• Title/Summary/Keyword: metaverse use intention

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Factors Influencing the Intention to Continue Using the Metaverse: Focusing on the Influence of Social Norms

  • Mina Lee;Minjung Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.51-60
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    • 2023
  • This study aims to examine factors influencing the intention to continue using the metaverse, focusing on the impact of social norms. Specifically, direct and indirect effects of technical characteristics (perceive quality, interactivity, perceived playfulness), user characteristics (self-efficacy, personal innovativeness), and social influence factors (descriptive norm, injunctive norm, subjective norm) on continuous use intention were examined. The role of perceived ease of use and perceived usefulness as a mediator was also examined. An online survey was conducted with 165 college students attending universities in two large cities in South Korea who had used the metaverse. As a result, perceived playfulness, descriptive norm, and perceived usefulness directly influenced continuous use intention. Perceived playfulness, interactivity, and subjective norm influenced continuous use intention indirectly through perceived usefulness. This study theoretically extends the Technology Acceptance Model by specifying social influence in metaverse contexts. Practical implications are provided in terms of marketing strategy for the metaverse industry to continue to grow and develop.

Study on Factors Affecting Perceived Value and Intention to Use the Metaverse: Focusing on Differences between Metaverse Experienced and Non-Experienced (메타버스의 지각된 가치와 사용의도에 영향을 미치는 요인에 관한 연구: 메타버스 유경험자와 무경험자의 차이를 중심으로)

  • Mina Lee;Minjung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.587-594
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    • 2023
  • The purpose of this study is to examine the factors influencing the intention to use the Metaverse from various angles based on the Extended Technology Acceptance Model and Value-based Adoption Model. Specifically, we examined whether there is a difference in perception of the Metaverse and in factors affecting the intention to use the Metaverse between the Metaverse experienced and non-experienced. For this purpose, the variables were classified into the technical characteristics of the Metaverse (interactivity, content quality), perceived benefits (perceived usefulness, perceived enjoyment), and perceived sacrifices (perceived risk, perceived complexity) and a survey was conducted with university students. The findings of this study indicate that the perceived interactivity, usefulness, and enjoyment of the Metaverse had a major impact on the intention to use the Metaverse for those without Metaverse experience, whereas enjoyment of the Metaverse had the greatest impact on the intention to use the Metaverse for those with Metaverse experience. Based on the study results, we provided marketing strategy implications for continuous growth and development of the Metaverse industry.

A Study on the Intention to Use the Metaverse Information System via the Experience of Using the Metaverse : Focusing on the Small and Midium-sized Enterprises (메타버스 사용경험에 따른 메타버스 정보시스템의 사용의도에 관한 연구 : 중소기업의 도입 중심으로)

  • Jang Kiwoong;Lee Sangjoon;Park Jaesung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.2
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    • pp.75-89
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    • 2024
  • The demand for metaverse is increasing rapidly due to the development of 3D information technology and the pandemic situation caused by COVID-19. Small and medium-sized enterprises(SMEs) are also in increasing demand for metaverse in the community, meetings, and customer services of their employees. Based on the UTAUT model, this study investigated the acceptance of the Metaverse-type information system(IS) by employees of SMEs. Using the responses from 170 SMEs employees, we conducted the regression analyses SMEs employees' usage intention on Metaverse-type IS. The results of the research analyses were as follows. First, among the variables of the UTAUT model, performance expectations, social influence, and promotion conditions had a significant effect on the intention to use. Second, among the variables derived from the industrial specificity of Metaverse-type IS, only individual innovation had a significant influence on the intention to use. Last but not least, in the relationship between the intention to use Metaverse-type IS and the influencing factors, only individual innovation was significant in the moderating effect according to past metaverse use experience.

The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention (메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향)

  • Shinyoung Park;Su-yun Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

Attributes of the metaverse and consumers' perceived values of fashion brands in virtual spaces (패션 브랜드 가상공간에서 메타버스의 속성과 소비자의 지각된 가치)

  • Shinyoung Park;Su-yun Shin
    • The Research Journal of the Costume Culture
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    • v.32 no.3
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    • pp.321-333
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    • 2024
  • This study aims to investigate how consumers perceive the attributes (ubiquity, continuity) of metaverse fashion brands in a virtual space. It also empirically verifies the impact on consumers' perceived values (hedonic value, social value) and consumer behavioral intentions (intention to use the platform, intention to purchase virtual products). The results verified in this study are as follows: First, we confirmed that the metaverse attributes perceived by consumers in the virtual space of the fashion brand, ubiquity and daily extension, positively affect customers' perceived hedonic and social values. Second, we found that consumers' perceived hedonic and social values have a significant positive effect on their intention to use the platform. Finally, we found that consumers' intention to use the platform had a significant positive effect on their intention to purchase virtual products. The results of this study will have academic significance by expanding the scope of research related to identifying metaverse attributes and values by identifying metaverse attributes and consumer values that perceived by consumers in fashion brands' virtual spaces in the metaverse. This study suggests a direction and strategy for fashion brands to move forward in building virtual spaces on the metaverse platform. In this way, they can create perceived value for consumers that elicits positive consumer behavioral intentions.

A study on factors affecting intention to use metaverse based on technology acceptance model (기술수용모델을 기반으로 한 메타버스 사용의도 영향 요인 연구)

  • Hyeonmi Hong
    • Journal of The Korean Association of Information Education
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    • v.26 no.6
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    • pp.533-541
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    • 2022
  • Metaverse have begun to attract attention because it facilitate interaction between learners and teachers in non face- to- face environment. In order to use the metaverse in the educational field such as online class, it is important that pre-service teachers intend to use it. The purpose of this study is to analyze the structural relationship between the pre-service teacher's educational competence and the intention to use the metaverse based on the technology acceptance model. The influence factors of flexibility for new technology, teacher efficacy, and TPACK were examined. It was conducted with 240 pre-service teachers, and the data of 183 pre-service teachers finally collected were used for the analysis. As a result of the study, among the metaverse educational competencies of elementary school pre-service teachers, flexibility and TPACK mediate perceived ease, and the pathways affecting metaverse use intention were significant. In this regard, theoretical and practical implications that can be helpful in the discussion and intention of using the metaverse of pre-service teachers were presented.

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.

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.

A Study on Factors Affecting the Intention to Use the Metaverse by Applying the Extended Technology Acceptance Model(ETAM) : Focused on the Virtual World Metaverse (확장된 기술수용모델(ETAM)을 적용한 메타버스 이용의도에 영향을 미치는 요인연구: 가상세계 메타버스를 중심으로)

  • Oh, Ji-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.204-216
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    • 2021
  • This study empirically analyzed factors affecting consumers' intention to use metaverse by applying the extended technology acceptance model. In other words, the factors affecting the intention to use the metaverse were set as content quality, perceived enjoyment, social influence, self-efficacy, and investigated from the perspective of the expanded technology acceptance model. For this end, a survey was conducted on 296 university students in Seoul, and the collected data from 267 students were analyzed using SPSS 25.0 and AMOS 23.0. As a result, it was found that perceived usefulness and perceived ease of use, which are the antecedent variables of the extended technology acceptance model, affect the intention to use the metaverse, and perceived ease of use has an effect on perceived usefulness. Content quality and perceived enjoyment had an effect on perceived usefulness, perceived ease of use and intention to use metaverse. Social influence was found to affect perceived usefulness and intention to use metaverse. Also, self-efficacy was found to affect perceived ease of use and intention to use metaverse.

Examining the Impact of Avatar Customization on the Continuous Intention to Use the Metaverse -The Mediating Role of Self-expansion and the Moderating Effect of Self-efficacy- (아바타 커스터마이징이 메타버스 지속사용의도에 미치는 영향에 있어 자아확장의 매개역할과 자기효능감의 조절효과)

  • Namhee Yoon
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.704-714
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    • 2023
  • This study explores how avatar customization influences the continuous intention to use the metaverse, mediated by self-expansion. The moderating effects of self-efficacy between avatar customization and self-expansion are also explored. Data were collected through an online survey using consumer panels. Participants were Zepeto users aged 18 or older who had used the platform within the previous six months. They were asked to recall a recent shopping experience of exploring the virtual fashion store via Zepeto. A total of 196 valid responses from participants were analyzed using SPSS 26.0 for descriptive statistics, reliability analysis, and PROCESS procedure, and AMOS 23.0 for confirmatory factor analysis. Results demonstrate that avatar customization increases continuous intention to use the metaverse; this effect is mediated by self-expansion. The moderated mediation effect of self-efficacy in the indirect path was significant and mediated by self-expansion. Specifically, the interplay effect of avatar customization and self-efficacy on self-expansion was statistically significant. For participants with high self-efficacy, avatar customization increases self-expansion, and it mediates the relationship between avatar customization and the continuous intention to use the metaverse. Findings contribute to expanding the literature on metaverse usage by testing the impact of avatar customization on self-expansion.