What enhances or worsens the user-generated metaverse experience? An application of BERTopic to Roblox user eWOM

IF 5.9 3区 管理学 Q1 BUSINESS
Yun Kyung Oh, Jisu Yi, Jongdae Kim
{"title":"What enhances or worsens the user-generated metaverse experience? An application of BERTopic to Roblox user eWOM","authors":"Yun Kyung Oh, Jisu Yi, Jongdae Kim","doi":"10.1108/intr-03-2022-0178","DOIUrl":null,"url":null,"abstract":"<h3>Purpose</h3>\n<p>Given its growing economic potential and social impact, this study aims to understand the motivations and concerns regarding metaverse usage. It identifies user needs and risks around the metaverse grounded on uses and gratifications theory and perceived risk theory.</p><!--/ Abstract__block -->\n<h3>Design/methodology/approach</h3>\n<p>The authors analyzed user reviews and rating data from Roblox, a representative modern metaverse platform. They applied BERTopic modeling to extract topics from reviews, identifying key motivations and risk aspects related to metaverse usage. They further constructed an explanatory model to assess how those affect user satisfaction and changes in these effects over time.</p><!--/ Abstract__block -->\n<h3>Findings</h3>\n<p>This study discovered that gratifications like entertainment, escapism, social interaction and avatar-based self-expression significantly influence user satisfaction in the metaverse. It also highlighted that users find satisfaction in self-expression and self-actualization through creating virtual spaces, items and video content. However, factors such as identity theft, fraud and child safety were identified as potential detriments to satisfaction. These influences fluctuated over time, indicating the dynamic nature of user needs and risk perceptions.</p><!--/ Abstract__block -->\n<h3>Research limitations/implications</h3>\n<p>The novelty of this study lies in its dual application of the uses and gratifications theory and perceived risk theory to the metaverse. It provides a novel perspective on user motivations and concerns, shedding light on the distinct elements driving user satisfaction within the metaverse. This study unravels the metaverse’s unique capacity to assimilate features from established digital media while offering a distinctive user-generated experience. This research offers valuable insights for academics and practitioners in digital media and marketing.</p><!--/ Abstract__block -->\n<h3>Originality/value</h3>\n<p>This research pioneers the application of both uses and gratifications and perceived risk theories to understand factors influencing metaverse satisfaction. By establishing a comprehensive framework, it explores the metaverse’s unique value as a user-content creation platform, while encompassing existing digital platform characteristics. This study enriches the academic literature on the metaverse and offers invaluable insights for both metaverse platforms and brand marketers.</p><!--/ Abstract__block -->","PeriodicalId":54925,"journal":{"name":"Internet Research","volume":"2 1","pages":""},"PeriodicalIF":5.9000,"publicationDate":"2023-12-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Internet Research","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1108/intr-03-2022-0178","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0

Abstract

Purpose

Given its growing economic potential and social impact, this study aims to understand the motivations and concerns regarding metaverse usage. It identifies user needs and risks around the metaverse grounded on uses and gratifications theory and perceived risk theory.

Design/methodology/approach

The authors analyzed user reviews and rating data from Roblox, a representative modern metaverse platform. They applied BERTopic modeling to extract topics from reviews, identifying key motivations and risk aspects related to metaverse usage. They further constructed an explanatory model to assess how those affect user satisfaction and changes in these effects over time.

Findings

This study discovered that gratifications like entertainment, escapism, social interaction and avatar-based self-expression significantly influence user satisfaction in the metaverse. It also highlighted that users find satisfaction in self-expression and self-actualization through creating virtual spaces, items and video content. However, factors such as identity theft, fraud and child safety were identified as potential detriments to satisfaction. These influences fluctuated over time, indicating the dynamic nature of user needs and risk perceptions.

Research limitations/implications

The novelty of this study lies in its dual application of the uses and gratifications theory and perceived risk theory to the metaverse. It provides a novel perspective on user motivations and concerns, shedding light on the distinct elements driving user satisfaction within the metaverse. This study unravels the metaverse’s unique capacity to assimilate features from established digital media while offering a distinctive user-generated experience. This research offers valuable insights for academics and practitioners in digital media and marketing.

Originality/value

This research pioneers the application of both uses and gratifications and perceived risk theories to understand factors influencing metaverse satisfaction. By establishing a comprehensive framework, it explores the metaverse’s unique value as a user-content creation platform, while encompassing existing digital platform characteristics. This study enriches the academic literature on the metaverse and offers invaluable insights for both metaverse platforms and brand marketers.

是什么增强或恶化了用户生成的元宇宙体验?BERTopic 在 Roblox 用户网络口碑中的应用
目的鉴于元海外日益增长的经济潜力和社会影响,本研究旨在了解使用元海外的动机和担忧。作者分析了具有代表性的现代元海外平台 Roblox 的用户评论和评分数据。他们应用 BERTopic 模型从评论中提取主题,确定了与元海外使用相关的关键动机和风险方面。研究结果这项研究发现,娱乐、逃避现实、社交互动和基于化身的自我表达等满足感极大地影响了用户在元海外的满意度。研究还强调,用户通过创建虚拟空间、物品和视频内容,在自我表达和自我实现中获得满足感。然而,身份盗窃、欺诈和儿童安全等因素被认为是影响满意度的潜在因素。这些影响因素随着时间的推移而波动,表明了用户需求和风险感知的动态性质。研究局限/意义本研究的新颖之处在于它将使用与满足理论和感知风险理论双重应用于元宇宙。它为用户的动机和关注点提供了一个新的视角,揭示了在元网络中驱动用户满意度的独特因素。这项研究揭示了元海外在提供独特的用户生成体验的同时,吸收现有数字媒体功能的独特能力。这项研究为数字媒体和市场营销领域的学者和从业人员提供了宝贵的见解。原创性/价值这项研究开创性地应用了 "使用与满足 "理论和 "感知风险 "理论来理解影响元海外满意度的因素。通过建立一个全面的框架,它探讨了元宇宙作为用户内容创作平台的独特价值,同时涵盖了现有数字平台的特点。这项研究丰富了有关元海外的学术文献,并为元海外平台和品牌营销人员提供了宝贵的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Internet Research
Internet Research 工程技术-电信学
CiteScore
11.20
自引率
10.20%
发文量
85
审稿时长
>12 weeks
期刊介绍: This wide-ranging interdisciplinary journal looks at the social, ethical, economic and political implications of the internet. Recent issues have focused on online and mobile gaming, the sharing economy, and the dark side of social media.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信