DOI QR코드

DOI QR Code

A comparative study of the Metaverse platforms through college students'experiences using the Metaverse

  • Sanghui Park (Dept. of Metaverse Graduate School, Sogang Univ.) ;
  • Kiyoon Kim (Dept. of Convergence, Sungkyul Univ.)
  • Received : 2024.03.30
  • Accepted : 2024.05.10
  • Published : 2024.06.30

Abstract

This study was conducted to analyze the metaverse usage behavior of college students through in-depth interviews and to explore the characteristics of the major metaverse platforms with a focus on keywords. This study derived elements such as metaverse participation activities, real-world order, metaverse system, presence, and self-expression from previous research. This study examined how college students who use the metaverse perceive these variables. We present the following research results: First, the college students who participated in the study showed interest in content with many interactive elements on the metaverse platform and appeared to participate more actively in such content. Second, college students cited the ability to engage in economic activities in the metaverse as their greatest strength. It was expected that social norms applied in the real world would also be applied in the metaverse. Third, the Metaverse system, such as the Metaverse UI, UX, and servers, was found to be a factor that needs to meet users' expectations and hinders immersion. In this study, the characteristics of the metaverse platform were analyzed, focusing on essential keywords from in-depth interviews. The analysis results are as follows: It was expressed with keywords such as Zepeto has 'avatar' and 'personality expression,' Ifland has 'free decoration' and 'communication convenience,' Gathertown has 'movement convenience' and 'video chat.' Roblox has 'game-based' and 'dynamic.'

Keywords

Acknowledgement

This research was supported by the MSIT(Ministry of Science and ICT), Korea, under the Graduate School of Metaverse Convergence support program(RS-2022-00156318) supervised by the IITP(Institute for Information & Communications Technology Planning & Evaluation), and by Culture, Sports and Tourism R&D Program through the Korea Creative Content Agency grant funded by the Ministry of Culture, Sports and Tourism, South Korea in 2023. (RS-2023-00219237).

References

  1. Metaverse usage status and user characteristics, Yunhwa Kim, 23-07 KISDI STAT Report, Information and Communication Policy Institute, 2023.
  2. Research on ways to revitalize the metaverse ecosystem in the content field, Seunghee Lee and Sangbeom Lee, KOCCA 22-48, Korea Creative Content Agency, 2022.
  3. Euncheol Kim and Eunah Park, "The Effect of social type metaverse characteristics on fun experience and continuous use intention," Journal of the Korean Psychological Association: Consumer Advertising, Vol.23, No.3, pp. 289-312, 2022. https://doi.org/10.21074/kjlcap.2022.23.3.289
  4. Measures to revitalize the Seoul metaverse industrial ecosystem during the digital transition period, Byeongsoon Jeong, and Hyeoncheol Jeong, Policy Report 385, Seoul Research Institute, 2023.
  5. Sanggyun Kim and Byeongho Shin, Metaverse New Opportunity, Vega Books, 2021.
  6. Seongbae Kang, "A Study on the Factors Affecting the Usage Intention of the Metaverse in the Digital Convergence Age," Internet commerce research, Vol. 21, No. 6, pp. 171-188, 2021. https://doi.org/10.37272/JIECR.2021.12.21.6.171
  7. Inho Hwang, Jinsu Kim, and Ilhan Lee, "The impact of Metaverse's innovation and presence factors on continuous use intention through platform trust," Korean Journal of Management, Vol .35, No. 6, pp. 1055-1079, 2022. https://doi.org/10.18032/kaaba.2022.35.6.1055
  8. Hayeon Kim, Semin Hong, and Sangwoo Lee, "An exploratory study on the characteristics of metaverse creators: Focusing on motivation for creation, platform characteristics, and flow of ZEPETO creator," Journal of Korean Innovation Society, Vol. 18, No. 1, pp. 27-61, 2023. DOI :10.46251/INNOS.2023.2.18.1.27
  9. Hyunjoo Park and Jongwoo Jeon, "The impact of metaverse users' self-expression and self-presence on purchase intention for real items," Humanities and Social Sciences21, Vol.14, No. 3, pp. 3845~3857, 2023. DOI :10.22143/HSS21.14.3.273
  10. Jihyun Jeong and Youngwook Jeong, "A Study on User Experience Design of Metaverse: Focused on Gen Z," Paper presented at the Korean Society of Design Conference, pp. 74-75, 2021.