Guihua Zhang , Sarbottam Bhagat , Sung Ho Lee , Dae Wan Kim , Dan J. Kim
{"title":"From game to beyond game: Exploring the role of 3D rendering technology in user immersion and virtual consumption in the Metaverse","authors":"Guihua Zhang , Sarbottam Bhagat , Sung Ho Lee , Dae Wan Kim , Dan J. Kim","doi":"10.1016/j.dss.2024.114383","DOIUrl":null,"url":null,"abstract":"<div><div>The Metaverse is a virtual shared space that merges physical and digital realities, allowing users to have immersive experiences with avatars and interact in various ways such as socializing, gaming, and commerce. Despite ongoing research on rendering technology and its impact on user immersion, empathy, and virtual consumption from a perspective of social needs, the field is still in its infancy. Little attention has been paid to the role of 3D rendering technology in user immersion synesthesia and virtual consumption in the Metaverse. To address this gap, this study adopts the Stimulus-Organism-Response (S-O-R) model as an overarching theoretical framework and proposes a research model exploring the relationship between user needs and rendering technology as stimuli, user immersion, and empathy as the organism, and virtual consumption behavior as the response. Using empirical user data from Metaverse platforms, the study examines the proposed model. The findings reveal that rendering technology and user needs positively influence user immersion and stimulate virtual consumption. This study provides a new perspective and theoretical foundation for research on Metaverse platforms and expands the scope of virtual consumption studies.</div></div>","PeriodicalId":55181,"journal":{"name":"Decision Support Systems","volume":"189 ","pages":"Article 114383"},"PeriodicalIF":6.7000,"publicationDate":"2025-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Decision Support Systems","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0167923624002161","RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0
Abstract
The Metaverse is a virtual shared space that merges physical and digital realities, allowing users to have immersive experiences with avatars and interact in various ways such as socializing, gaming, and commerce. Despite ongoing research on rendering technology and its impact on user immersion, empathy, and virtual consumption from a perspective of social needs, the field is still in its infancy. Little attention has been paid to the role of 3D rendering technology in user immersion synesthesia and virtual consumption in the Metaverse. To address this gap, this study adopts the Stimulus-Organism-Response (S-O-R) model as an overarching theoretical framework and proposes a research model exploring the relationship between user needs and rendering technology as stimuli, user immersion, and empathy as the organism, and virtual consumption behavior as the response. Using empirical user data from Metaverse platforms, the study examines the proposed model. The findings reveal that rendering technology and user needs positively influence user immersion and stimulate virtual consumption. This study provides a new perspective and theoretical foundation for research on Metaverse platforms and expands the scope of virtual consumption studies.
期刊介绍:
The common thread of articles published in Decision Support Systems is their relevance to theoretical and technical issues in the support of enhanced decision making. The areas addressed may include foundations, functionality, interfaces, implementation, impacts, and evaluation of decision support systems (DSSs).