Litcius/Paper detail

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

Hsi‐Peng Lu, Y. C. Chang, Chiao-Shan Chen

2024Virtual Reality16 citationsDOIOpen Access PDF

Abstract

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.

Topics & Concepts

MetaverseComputer scienceHuman–computer interactionWorld Wide WebVirtual realityVirtual Reality Applications and ImpactsTechnology Adoption and User BehaviourDiverse Topics in Contemporary Research