UTAUT in Metaverse: An “Ifland” Case
Abstract
:1. Introduction
2. Literature Review
2.1. Metaverse
2.2. The Unified Theory of Acceptance and Use of Technology (UTAUT)
3. Hypotheses Development and Research Model
4. Methodology
4.1. Operationalization of Constructs
4.2. Data Collection
5. Analysis and Results
5.1. Measurement Model
5.2. PLS Analysis Results
6. Discussion
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Stephenson, N. Snow Crash; Bantam Books: New York, NY, USA, 1992. [Google Scholar]
- Second life in Wikipedia. Available online: https://en.wikipedia.org/wiki/Second_Life (accessed on 31 January 2022).
- Kim, J.Y. Advertising in the Metaverse: Research Agenda. J. Interact. Advert. 2021, 21, 141–144. [Google Scholar] [CrossRef]
- Park, S.M.; Kim, Y.G. A Metaverse: Taxonomy, Components, Applications, and Open Challenges. IEEE Access 2021, 10, 4209–4251. [Google Scholar] [CrossRef]
- Shapiro, E. Artificial Intelligence Will Change World, Says Nvidia CEO. Available online: https://time.com/5955412/artificial-intelligence-nvidia-jensen-huang/ (accessed on 18 April 2021).
- Kelly, S.M. Facebook Changes Its Company Name to Meta. CNN Business. Available online: https://www.cnn.com/2021/10/28/tech/facebook-mark-zuckerberg-keynote-announcements/index.html (accessed on 28 October 2021).
- Seok, W.H. Analysis of Metaverse Business Model and Ecosystem. ETRI Electron. Telecommun. Trends 2021, 36, 81–91. Available online: https://ettrends.etri.re.kr/ettrends/191/0905191008/ (accessed on 28 October 2021).
- Cook, A.V.; Bechtel, M.; Anderson, S.; Novak, D.R.; Nodi, M.; Parekh, J. The Spatial Web and Web 3.0: What Business Leaders Should Know about the Next Era of Computing. Deloitte Insights. 2020. Available online: https://www2.deloitte.com/content/dam/insights/us/articles/6645_Spatial-web-strategy/DI_Spatial-webstrategy.pdf (accessed on 4 January 2022).
- Caulfield, B. What Is the Metaverse? The Official NVIDIA Blog. Available online: https://blogs.nvidia.com/blog/2021/08/10/what-is-the-metaverse/ (accessed on 10 August 2021).
- PWC. Seeing Is Believing. 2019. Available online: https://www.pwc.com/gx/en/technology/publications/assets/how-virtual-reality-and-augmented-reality.pdf (accessed on 10 August 2021).
- Smart, J.; Cascio, J.; Paffendorf, J. Pathways to the 3D Web: A Cross-Industry Public Foresight Project. Metaverse Roadmap. 2007. Available online: https://www.metaverseroadmap.org/MetaverseRoadmapOverview.pdf (accessed on 10 August 2021).
- Narin, N.G. A Content Analysis of the Metaverse Articles. J. Metaverse 2021, 1, 17–24. [Google Scholar]
- Grayscale Research. The Metaverse: Web 3.0 Virtual Cloud Economies. 2021, pp. 1–19. Available online: https://blog.kakaocdn.net/dn/buMOVQ/btrmlXtNv3i/2ip1SPzKTNeLwWksWXk9dk/Grayscale_Metaverse_Report_Nov2021.pdf?attach=1&knm=tfile.pdf (accessed on 10 August 2021).
- The Economist. What Is the Metaverse? Available online: https://www.economist.com/the-economist-explains/2021/05/11/what-is-the-metaverse (accessed on 11 May 2021).
- Schroeder, R.; Avon Huxor, H.; Andy, S. Active Worlds: Geography and Social Interaction in Virtual Reality. Futures 2001, 33, 569–587. [Google Scholar] [CrossRef]
- Jaynes, C.; Seales, W.B.; Calvert, K.; Fei, Z.; Griffioen, J. The Metaverse: A Networked Collection of Inexpensive Self-configuring Immersive Environments. In Proceedings of the Workshop on Virtual Environments, Zurich, Switzerland, 22–23 May 2003; pp. 115–124. [Google Scholar]
- Ondrejka, C. Escaping the Gilded Cage: User Created Content and Building the Metaverse. NYLS 2005, 49, 81–101. [Google Scholar]
- Kemp, J.; Livingstone, D. Putting a Second Life ‘Metaverse’ Skin on Learning Management Systems. In Proceedings of the Second Life Education Workshop at SLCC, San Francisco, CA, USA, 20 August 2006; Volume 20, pp. 22–47. [Google Scholar]
- Goertzel, B. Human-level Artificial General Intelligence and the Possibility of a Technological Singularity: A Reaction to Ray Kurzweil’s the Singularity is Near and McDermott’s Critique of Kurzweil. Artif. Intell. 2007, 171, 1161–1173. [Google Scholar] [CrossRef] [Green Version]
- Rymaszewski, M.; Au, W.J.; Wallace, M.; Winters, C.; Ondrejka, C.; Batstone-Cunningham, B. Second Life: The Official Guide; Wiley: Hoboken, NJ, USA, 2007. [Google Scholar]
- Collins, C. Looking to the Future: Higher Education in the Metaverse. Educ. Rev. 2008, 43, 51–63. [Google Scholar]
- Wright, M.; Ekeus, H.; Coyne, R.; Stewart, J.; Travlou, P.; Williams, R. Augmented Duality: Overlapping a Metaverse with the Real World. In Proceedings of the International Conference on Advances in Computer Entertainment Technology, Yokohama, Japan, 3–5 December 2008; pp. 263–266. [Google Scholar]
- Schlemmer, E.; Trein, T.D.; Cristoffer, O. The Metaverse: Telepresence in 3D Avatar-driven Digital-virtual Worlds. Tic. Revista d’innovaci? Educativa 2009, 2, 26–32. [Google Scholar]
- Schaf, F.M.; Müller, D.; Bruns, F.W.; Pereira, C.E.; Erbe, H.-H. Collaborative Learning and Engineering Workspaces. Annu. Rev. Control 2009, 33, 246–252. [Google Scholar] [CrossRef]
- Prisco, G. A Virtual World Space Agency. Futures 2009, 41, 569–571. [Google Scholar] [CrossRef]
- Messinger, P.R.; Stroulia, E.; Lyons, K.; Bone, M.; Niu, R.H.; Smirnov, K.; Perelgut, S. Virtual Worlds—Past, Present and Future: New Directions in Social Computing. Decis. Support Syst. 2009, 47, 204–228. [Google Scholar] [CrossRef]
- Hazan, S. Musing the Metaverse. In Heritage in the Digital Era Brentwood Esse; Multi-Science Publishing: Brentwood, UK, 2010. [Google Scholar]
- Papagiannidis, S.; Bourlakis, M. Staging the New Retail Drama: At a Metaverse near You! J. Virtual Worlds Res. 2010, 2, 425–446. [Google Scholar] [CrossRef]
- Forte, M.; Lercari, N.; Galeazzi, F.; Borra, D. Metaverse Communities and Archaeology: The Case of Teramo. Proc. EuroMed 2010, 79–84. [Google Scholar] [CrossRef]
- Cunningham, T.C. Marching toward the Metaverse: Strategic Communication through the New Media; BiblioScholar, 2010. [Google Scholar]
- Cline, E. Ready Player One; Ballantine Books: New York, NY, USA, 2011. [Google Scholar]
- Owens, D.; Mitchell, A.; Khazanchi, D.; Zigurs, I. An Empirical Investigation of Virtual World Projects and Metaverse Technology Capabilities. ACM SIGMIS Database Database Adv. Inf. Syst. 2011, 42, 74–101. [Google Scholar] [CrossRef]
- Tonéis, C.N. Puzzles as a Creative Form of Play in Metaverse. J. Virtual Worlds Res. 2011, 4, 1–21. Available online: https://journals.tdl.org/jvwr/index.php/jvwr/article/view/1901/5544 (accessed on 5 January 2022). [CrossRef]
- Guo, J.; Angelina, C.; Rolf, W.T. Virtual Wealth Protection through Virtual Money Exchange. Electron. Commer. Res. 2011, 10, 313–330. [Google Scholar] [CrossRef]
- Connolly, T.M.; Stansfield, M.; Hainey, T. An Alternate Reality Game for Language Learning: ARGuing for Multilingual Motivation. Comput. Educ. 2011, 57, 1389–1415. [Google Scholar] [CrossRef]
- Resmini, A.; Luca, R. Pervasive Information Architecture: Designing Cross-Channel User Experiences; Elsevier: London, UK, 2011. [Google Scholar]
- Müller, F. Remembering in the Metaverse: Preservation Evaluation and Perception. Ph.D. Thesis, University of Basel, Basel, Switzerland, 2012. Available online: https://edoc.unibas.ch/16452/ (accessed on 5 January 2022).
- Xanthopoulou, D.; Papagiannidis, S. Play Online Work Better? Examining the Spillover of Active Learning and Transformational Leadership. Technol. Forecast. Soc. Chang. 2012, 79, 1328–1339. [Google Scholar] [CrossRef]
- Cameron, A. Splendid Isolation: ‘Philosopher’s Islands’ and the Reimagination of Space. Geoforum 2012, 43, 741–749. [Google Scholar] [CrossRef]
- Hughes, I. Virtual Worlds Augmented Reality Blended Reality. Comput. Netw. 2012, 56, 3879–3885. [Google Scholar] [CrossRef]
- Kim, C.; Lee, S.G.; Kang, M. I Became an Attractive Person in the Virtual World: Users’ Identification with Virtual Communities and Avatars. Comput. Hum. Behav. 2012, 28, 1663–1669. [Google Scholar] [CrossRef]
- Kipper, G.; Joseph, R. Augmented Reality: An Emerging Technologies Guide to AR, 1st ed.; Elsevier: Amsterdam, The Netherlands, 2012. [Google Scholar]
- Kanematsu, H.; Kobayashi, T.; Ogawa, N.; Barry, D.M.; Fukumura, Y.; Nagai, H. Eco Car Project for Japan Students as a Virtual PBL Class. Proc. Comput. Sci. 2013, 22, 828–835. [Google Scholar] [CrossRef] [Green Version]
- Kim, S.K.; Joo, Y.S.; Shin, M.; Han, S.; Han, J.J. Virtual World Control System Using Sensed Information and Adaptation Engine. Signal Process. Image Commun. 2013, 28, 87–96. [Google Scholar]
- Preda, M.; Morán, F.; Timmerer, C. Introduction to the Special Issue on MPEG-V. Signal Process. Image Commun. 2013, 28, 85–86. [Google Scholar]
- Luse, A.; Mennecke, B.; Triplett, J. The Changing Nature of User Attitudes toward Virtual World Technology: A Longitudinal Study. Comput. Hum. Behav. 2013, 29, 1122–1132. [Google Scholar] [CrossRef] [Green Version]
- Dionisio, J.D.N.; Lii, W.G.B.; Gilbert, R. 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities. ACM Comput. Surv. 2013, 45, 1–38. [Google Scholar] [CrossRef]
- González, M.A.; Santos, B.S.N.; Vargas, A.R.; Martín-Gutiérrez, J.; Orihuela, A.R. Virtual Worlds: Opportunities and Challenges in the 21st Century. Proc. Comput. Sci. 2013, 25, 330–337. [Google Scholar] [CrossRef] [Green Version]
- Ko, E.; Jang, J. The Virtual Device Managing Module of the Metaverse Assisted Living Support System. In Proceedings of the International Conference on Modeling, Simulation and Visualization Methods (MSV) Steering Committee World Congress in Computer Science, Computer Engineering and Applied Computing (WorldComp), Las Vegas, NV, USA, 21–24 July 2014; pp. 125–126. [Google Scholar]
- Dascalu, M.-I.; Moldoveanu, A.; Shudayfat, E.A. Mixed Reality to Support New Learning Paradigms. In Proceedings of the 18th International Conference on System Theory, Control and Computing (ICSTCC), Sinaia, Romania, 17–19 October 2014; pp. 692–697. [Google Scholar]
- Amorim, T.; Tapparo, L.; Marranghello, N.; Silva, A.C.R.; Pereira, A.S. A Multiple Intelligences Theory-based 3D Virtual Lab Environment for Digital Systems Teaching. Proc. Comput. Sci. 2014, 29, 1413–1422. [Google Scholar] [CrossRef] [Green Version]
- Moldoveanu, A.; Gradinaru, A.; Ferche, O.-M.; Stefan, L. The 3D UPB Mixed Reality Campus: Challenges of Mixing the Real and the Virtual. In Proceedings of the 18th International Conference on System Theory, Control and Computing (ICSTCC), Sinaia, Romania, 17–19 October 2014; pp. 538–543. [Google Scholar]
- Kwanya, T.; Christine, S.; Peter, U. Library 3.0: Intelligent Libraries and Apomediation; Elsevier: Amsterdam, The Netherlands, 2014. [Google Scholar]
- Yoon, K.; Kim, S.K.; Han, J.J.; Han, S.; Preda, M. MPEG-V: Bridging the Virtual and Real World; Academic: New York, NY, USA, 2015. [Google Scholar]
- Barry, D.M.; Ogawa, N.; Dharmawansa, A.; Kanematsu, H.; Fukumura, Y.; Shirai, T.; Yajima, K.; Kobayashi, T. Evaluation for Students’ Learning Manner Using Eye Blinking System in Metaverse. Proc. Comput. Sci. 2015, 60, 1195–1204. [Google Scholar] [CrossRef] [Green Version]
- Rehm, S.V.; Goel, L.; Crespi, M. The Metaverse as Mediator between Technology Trends and the Digital Transformation of Society and Business. J. Virtual Worlds Res. 2015, 8, 1–8. [Google Scholar] [CrossRef] [Green Version]
- Chen, J.C. The Crossroads of English Language Learners Task-based Instruction and 3D Multi-user Virtual Learning in Second Life. Comput. Educ. 2016, 102, 152–171. [Google Scholar] [CrossRef]
- Zackery, A.; Shariatpanahi, P.; Zolfagharzadeh, M.M.; Pourezzat, A.A. Toward a Simulated Peplica of Futures: Classification and Possible Trajectories of Simulation in Futures Studies. Futures 2016, 81, 40–53. [Google Scholar] [CrossRef]
- Choi, H.-S.; Kim, S.H. A Content Service Deployment Plan for Metaverse Museum Exhibitions—Centering on the Combination of Beacons and HMDs. Int. J. Inf. Manag. 2017, 37, 1519–1527. [Google Scholar] [CrossRef]
- Kanematsu, H.; Ogawa, N.; Shimizu, A.; Shirai, T.; Kawaguchi, M.; Kobayashi, T.; Nakahira, K.T.; Barry, D.M. Skype Discussion for PBL between Two Laboratories and Students Biological/psychological Responses. Proc. Comput. Sci. 2017, 112, 1730–1736. [Google Scholar] [CrossRef]
- Nevelsteen, K.J.L. Virtual World Defined from a Technological Perspective and Applied to Video Games Mixed Reality and the Metaverse. Comput. Animat. Virtual Worlds 2018, 29, e1752. Available online: https://arxiv.org/abs/1511.08464 (accessed on 10 January 2022). [CrossRef] [Green Version]
- Ryskeldiev, B.; Ochiai, Y.; Cohen, M.; Herder, J. Distributed Metaverse: Creating Decentralized Blockchain-based Model for Peer-to-peer Sharing of Virtual Spaces for Mixed Reality Applications. In Proceedings of the 9th Augmented Human International Conference, Seoul, Korea, 7–9 February 2018; pp. 1–3. [Google Scholar]
- Huggett, J. Virtually Real or Really Virtual: Towards a Heritage Metaverse. Stud. Digit. Herit. 2020, 4, 1–15. [Google Scholar] [CrossRef]
- Suzuki, S.N.; Kanematsu, H.; Barry, D.M.; Ogawa, N.; Yajima, K.; Nakahira, K.T.; Shiraim, T.; Kawaguchi, M.; Kobayashi, T.; Toshitake, M. Virtual Experiments in Metaverse and their Applications to Collaborative Projects: The Framework and its Significance. Proc. Comput. Sci. 2020, 176, 2125–2132. [Google Scholar] [CrossRef]
- De Decker, P.; Peterson, S. Beyond Virtual or Physical Environments: Building a Research Metaverse a White Paper for NDRIO’s Canadian Digital Research Needs Assessment. 2020. Available online: https://alliancecan.ca/assets/uploads/documents/whitepapers/NDRIO-White-Paper-Digital-Metaverse-DeDeckerPeterson.pdf (accessed on 7 January 2022).
- Siyaev, A.; Jo, G.S. Towards Aircraft Maintenance Metaverse Using Speech Interactions with Virtual Objects in Mixed Reality. Sensors 2021, 21, 2066. [Google Scholar] [CrossRef]
- Dowling, M. Fertile LAND: Pricing Non-Fungible Tokens. Financ. Res. Lett. 2021, 44, 102096. Available online: https://www.sciencedirect.com/science/article/pii/S154461232100177X (accessed on 10 January 2022). [CrossRef]
- Duan, H.; Li, J.; Fan, S.; Lin, Z.; Wu, X.; Cai, W. Metaverse for Social Good: A University Campus Prototype. In Proceedings of the 29th ACM International Conference on Multimedia, Nice, France, 21–25 October 2021; pp. 153–161. [Google Scholar]
- Collins, B. The Metaverse: How to Build a Massive Virtual World. Forbes Magazine. Available online: https://www.forbes.com/sites/barrycollins/2021/09/25/the-metaverse-how-tobuild-a-massive-virtual-world/?sh=60735bad6d1c (accessed on 27 September 2021).
- Shen, B.; Tan, W.; Guo, J.; Zhao, L.; Qin, P. How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design. Appl. Sci. 2021, 11, 11087. [Google Scholar] [CrossRef]
- Kye, B.K.; Han, N.R.; Kim, E.J.; Park, Y.J.; Jo, S.Y. Educational applications of metaverse: Possibilities and limitations. J. Educ. Eval. Health Prof. 2021, 18, 32. [Google Scholar] [CrossRef] [PubMed]
- Korean Government. Joint Aannouncement by Relevant Ministries of the Korean Government: Metaverse Industrialzation Policy. Available online: https://www.korea.kr/news/policyBriefingView.do?newsId=156492454 (accessed on 20 January 2022).
- Agarwal, R.; Karahanna, E. Time Flies When You’re having Fun: Cognitive Absorption and Beliefs about Information Technology Usage. MIS Q. 2000, 24, 665–694. [Google Scholar] [CrossRef]
- Venkatesh, V.; Morris, M.G.; Davis, G.B.; Davis, F.D. User Acceptance of Information Technology: Toward a Unified View. MIS Q. 2003, 27, 425–478. [Google Scholar] [CrossRef] [Green Version]
- Venkatesh, V.; Thong, J.Y.; Xu, X. Consumer Accepance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology. MIS Q. 2012, 36, 157–178. [Google Scholar] [CrossRef] [Green Version]
- Ajzen, I. Perceived Behavioral Control, Self-Efficacy, Locus of Control, and the Theory of Planned Behavior. J. App. Soc. Psycho. 2003, 32, 665–683. [Google Scholar] [CrossRef]
- Bhattacherjee, A. Understanding Information Systems Continuance: An Expectation Confirmation Model. MIS Q. 2001, 25, 351–370. [Google Scholar] [CrossRef]
- Oliver, R.L. Satisfaction: A Behavioral Perspective on the Consumer; McGrow-Hill: New York, NY, USA, 1997. [Google Scholar]
- Oliver, R.L. A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions. J. Mark. Res. 1980, 17, 460–469. [Google Scholar] [CrossRef]
- Kim, S.S.; Son, J.Y. Out of Dedication or Constraint? A Dual Model of Post-Adoption Phenomena and Its Empirical Test in the Context of Online Services. MIS Q. 2009, 33, 49–70. [Google Scholar] [CrossRef]
- Venkatesh, V.; Thong, J.Y.; Xu, X. Unified Theory of Acceptance and Use of Technology: A Syntehsis and the Road Ahead. J. Assoc. Inform. Syst. 2016, 17, 328–376. [Google Scholar] [CrossRef]
- Daft, R.L.; Lengel, R.H. Organizational Information Requirement, Media Richness and Structural Design. Manag. Sci. 1986, 32, 554–571. [Google Scholar] [CrossRef] [Green Version]
- Kahai, S.S.; Cooper, R.B. Exploring the Core Concept of Media Richness Theory: The Impact of Cue Multiplicity and Feedback Immediacy on Decision Quality. J. Manag. Inf. Syst. 2003, 20, 263–299. [Google Scholar]
- Paul, S.; Nazareth, D.L. Input Information Complexity, Perceived Time Pressure, and Information Processing in GSS-based Work Group: An Experimental Investigation Using a Decision Shema to Alleviate Information Overload Conditions. Decis. Support. Syst. 2010, 49, 31–40. [Google Scholar] [CrossRef]
- Churchill, G.A., Jr. A Paradigm for Developing Better Measures of Marketing Constructs. J. Mark. Res. 1979, 16, 64–73. [Google Scholar] [CrossRef]
- Im, I.; Hong, S.T.; Kang, M.S. An Intenational Comparison of Technology Adoption: Testing UTAUT model. Inf. Manag. 2011, 48, 1–8. [Google Scholar] [CrossRef]
- Song, J.K.; Zahedi, F.M. A Theoritical Approach to Web Design in E-Commerce: A Belief Reinforcement Model. Manage. Sci. 2005, 51, 1219–1235. [Google Scholar] [CrossRef]
- Chin, W.W. The Partial Least Squares Approach to Structural Equation Modeling. Mod. Methods Busi. Res. 1998, 295, 295–336. [Google Scholar]
- Werts, C.E.; Linn, R.L.; Joreskog, K.G. Intra-Class Reliability Estimates: Testing Structural Assumptions. Educ. Psychol. Meas. 1973, 34, 25–33. [Google Scholar] [CrossRef]
- Fornell, C.; Larcker, D.F. Evaluating structural equation models with unobservable variables and measurement error. J. Mark. Res. 1981, 18, 39–50. [Google Scholar] [CrossRef]
Source | Definition of the Metaverse | A | W | T | I | R | S | P | O |
---|---|---|---|---|---|---|---|---|---|
Stephenson (1992) [1] | A world where humans as avatars interact with each other and with software agents in a 3D space that reflects the real world. | O | V | O | O | ||||
Schroeder et al., (2001) [15] | A resident virtual world where the geography and physical characteristics of the real world are modeled in a networked digital space where the user is as an avatar. | O | V | ||||||
Jaynes et al., (2003) [16] | An immersive environment using a universal and shared digital media network that removes the barriers of time and space by deceiving user’s visual senses. | V | O | O | O | ||||
Ondrejka (2004) [17] | The technical challenges of making something close to the complexity and realism depicted in Snow Crash. | O | |||||||
Kemp and Livingstone (2006) [18] | Access online systems as exclusive clients and interact with content and other residents. | V | O | O | |||||
Smart et al., (2007) [11] | The junction or nexus of our physical and virtual worlds. | M | |||||||
Goertzel (2007) [19] | An increasingly intelligent world where AGIs are integrated into interacting human social networks. | O | 1 | ||||||
Rymaszewski et al., (2007) [20] | An environment where you can create your personality, quick visit different places, explore expansive buildings, and shop your way. | O | V | O | |||||
Collins (2008) [21] | Form business to entertainment, and interactive network with continuous, immersive 3D virtual environments accessible. | V | O | O | O | O | |||
Wright et al., (2008) [22] | Extensive 3D network virtual world that can support many people at the same time for social interaction. | V | O | O | |||||
Schlemmer et al., (2009) [23] | Extension of the parallel space of the physical world within the virtual internet space into cyberspace. | V | O | ||||||
Schaf et al., (2009) [24] | A world of enhancing the feeling of being in a classroom rather than being an incorporeal observer in a 2D virtual environment. | V | O | ||||||
Prisco (2009) [25] | A complete video-realistic medium based on virtual reality allows immersive interaction between participants. | V | O | O | O | O | |||
Messinger et al., (2009) [26] | A virtual world where thousands of people can interact simultaneously within the same simulated 3D space. | V | O | O | |||||
Hazan (2010) [27] | A place where users log in all the time to interact with others in play, commerce, creativity, and exploration. | V | O | 2 | |||||
Papagiannidis et al., (2010) [28] | A continuous world designed to give users control over almost every aspect of the world creating the object they want. | V | O | O | |||||
Forte et al., (2010) [29] | A virtual place where an individual’s cyber community can share social interactions without constraints of the physical world. | V | O | O | |||||
Cunningham (2010) [30] | A compound word of meta and universe, meaning beyond, a temporal spatial aspect where the real world and virtual world are mixed. | M | |||||||
Cline (2011) [31] | A reimagined version of the OASIS in Ready Player One. | V | |||||||
Owens et al., (2011) [32] | An Immersive 3D virtual world in which people interact with each other and their environment, using real world metaphors but without physical limitations. | V | O | O | O | O | |||
Toneis (2011) [33] | A world that reconstructs the meaning of living world with the experience. | V | 2 | ||||||
Guo et al., (2011) [34] | A computer simulation that allows avatars to interconnect and communicate in relatively lifelike environments. | O | V | O | |||||
Connolly et al., (2011) [35] | Continuous online 3D world. | V | O | O | |||||
Resmini et al., (2011) [36] | One of the variants of the Matrix movie with some good swordsmanship or zero gravity kung fu. | V | O | ||||||
Muller (2012) [37] | A world-like electronic memory and the internet as a virtual reality where users log in every day. | V | |||||||
Xanthopoulou and Papagiannidis (2012) [38] | A 3D extension of the traditional electronic space that typically host massively multiplayer online role-playing games. | O | V | O | |||||
Cameron (2012) [39] | Utopia and dystopian futures, where people live more in virtual worlds than in reality. | V | 2 | ||||||
Hughes (2012) [40] | An asynchronous environment that users connect to and an avatar connected world that is a proxy for digitally represented human being. | O | V | ||||||
Kim et al., (2012) [41] | A collective online space created by combining some physical reality enhanced by a 3D virtual world and a physically permanent virtual space. | V | O | O | |||||
Kipper et al., (2012) [42] | Cyberspace where everyone is interconnected, similar to the internet accessed through a medium called virtual reality. | V | O | ||||||
Kanematsu et al., (2013) [43] | A 3D virtual space where the avatar is activated on behalf of the users. | O | V | ||||||
Kim et al., (2013) [44] | The virtual world which connects physical devices such as bio-sensors. | V | 3 | ||||||
Preda et al., (2013) [45] | Collective online shared space. | M | O | ||||||
Luse et al., (2013) [46] | Virtual world technology that allows you to live to your virtual life online. | V | 2 | ||||||
Dionisio et al., (2013) [47] | An integrated network of 3D virtual worlds in an independent virtual world or an attractive alternative realm for human sociocultural interaction. | V | O | O | O | ||||
Gonzalez et al., (2013) [48] | Instantiation of a 3D virtual space where people interact with each other via avatars and clients. | O | V | O | |||||
Ko and Jang (2014) [49] | An online virtual community that allows the use of simulations and objects to interact with other users through avatars. | O | V | O | O | ||||
Dascalu et al., (2014) [50] | New environments and visualizations where physical and digital objects coexist and interact in real time. | V | O | O | O | ||||
Amorim et al., (2014) [51] | An immersive environment that can simulate real world features. | V | O | ||||||
Moldoveanu et al., (2014) [52] | Open 3D platform, consisting in a collection of customized 3D world. | V | 4 | ||||||
Kwanya et al., (2014) [53] | Online shared space created by convergence. | V | O | ||||||
Yoon et al., (2015) [54] | An immersive world of information where anything you can imagine today is connected to the internet and intensely stimulated the senses. | V | O | 3 | |||||
Barry et al., (2015) [55] | A virtual 3D world where the avatar does everything for you. | O | V | ||||||
Rehm et al., (2015) [56] | Virtually augmented physical reality and physically persistent virtual space. | A | O | O | |||||
Chen (2016) [57] | Immersive environments that reflect the real world and are cocreated by residents using their imaginations. | V | O | O | 4 | ||||
Zackery et al., (2016) [58] | A world that can exist in different temporally, politically, and culturally different forms through human machine interactions enables the game’s agents to solve present problems, redefine the past and invent the future. | O | V | 3 | |||||
Choi and Kim (2017) [59] | A space created by the fusion of virtual reality and augmented reality as a compound world of abstract concepts meta and universe. | M | |||||||
Kanematsu et al., (2017) [60] | Created world with four different factors such as realism, ubiquity, interoperability, and extensibility. | V | O | O | O | ||||
Nevelsteen (2018) [61] | An interactive human–computer mediated simulation of an artificial environment as a permanent, synthetic, 3D, non game-centric space that separates games and social space. | V | O | O | O | ||||
Ryskeldiev et al., (2018) [62] | A constantly updated world of mixed-reality spaces mapped to different geospatial locations. | M | |||||||
PWC (2019) [10] | Immersive environments that show computer generated 360-degree video or that present digital information, objects, or media in the real world by using mobile devices and headset. | M | |||||||
Huggett (2020) [63] | A world where virtual worlds combine immersive VR with physical actors, objects, interfaces, and networks in a future form of the internet. A social virtual world the parallels and replaces the real world. | V | O | O | O | ||||
Suzuki et al., (2020) [64] | A world of dimensions in which the avatar acts on behalf of the user in the real world. | O | V | ||||||
De Decker and Peterson (2020) [65] | The conceptual environment in which users of networked computers interact. | O | |||||||
Siyaev and Jo (2021) [66] | Stunning mixed-reality digital space inside the physical world, interacting in millions of 3D virtual experiences. | M | O | ||||||
Dowling et al., (2021) [67] | A next generation virtual world built in blockchain. | V | 5 | ||||||
Duan et al., (2021) [68] | The world that the users, as avatars, can interact with each other and software applications in a 3D virtual space. | O | V | O | O | ||||
Collins (2021) [69] | A massive virtual world where millions of people or their avatars will interact in real time. | O | V | O | |||||
Caulfield (2021) [9] | A shared virtual 3D world, or worlds, that are interactive, immersive, and collaborative. | V | O | O | |||||
Kim (2021) [3] | An interoperated persistent network of shared virtual environments where people can interact synchronously through their avatars with other agents and objects. | O | V | O | O | O | O | ||
Seok (2021) [7] | A 3D virtual space where the socio-economic behaviors take place line the real world. | V | O | O | |||||
Shen et al., (2021) [70] | The next generation of Internet and where interconnected, shared, and persistent 3D virtual spaces coexist. | V | O | O | |||||
Kye et al., (2021) [71] | A virtual reality existing beyond reality. | V | O | ||||||
Korean Government (2022) [72] | A world where people and people, people and things interact in a virtual space, where virtual world and real world are converged, and where creates social, cultural, and economic values. | M | O | O | 2 |
Constructs | Measurement Items | Sources |
---|---|---|
Performance expectancy (PE) | (PE1) I would find the MP useful in my job. (PE2) Using the MP enables me to accomplish tasks more quickly. (PE3) Using the MP increases my productivity. | Venkatesh et al., (2003) [74] and Im et al., (2011) [86] |
Effort expectancy (EE) | (EE1) It would be easy for me to become skillful at using the MP. (EE2) I would find the MP easy to use. (EE3) Learning to operate the MP is easy for me. | |
Social influence (SI) | (SI1) People who influence my behavior think that I should use the MP. (SI2) People who are important to me think that I should use the MP. (SI3) The senior management of this business (my school) has been helpful in the use of the MP. (SI4) In general, people around me have supported the use of MP. | |
Facilitating conditions (FC) | (FC1) I have the resources necessary to use the MP. (FC2) I have the knowledge necessary to use the MP. (FC3) The MP is not compatible with other systems I use. | |
Satisfaction (SAT) | The experience using this MP… (SAT1) I am contented with. (SAT2) I am satisfied with. (SAT3) It meets what I expect for this type of service. | Kim and Son, (2009) [80] |
Usage intention (UI) | (UI1) I intend to use the MP in the next 12 months. (UI2) I predict I would use the MP in the next 12 months. (UI3) I plan to use the MP in the next 12 months. | Venkatesh et al., (2003) [74] |
Purchase intention (PI) | If you subscribe MP or purchase items (skin, accessories, etc.) to actively use this MP… (VI1) The probability of subscription or purchasing in this MP would be probable. (VI2) The likelihood of subscription or purchasing is highly likely. (VI3) My willingness to subscribe MP or purchase items is highly willing. (VI4) The probability that I would consider subscribing MP or purchasing items is highly probable | Song and Zahedi (2005) [87] |
Word-of-mouth intention (WM) | (WM1) I will say positive things about this MP to other people (WM2) I will recommend this MP to anyone who seeks my advice. (WM3) I will refer my acquaintances to this MP. | Kim and Son (2009) [80] |
Media richness (MR) | (MR1) This MP provides the MPC which could be easily understood. (MR2) This MP help me to understand the MPC. (MR3) This MP could not get in the way of understanding the MPC. (MR4) I could easily explain the MPC (dropped). (MR5) This MP helped me understand the MPC quickly. (MR6) This MP could provide the various cues which help me easily to understand the MPC. (MR7) This MP could provide the various cues which help me to better understand the MPC. (MR8) This MP could provide the various cues which help me to quickly understand the MPC. | Kahai and Cooper (2003) [83] |
Information overload (IO) | (IO1) I need more time to understand this MPC. (IO2) This MPC contains too complex information for me to understand. (IO3) This MPC contains too much information for me to understand. | Paul and Nazareth (2010) [84] |
Fantasization (FN) | (FN1) I daydream a lot. (FN2) When I go to the movies, I find it easy to lose myself in the firm. (FN3) I often think of what might have been. | Kim and Son (2009) [80] |
G | Num | % | W | Num | % | H | Num | % |
---|---|---|---|---|---|---|---|---|
MN | 62 | 51.7% | 0–1 | 33 | 27.5% | 0–1 | 21 | 17.5% |
FE | 58 | 48.3% | 1–2 | 4 | 3.3% | 1–2 | 35 | 29.2% |
M | Num | % | 2–3 | 6 | 5.0% | 2–3 | 31 | 25.8% |
B | 107 | 89.2% | 4–5 | 17 | 14.2% | 4–5 | 24 | 20.0% |
O | 13 | 10.8% | 6–7 | 22 | 18.3% | 6–7 | 5 | 4.2% |
8–10 | 22 | 18.3% | 8–10 | 4 | 3.3% | |||
Over 10 | 16 | 13.3% | Over 10 | 0 | 0.0% |
AVE | CR | R2 | α | PE | EE | SI | FC | SAT | UI | PI | WoM | MR | IO | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PE | 0.791 | 0.919 | 0.137 | 0.870 | 0.889 | |||||||||
EE | 0.784 | 0.916 | 0.502 | 0.862 | 0.439 | 0.885 | ||||||||
SI | 0.750 | 0.923 | 0.277 | 0.889 | 0.438 | 0.463 | 0.866 | |||||||
FC | 0.686 | 0.867 | 0.214 | 0.769 | 0.245 | 0.620 | 0.537 | 0.828 | ||||||
SAT | 0.919 | 0.972 | 0.563 | 0.956 | 0.554 | 0.495 | 0.682 | 0.452 | 0.959 | |||||
UI | 0.944 | 0.981 | 0.529 | 0.970 | 0.449 | 0.401 | 0.685 | 0.367 | 0.726 | 0.972 | ||||
PI | 0.840 | 0.955 | 0.258 | 0.939 | 0.381 | 0.114 | 0.447 | 0.256 | 0.507 | 0.596 | 0.917 | |||
WoM | 0.894 | 0.962 | 0.567 | 0.940 | 0.566 | 0.490 | 0.731 | 0.424 | 0.747 | 0.883 | 0.557 | 0.946 | ||
MR | 0.694 | 0.940 | 0.925 | 0.336 | 0.331 | 0.514 | 0.334 | 0.557 | 0.537 | 0.387 | 0.571 | 0.833 | ||
IO | 0.779 | 0.913 | 0.860 | −0.250 | −0.693 | −0.280 | −0.372 | −0.414 | −0.220 | −0.104 | −0.294 | −0.347 | 0.882 |
Index | PE | EE | SI | FC | SAT | UI | PI | WoM | MR | IO |
---|---|---|---|---|---|---|---|---|---|---|
PE1 | 0.881 | 0.494 | 0.395 | 0.297 | 0.583 | 0.480 | 0.347 | 0.605 | 0.310 | −0.324 |
PE2 | 0.894 | 0.266 | 0.334 | 0.175 | 0.380 | 0.305 | 0.389 | 0.385 | 0.290 | −0.119 |
PE3 | 0.892 | 0.369 | 0.429 | 0.158 | 0.475 | 0.379 | 0.284 | 0.478 | 0.291 | −0.184 |
EE1 | 0.455 | 0.857 | 0.367 | 0.466 | 0.448 | 0.379 | 0.117 | 0.429 | 0.250 | −0.667 |
EE2 | 0.388 | 0.894 | 0.365 | 0.580 | 0.442 | 0.291 | 0.066 | 0.427 | 0.311 | −0.592 |
EE3 | 0.314 | 0.905 | 0.503 | 0.608 | 0.420 | 0.392 | 0.119 | 0.444 | 0.322 | −0.572 |
SI1 | 0.393 | 0.509 | 0.831 | 0.479 | 0.594 | 0.523 | 0.218 | 0.641 | 0.426 | −0.246 |
SI2 | 0.440 | 0.419 | 0.896 | 0.437 | 0.664 | 0.718 | 0.489 | 0.749 | 0.493 | −0.289 |
SI3 | 0.273 | 0.262 | 0.840 | 0.414 | 0.505 | 0.533 | 0.439 | 0.516 | 0.408 | −0.128 |
SI4 | 0.393 | 0.396 | 0.895 | 0.532 | 0.584 | 0.578 | 0.398 | 0.600 | 0.445 | −0.287 |
FC1 | 0.218 | 0.333 | 0.393 | 0.779 | 0.420 | 0.313 | 0.264 | 0.408 | 0.286 | −0.152 |
FC2 | 0.211 | 0.544 | 0.547 | 0.880 | 0.363 | 0.302 | 0.230 | 0.342 | 0.226 | −0.321 |
FC3 | 0.181 | 0.660 | 0.393 | 0.822 | 0.337 | 0.296 | 0.142 | 0.303 | 0.314 | −0.448 |
SAT1 | 0.563 | 0.476 | 0.652 | 0.376 | 0.969 | 0.738 | 0.511 | 0.744 | 0.565 | −0.396 |
SAT2 | 0.544 | 0.514 | 0.670 | 0.465 | 0.972 | 0.683 | 0.500 | 0.712 | 0.532 | −0.451 |
SAT3 | 0.483 | 0.432 | 0.641 | 0.462 | 0.935 | 0.665 | 0.446 | 0.691 | 0.503 | −0.342 |
UI1 | 0.442 | 0.413 | 0.733 | 0.369 | 0.726 | 0.973 | 0.595 | 0.874 | 0.557 | −0.252 |
UI2 | 0.412 | 0.326 | 0.618 | 0.342 | 0.676 | 0.967 | 0.598 | 0.838 | 0.490 | −0.163 |
UI3 | 0.453 | 0.425 | 0.642 | 0.359 | 0.712 | 0.975 | 0.546 | 0.860 | 0.515 | −0.224 |
PI1 | 0.372 | 0.179 | 0.489 | 0.331 | 0.559 | 0.672 | 0.942 | 0.629 | 0.418 | −0.072 |
PI2 | 0.294 | 0.125 | 0.510 | 0.252 | 0.535 | 0.622 | 0.951 | 0.589 | 0.376 | −0.049 |
PI3 | 0.389 | 0.057 | 0.252 | 0.155 | 0.336 | 0.387 | 0.888 | 0.346 | 0.264 | −0.181 |
PI4 | 0.370 | 0.000 | 0.293 | 0.136 | 0.345 | 0.398 | 0.883 | 0.371 | 0.318 | −0.127 |
WM1 | 0.506 | 0.502 | 0.673 | 0.465 | 0.707 | 0.781 | 0.469 | 0.907 | 0.508 | −0.317 |
WM2 | 0.560 | 0.400 | 0.691 | 0.353 | 0.698 | 0.854 | 0.570 | 0.968 | 0.541 | −0.200 |
WM3 | 0.540 | 0.486 | 0.708 | 0.382 | 0.712 | 0.868 | 0.541 | 0.960 | 0.571 | −0.314 |
MR1 | 0.308 | 0.303 | 0.397 | 0.301 | 0.464 | 0.422 | 0.370 | 0.469 | 0.851 | −0.361 |
MR2 | 0.164 | 0.308 | 0.432 | 0.292 | 0.484 | 0.457 | 0.255 | 0.491 | 0.851 | −0.380 |
MR3 | 0.255 | 0.204 | 0.394 | 0.342 | 0.428 | 0.354 | 0.329 | 0.384 | 0.759 | −0.285 |
MR5 | 0.371 | 0.373 | 0.487 | 0.293 | 0.527 | 0.512 | 0.327 | 0.573 | 0.914 | −0.283 |
MR6 | 0.235 | 0.227 | 0.451 | 0.274 | 0.459 | 0.425 | 0.342 | 0.455 | 0.850 | −0.202 |
MR7 | 0.314 | 0.230 | 0.252 | 0.119 | 0.312 | 0.300 | 0.173 | 0.301 | 0.686 | −0.345 |
MR8 | 0.307 | 0.265 | 0.530 | 0.291 | 0.531 | 0.603 | 0.418 | 0.595 | 0.896 | −0.207 |
IO1 | −0.284 | −0.526 | −0.250 | −0.248 | −0.511 | −0.303 | −0.198 | −0.344 | −0.443 | 0.864 |
IO2 | −0.278 | −0.746 | −0.353 | −0.429 | −0.385 | −0.244 | −0.093 | −0.328 | −0.297 | 0.942 |
IO3 | −0.049 | −0.504 | −0.069 | −0.266 | −0.166 | 0.020 | 0.037 | −0.043 | −0.163 | 0.839 |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Lee, U.-K.; Kim, H. UTAUT in Metaverse: An “Ifland” Case. J. Theor. Appl. Electron. Commer. Res. 2022, 17, 613-635. https://doi.org/10.3390/jtaer17020032
Lee U-K, Kim H. UTAUT in Metaverse: An “Ifland” Case. Journal of Theoretical and Applied Electronic Commerce Research. 2022; 17(2):613-635. https://doi.org/10.3390/jtaer17020032
Chicago/Turabian StyleLee, Un-Kon, and Hyekyung Kim. 2022. "UTAUT in Metaverse: An “Ifland” Case" Journal of Theoretical and Applied Electronic Commerce Research 17, no. 2: 613-635. https://doi.org/10.3390/jtaer17020032
APA StyleLee, U. -K., & Kim, H. (2022). UTAUT in Metaverse: An “Ifland” Case. Journal of Theoretical and Applied Electronic Commerce Research, 17(2), 613-635. https://doi.org/10.3390/jtaer17020032