Exploring the orientation towards metaverse gaming: Contingent effects of VR tools usability, perceived behavioural control, subjective norms and age

IF 15.6 1区 管理学 Q1 BUSINESS
Santanu Mandal , Ritesh Kumar Dubey , Bhaskar Basu , Anubhav Tiwari
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Abstract

The Gen-Z, who are deemed digital natives, have shown interest in the metaverse. The emergence of augmented reality (AR), virtual reality (VR), and mixed reality (XR) technologies in recent years has fuelled the increased interest in metaverse gaming. However, extant literature is yet to understand the individual orientations of these digital natives towards prime aspects of metaverse gaming and how it shapes one's attitude and, eventually, behavioural intentions for metaverse gaming. This study investigates the individual orientation towards social gaming, play for earn, flexibility gaming, and mixed reality as potential enablers for individuals’ attitudes towards metaverse gaming. Using the well-established theory of planned behaviour (TPB), coupled with an extensive literature review, we explore the influence of attitude on behavioural intentions for metaverse gaming. The study also explores the contingent effects of VR tools' usability, subjective norms, perceived behavioural control, and age. We develop the measures for the used constructs through a literature review and pre-test before final data collection. Using an online questionnaire and purposive sampling, the study collected 308 and 256 complete responses from online gamers residing in South and East India, respectively, after fulfilling specific pre-decided filtering criteria. The findings of the study underscore the significant moderating effects of VR tools, subjective norms, perceived behavioural control, and age towards metaverse gaming. The findings highlight the far-reaching implications for policymakers and practitioners. Companies can leverage this mix of demography and technology for immersive experiences for new marketing, branding, and loyalty programs. Policymakers may underscore the cyber threats and prepare for regulatory and legal challenges.
探索元宇宙游戏的取向:虚拟现实工具可用性、感知行为控制、主观规范和年龄的权变效应
被视为数字原住民的 Z 世代对元宇宙表现出了浓厚的兴趣。近年来,增强现实(AR)、虚拟现实(VR)和混合现实(XR)技术的出现激发了人们对元宇宙游戏的兴趣。然而,现有文献尚未了解这些数字原住民对元海外游戏主要方面的个人取向,以及这种取向如何影响个人对元海外游戏的态度和最终的行为意向。本研究调查了个人对社交游戏、赚取游戏、灵活游戏和混合现实的取向,这些都是个人对元海外游戏态度的潜在促进因素。利用成熟的计划行为理论(TPB),结合广泛的文献综述,我们探讨了态度对元海外游戏行为意向的影响。本研究还探讨了虚拟现实工具的可用性、主观规范、感知行为控制和年龄的偶然影响。我们通过文献综述和最终数据收集前的预测试,为所使用的构建因素制定了测量方法。本研究使用在线问卷和目的性抽样,在满足预先确定的特定筛选标准后,分别从居住在印度南部和东部的在线游戏玩家那里收集到 308 份和 256 份完整答复。研究结果强调了虚拟现实工具、主观规范、感知行为控制和年龄对元海外游戏的重要调节作用。研究结果凸显了对政策制定者和从业人员的深远影响。公司可以利用这种人口和技术的组合,为新的营销、品牌和忠诚度计划提供身临其境的体验。政策制定者可以强调网络威胁,并为监管和法律挑战做好准备。
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来源期刊
CiteScore
16.10
自引率
12.70%
发文量
118
审稿时长
37 days
期刊介绍: The Journal of Innovation and Knowledge (JIK) explores how innovation drives knowledge creation and vice versa, emphasizing that not all innovation leads to knowledge, but enduring innovation across diverse fields fosters theory and knowledge. JIK invites papers on innovations enhancing or generating knowledge, covering innovation processes, structures, outcomes, and behaviors at various levels. Articles in JIK examine knowledge-related changes promoting innovation for societal best practices. JIK serves as a platform for high-quality studies undergoing double-blind peer review, ensuring global dissemination to scholars, practitioners, and policymakers who recognize innovation and knowledge as economic drivers. It publishes theoretical articles, empirical studies, case studies, reviews, and other content, addressing current trends and emerging topics in innovation and knowledge. The journal welcomes suggestions for special issues and encourages articles to showcase contextual differences and lessons for a broad audience. In essence, JIK is an interdisciplinary journal dedicated to advancing theoretical and practical innovations and knowledge across multiple fields, including Economics, Business and Management, Engineering, Science, and Education.
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