How to trigger user’s willingness to participate in the metaverse? An exploration of the significant factors of the metaverse

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Hsi-Peng Lu, Yi-Chin Chang, Chiao-Shan Chen
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Abstract

The issue of the metaverse has been widely discussed. The purpose of this research is to investigate users’ willingness to participate in the metaverse. This study used the self-efficacy theory and Theory of Reasoned Action (TRA) to explore their willingness to attend the metaverse. Furthermore, the study explored how the basic concepts of the metaverse (Avatars, Decentralized Value Exchange, and Immersive Experience) influence the users’ attitudes (Presence in Second-Life, 3D Interactivity, and Play-to-Earn) toward and willingness with respect to participating in the metaverse. A total of 150 valid experts’ responses were collected through an online questionnaire and analyzed through structural equation modeling. The results revealed that Presence in Second-Life and Play-to-Earn significantly impact the respondents’ willingness to participate in the metaverse. Moreover, 3D Interactivity affected their participation to willingness through Presence in Second-Life and Play-to-Earn.

Abstract Image

如何激发用户参与元宇宙的意愿?对元宇宙重要因素的探讨
元宇宙问题已被广泛讨论。本研究旨在调查用户参与元海外的意愿。本研究采用自我效能理论和理性行动理论(TRA)来探讨用户参与元海外的意愿。此外,本研究还探讨了元宇宙的基本概念(阿凡达、去中心化价值交换和沉浸式体验)如何影响用户对参与元宇宙的态度(第二人生中的存在感、三维互动性和玩中获利)和意愿。通过在线问卷共收集了 150 份有效的专家答复,并通过结构方程模型进行了分析。结果显示,"在第二人生中的存在感"(Presence in Second-Life)和 "游戏赚钱"(Play-to-Earn)对受访者参与元宇宙的意愿有显著影响。此外,3D 互动性通过 "第二人生 "中的 "存在感 "和 "玩到赚 "影响了受访者的参与意愿。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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