• Title/Summary/Keyword: 메타버스 이용

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The Effects of Metaverse Related Self-determination on Intention to Continuous Use Through Intrinsic Motivation: Moderating Effect of Member Trust (메타버스 관련 자기결정성이 내적 동기를 통해 지속적 이용 의도에 미치는 영향: 구성원 신뢰의 조절 효과)

  • Hwang, Inho
    • The Journal of Society for e-Business Studies
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    • v.27 no.2
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    • pp.79-103
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    • 2022
  • COVID-19 is forcing people to minimize face-to-face networking activities between members of society, and they are increasing their use of online platforms. In particular, interest in the metaverse, a virtual community with enhanced realism, is growing. Specifically, this study suggests a mechanism to improve the intention to continuous use of metaverse users by using the self-determination theory, and confirms that trust between metaverse members moderates the relationship between self-determination and intrinsic motivation. We obtained 353 samples through a questionnaire targeting those who have used metaverse and verified the hypothesis through structural equation modeling. As a result of the analysis, individual self-determination of the metaverse formed intrinsic motivation such as identification and enjoyment, which affected the intention to continue use, and the trust of metaverse members partially moderated the relationship between self-determination and motivation. The result contributes to the sustainability of the metaverse platform by suggesting an approach to users and the environment to improve the intention of continuous use of metaverse.

Exploring Sociodemographics and Personality of Metaverse Users (메타버스 이용자의 인구사회학적 속성과 성격에 관한탐구)

  • Yesolran Kim;Tae-eun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.217-227
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    • 2023
  • With the advent of the metaverse era, understanding individuals who engage in metaverse activities has become an important task for businesses and marketing practitioners. This study aimed to compare the socio-demographic and personality factors of metaverse non-users and users, and to ascertain the impact of these individual characteristics on use of metaverse. Cross-sectional data from 9,686 respondents aged 13 and above that extracted from the 2022 Korean Media Panel Survey were analyzed, revealing significant differences between metaverse non-users and users in terms of gender, age, education level, income level, marital status, employment status, openness to experience, extraversion, and conscientiousness. Gender, age, openness to experience, and neuroticism influenced the possibility of metaverse use. Age, education level, and openness to experience were found to impact the extent of metaverse use. These findings are expected to serve as foundational insights for businesses and marketing practitioners aiming to formulate strategies in utilizing the metaverse.

The Effect of Metaverse Presence on Intention to Continuous Use Through User Motivation: Moderating Effect of Normative Interpersonal Influence (메타버스 실재감이 사용자의 이용 동기를 통해 지속적 이용의도에 미치는 영향: 규범적 대인 민감성의 조절 효과)

  • Hwang, Inho;Kim, Jin soo;Lee, IL Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.119-133
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    • 2022
  • The COVID-19 pandemic is rapidly changing the behavior of members of society. Typically, the strong contagious power of the virus minimizes interaction between people in the real world, and they keep interaction activities to a minimum through online activities. Recently, as people demand online activities that enhance a sense of reality, the metaverse, which strengthens the 3D technology-centered sense of presence capability, is being chosen by people. The purpose of this study is to suggest a strategic direction for the establishment of the metaverse business model of startups by presenting factors for users' use and gratification of the metaverse. In detail, this study proposes the motivation for using the metaverse by reflecting the uses and gratification theory, and suggests a method to strengthen the motivation for the metaverse by reflecting the presences provided by the metaverse plotform and individual characteristics (normtive interpersonal influence). We surveyed people over 20 years of age who experienced metaverse and obtained 314 samples. In addition, we conducted the main effect analysis using the structural equation model and the moderating effect analysis using Process 3.1. As a result of hypothesis testing, we confirmed that metaverse presence (telepresence, social presence) has a positive effect on intention to continuous use by increasing metaverse's use and satisfaction factors (information, enjoyment, social interactivity). In addition, we found that individuals' normative interpersonal influence moderated the positive relationship between uses and gratification factors(enjoyment and social interactivity) intention to continuous use. Our study suggests strategies for establishing a user-centered business model for companies related to the metaverse.

An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.63-85
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    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

Building an Arcade Metaverse (메타버스를 이용한 오락실 구축)

  • Seong-Yoon Shin;Kwang-Seong Shin;Gwanghyun Jo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.431-432
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    • 2024
  • 본 논문에서는 오락실 메타버스를 구축하도록 한다. 구축은 젭 맵 에디터를 이용하고 스폰을 생성하며 아이코그램스를 이용하여 설계하도록 한다. 오락실 메타버스는 주차장, 오락실 1, 오락실 2, 그리고 휴게실을 각각 구축하도록 한다.

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메타버스 보안 위협 요소 및 대응 방안 검토

  • Na, Hyunsik;Choi, Daeseon
    • Review of KIISC
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    • v.32 no.4
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    • pp.19-32
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    • 2022
  • 메타버스는 인공지능, 블록체인, 네트워크, 가상 현실, 착용 가능한 기기 등 수많은 현대 기술들이 발전하면서 서로 융합되어 생성된 대규모 디지털 가상화 세계이다. 현재 메타버스 기반 다양한 플랫폼들이 대중화되면서 산업계 및 연구계에서는 메타버스의 발전에 주목하고 있으며, 긍정적인 시장 전망을 예상하고 있다. 하지만, 아직까지 메타버스 세계에서 발생할 수 있는 보안 위협 요소 및 대책에 관한 연구는 상대적으로 부족하다. 메타버스는 새로운 패러다임의 컨텐츠 및 서비스를 제공하고, 기존 IT 환경에서보다 방대하고 예민할 수 있는 사용자의 데이터를 요구하며, 여러 IT 기술들이 결합된 시스템인 만큼 고려해야 할 보안 위협 요소들이 많다. 본 논문에서는 메타버스 아키텍처를 소개하고, 사용자의 이용 환경, 가상 환경 및 디지털 트윈 환경에서 발생할 수 있는 보안 위협 요소들에 대해 제시하면서, 이에 대해 메타버스 서비스 제공자, 사용자 및 관련 제도 관리자들이 고려할 수 있는 대책들에 대해 소개한다.

A Study on the Factors Influencing the Intention to Use the Metaverse: Focusing on Innovation Resistance Model (메타버스 이용의도에 영향을 미치는 요인에 관한 연구: 혁신저항 모델을 중심으로)

  • Minjung, Kim;Mina, Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.51-58
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    • 2023
  • The purpose of this study is to identify various variables that affect the intention to use the metaverse, which has recently attracted attention. In particular, while previous studies have focused only on the variables that have a positive effect on the spread of the metaverse, this study tried to examine both the use and resistance perspectives by examining the psychological variables of consumers who reject specific changes, such as innovation resistance. By constructing consumer characteristics and innovation characteristic variables that affect innovation diffusion, the relationship between innovation resistance, attitude toward the metaverse, and intention to use the metaverse was examined. As a result of the study, it was found that innovation propensity, social image, and conformity had a negative effect on resistance to the metaverse. In addition, innovation propensity, social image, suitability, relative advantage, complexity, and observability mediate innovation resistance and attitudes toward the metaverse, and were finally revealed as variables that have positive or negative influences on the intention to use the metaverse.

Food Purchasing Platform using Metabus-based Multinational Student Community (메타버스 기반 다국가 유학생 커뮤니티를 이용한 음식 구매 플랫폼)

  • Kim, Sea Woo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.259-264
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    • 2022
  • The food purchase platform using the metaverse-based multinational student community is a metaverse purchase platform using the multinational food preference community. Through the use of this platform, it is expected to establish a community of multinational international students, a community of international student sellers, and foster a new industry of metaverse purchase platforms. The metaverse platform guarantees anonymity, is space-time-free, and can freely communicate with avatars to create a second business communication. In addition, by selling many kinds of favorite foods in small quantities, it customizes scarcity while reducing the burden of providing services and making it easier for international students to participate.This platform can enhance to more business opportunities using community manpower.

Factors Affecting User Intention towards Metaverse Shopping: An Application of the S-O-R model (메타버스 쇼핑 이용 의도에 영향을 미치는 요인에 관한 연구: S-O-R 모델을 기반으로)

  • Yuting Chen;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.303-321
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    • 2023
  • Metaverse shopping has emerged as a new phenomenon in social commerce. This study aims to investigate the user experience of metaverse stores shopping based on the S-O-R model. The results of the study show that telepresence, entertainment, personalized recommendation, and social interaction have significant positive effects on flow experience and satisfaction in metaverse shopping. Additionally, satisfaction and flow experience are shown to have significant positive effects on user intentions. This study provides valuable implications for the design and management of metaverse stores to improve user experience and increase user intention.

A Study on the Typology and Advancement of Cultural Leisure-Based Metaverse (문화 여가 중심의 메타버스 유형 및 발전 방향 연구)

  • Ko, Sun Young;Chung, Han Kun;Kim, Jong-In;Shin, Youngtae
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.8
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    • pp.331-338
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    • 2021
  • Metaverse is a compound word of 'meta' and 'universe', which means transcendence and the world. It is a digital world where daily life and economic activities are possible. While the Metaverse is being actively used as an alternative space to enjoy leisure life since COVID-19, not much academic research on Metaverse in Korea has been done yet. Based on the previous research on Metaverse in Korea and overseas we conducted a typology analysis on cultural leisure-based Metaverse and a study on its key features. Considering the current situation in which the Metaverse era is blooming we also investigated the development trends of the Metaverse and related technologies at home and abroad. We also presented the direction of advancement of the cultural leisure-based Metaverse. This study differentiates itself from previous domestic and foreign studies by discovering and analyzing theoretical models, frameworks and features in terms of society, collaboration, and leisure use through case studies. It is meaningful that this research presents directions on further Metaverse research that reflect the current information technology (IT) and changes in life.