How could entertainment content marketing affect intention to use the metaverse? Empirical findings

Malek Alsoud , Ali Trawnih , Hussam Yaseen , Tha'er Majali , Anas Ratib Alsoud , Omar Abdel Jaber
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引用次数: 0

Abstract

Despite the metaverse's potential to transform digital business, there remains a scarcity of research investigating on how content marketing affects users' intention to use the metaverse. This study aimed to identify if entertainment content marketing affects users to adapt the metaverse. by adapting the Spice framework, incorporating variables like continuity, sense of presence, interoperability, concurrence, and economic flow. Data was collected via an online survey of 454 online gamers from Jordan who were purposefully selected. Structural equation modelling using partial least squares analysis revealed that all five factors positively affected metaverse intention. Overall, the study contributes to the knowledge by examining the Spice Framework in the context of metaverse technologies. Beyond the academic realm, our findings carry practical significance for marketers, policymakers, and stakeholders shaping the dynamic landscape of digital interactions within the metaverse.

娱乐内容营销如何影响使用元世界的意愿?实证研究结果
尽管元网具有改变数字商业的潜力,但有关内容营销如何影响用户使用元网的意愿的研究仍然很少。本研究旨在通过调整 Spice 框架,纳入连续性、存在感、互操作性、一致性和经济流等变量,确定娱乐内容营销是否会影响用户使用元宇宙。数据是通过在线调查收集的,调查对象是特意从约旦挑选的 454 名在线游戏玩家。使用偏最小二乘法分析建立的结构方程模型显示,所有五个因素都对元海外意向产生了积极影响。总之,本研究通过在元海外技术的背景下研究 Spice 框架,为知识的积累做出了贡献。除学术领域外,我们的研究结果对营销人员、政策制定者和利益相关者塑造元海外数字互动的动态景观也具有实际意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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