, 1st edition, New York: Free Press, 1983.
  54. Rogers, E.M., Diffusion of innovations, 4th edition, New York: Free Press, 1995.
  55. Ryan, R.M. and E.L. Deci, "Self-determination theory and the facilitation of intrinsic motivation social development, and well-being", American Psychologist, Vol.55, No.1, 2000a, 68-78. https://doi.org/10.1037/0003-066X.55.1.68
  56. Ryan, R.M. and E.L. Deci, "Intrinsic and extrinsic motivations: Classic definitions and new directions", Contemporary Educational Psychology, Vol.25, 2000b, 54-67. https://doi.org/10.1006/ceps.1999.1020
  57. Schneiderman, B., Designing the User Interface: Strategies for Effective Human-Computer Interaction, MA: Addison-Wesley, 1987.
  58. Shen, J. and L.B. Eder, "Exploring intentions to use virtual worlds for business", Journal of Electronic Commerce Research, Vol.10, No.2, 2009, 94-103.
  59. Shivers-Blackwell, S.L. and A.C. Charles, "Ready, set, go: Examining student readiness to use ERP technology", Journal of Management Development, Vol.25, No.8, 2006, 795-805. https://doi.org/10.1108/02621710610684268
  60. Smart, J.M., J. Cascio, and J. Paffendorf, "Metaverse roadmap overview", 2007, Available at: https://metaverseroadmap.org/overview/ (Accessed December 11. 2022).
  61. Straub, D., "The Effect of Culture on IT diffusion: E-mail and Fax in Japan and the U.S.", Information Systems Research, Vol.5, No.1, 1994, 23-47. https://doi.org/10.1287/isre.5.1.23
  62. Steinfield, C.W., "Computer-mediated communications in an organizational setting: Explaining task-related and socioemotional uses", Annals of the International Communication Association, Vol.9. No.1, 1986, 777-804. https://doi.org/10.1080/23808985.1986.11678637
  63. Steuer, J., "Defining virtual reality: Dimesions determining telepresence", Journal of Communication, Vol.42, No.4, 1992, 73-93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
  64. Sun, H. and P. Zhang, "An exploration of affect factors and their role in user technology acceptance: Mediating and causality", Journal of the American Society for Information Science and Technology, Vol.59, No.8, 2008, 1252-1263. https://doi.org/10.1002/asi.20819
  65. Teo, T.S.H., V.K.G. Lim, and R.Y.C. Lai, "Intrinsic and extrinsic motivation in internet usage", Omega, The International Journal of Management Science, Vol.27, No.1, 1999, 25-37. https://doi.org/10.1016/S0305-0483(98)00028-0
  66. van der Heijden, H., "User acceptance of hedonic information systems", MIS Quarterly, Vol.28, No.4, 2004, 695-704. https://doi.org/10.2307/25148660
  67. Venkatesh, V., "Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model", Information Systems Research, Vol.11, No.4, 2000, 342-365. https://doi.org/10.1287/isre.11.4.342.11872
  68. Venkatesh, V. and F.D. Davis, "A model of the antecedents of perceived ease of use: Development and test", Decision Sciences, Vol.27, No.3, 1996, 451-481. https://doi.org/10.1111/j.1540-5915.1996.tb01822.x
  69. Yeh, N., J.C. Lin, and H. Lu, "The moderating effect of social roles on user behaviour in virtual worlds", Online Information Review, Vol.35, No.5, 2011, 747-769 . https://doi.org/10.1108/14684521111176480
  70. Yim, M.Y.C., S.C. Chu, and P.L. Sauer, "Is augmented reality technology an effective tool for e-commerce? An interactivity and vividness perspective", Journal of Interactive Marketing, Vol.39, 2017, 89-103. https://doi.org/10.1016/j.intmar.2017.04.001