Designing an Attractive Metaverse: Research on Design Factors Influencing Audience Satisfaction with a Virtual Space Based on QCA
Abstract
:1. Introduction
2. Literature Review and Theoretical Framework
2.1. Metaverse and Virtual Spaces
2.2. Ergonomics and Interaction
2.3. Configuration Framework of Influencing Factors on Audience Satisfaction
2.3.1. Theoretical Foundation of Antecedent Proposition
2.3.2. Configuration Framework
3. Materials and Methods
3.1. Method and Data Collection
3.2. Measurement
3.2.1. Interaction with Environment
3.2.2. Interaction with Humans
3.2.3. Human–Machine Interface
3.2.4. Convenience
3.2.5. Value Co-Creation
3.2.6. Value Proposition
3.2.7. Audience Satisfaction
3.3. Calibration
4. Results
4.1. Necessary Condition Analysis
4.2. Sufficient Analysis
4.3. Horizontal Analysis of Antecedent Condition
4.4. Configuration Analysis on High Level of Audience Satisfaction
5. Discussion
5.1. Designing an Attractive Virtual Space
5.1.1. Interaction Design of Virtual Spaces: The User and Machine
5.1.2. Rethinking the Service-Provision Design of Virtual Spaces
5.2. Theoretical Contributions
5.3. Practical Implications
6. Conclusions and Limitations
6.1. Conclusions
6.2. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Theoretical Foundation | Conditions | Definition |
---|---|---|
Ergonomics | Interaction with humans | Audiences can communicate or cooperate with other audiences in virtual space through avatars. |
Interaction with environment | Audiences can interact, influence and even change the environment in virtual space. | |
Human–machine interface | The real machine which has been used for controlling or interacting with virtual space, such as keyboard, mouse etc. | |
Technology acceptance model (TAM) | Convenience | The convenience, which has been adopted to measure the accessibility and the degree of ease-of-use of a virtual space. |
Service-dominant logic | Value co-creation | From the perspective of S-D logic, audiences can join the procedure of service provisioning, creating the value together with the service provisioner, as well. |
Value proposition | As the main subject of service provisioning, enterprises can deliver their value through the procedure of service provisioning. | |
Outcome condition | Audience satisfaction | Audiences’ reviews on the virtual space brought about by their attitudes, which depend on their using experience in virtual space. |
Condition | Measurement | Calibration | |||
---|---|---|---|---|---|
Fully In | Cross-Over Point | Fully Out | |||
Antecedents | Interaction with humans | Whether it is a multiplayer game (including co-op, multiplayer, etc.) | 1 | / | 0 |
Interaction with environment | Whether it is a sandbox game | 1 | / | 0 | |
Human–machine interface | It depends on varied supportive controllers | 4 | 3 | 1 | |
Convenience | Whether it supports cloud gaming | 1 | / | 0 | |
Value co-creation | Whether it supports Steam workshop | 1 | / | 0 | |
Value proposition | Whether it is an RPG or story-rich game | 3 | 2 | 1 | |
Outcome | Audience satisfaction | X% of the total user reviews for this game are positive | 95.0% | 84.6% | 68.2% |
Antecedents and Outcome | Mean | S.D. | Frequency of Nominal Conditions | ||||
---|---|---|---|---|---|---|---|
0 | 1 | 2 | 3 | 4 | |||
Interaction with humans | 0.49 | 0.50 | 52 (51%) | 50 (49%) | - | - | - |
Interaction with environment | 0.32 | 0.47 | 69 (67.6%) | 33 (32.4%) | - | - | - |
Human–machine interface | 2.49 | 0.95 | - | 24 (23.5%) | 13 (12.7%) | 56 (54.9%) | 9 (8.8%) |
Convenience | 0.50 | 0.50 | 51 (50%) | 51 (50%) | - | - | - |
Value co-creation | 0.12 | 0.32 | 90 (88.2%) | 12 (11.8%) | - | - | - |
Value proposition | 1.96 | 0.88 | - | 41 (40.2%) | 24 (23.5%) | 37 (36.3%) | - |
Audience Satisfaction | 83.62 | 7.84 | Audience satisfaction is continuous |
Antecedents and Outcome | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
---|---|---|---|---|---|---|---|
Interaction with humans (1) | 1.00 | ||||||
Interaction with environment (2) | −0.09 | 1.00 | |||||
Human–machine interface (3) | −0.197 * | −0.14 | 1.00 | ||||
Convenience (4) | 0.00 | 0.272 ** | 0.04 | 1.00 | |||
Value co-creation (5) | −0.05 | 0.463 ** | −0.16 | 0.304 ** | 1.00 | ||
Value proposition (6) | −0.225 * | −0.425 ** | 0.02 | −0.247 * | −0.19 | 1.00 | |
Audience satisfaction (7) | −0.07 | 0.312 ** | 0.02 | 0.14 | 0.12 | −0.09 | 1.00 |
Antecedents | Outcome: High Levels of Audience Satisfaction | Outcome: Low Levels of Audience Satisfaction | ||
---|---|---|---|---|
Consistency | Coverage | Consistency | Coverage | |
Interaction with humans | 0.49 | 0.83 | 0.51 | 0.17 |
~Interaction with humans | 0.51 | 0.84 | 0.49 | 0.16 |
Interaction with environment | 0.34 | 0.87 | 0.25 | 0.13 |
~Interaction with environment | 0.66 | 0.82 | 0.75 | 0.18 |
Human–machine interface | 0.46 | 0.94 | 0.81 | 0.33 |
~Human–machine interface | 0.67 | 0.95 | 0.84 | 0.23 |
Convenience | 0.51 | 0.85 | 0.47 | 0.15 |
~Convenience | 0.49 | 0.83 | 0.53 | 0.17 |
Value co-creation | 0.12 | 0.86 | 0.10 | 0.14 |
~Value co-creation | 0.88 | 0.83 | 0.90 | 0.17 |
Value proposition | 0.53 | 0.91 | 0.75 | 0.25 |
~Value proposition | 0.57 | 0.92 | 0.74 | 0.23 |
Antecedent | Ceiling Techniques | Accuracy | Ceiling Zone | Scope | Effect Size (d) | p Value |
---|---|---|---|---|---|---|
Interaction with humans | CR | 1 | 0 | 0.35 | 0 | 1 |
CE | 1 | 0 | 0.35 | 0 | 1 | |
Interaction with environment | CR | 1 | 0.01 | 0.35 | 0.029 | 0.031 |
CE | 1 | 0.02 | 0.35 | 0.057 | 0.031 | |
Human–machine interface | CR | 1 | 0 | 0.68 | 0 | 1 |
CE | 1 | 0 | 0.68 | 0 | 1 | |
Convenience | CR | 1 | 0.005 | 0.35 | 0.014 | 0.5 |
CE | 1 | 0.01 | 0.35 | 0.029 | 0.5 | |
Value co-creation | CR | 1 | 0.005 | 0.35 | 0.014 | 0.116 |
CE | 1 | 0.01 | 0.35 | 0.029 | 0.116 | |
Value proposition | CR | 1 | 0 | 0.31 | 0 | 1 |
CE | 1 | 0 | 0.31 | 0 | 1 |
Outcome | Antecedents | |||||
---|---|---|---|---|---|---|
Audience Satisfaction | Interaction with Humans | Interaction with Environment | Human–Machine Interface | Convenience | Value Co-Creation | Value Proposition |
0 | NN | NN | NN | NN | NN | NN |
10 | NN | NN | NN | NN | NN | NN |
20 | NN | NN | NN | NN | NN | NN |
30 | NN | NN | NN | NN | NN | NN |
40 | NN | NN | NN | NN | NN | NN |
50 | NN | NN | NN | NN | NN | NN |
60 | NN | NN | NN | NN | NN | NN |
70 | NN | NN | NN | NN | NN | NN |
80 | NN | NN | NN | NN | NN | NN |
90 | NN | NN | NN | NN | NN | NN |
100 | NN | 100 | NN | 100 | 100 | NN |
Antecedents | Outcome: High Level of Audience Satisfaction | Outcome: Low Level of Audience Satisfaction | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
1a | 1b | 2a | 2b | 3a | 3b | 4a | 4b | 5 | 6 | |
Interaction with humans | • | • | ⊗ | |||||||
Interaction with environment | • | • | ||||||||
Human–machine interface | ⊗ | ⊗ | ⊗ | |||||||
Convenience | ⊗ | • | ⊗ | ⊗ | • | |||||
Value co-creation | ⊗ | ⊗ | ⊗ | ⊗ | ⊗ | ⊗ | ⊗ | ⊗ | ||
Value proposition | ⊗ | ⊗ | ⊗ | ⊗ | • | ⊗ | ||||
Raw coverage | 0.155 | 0.149 | 0.092 | 0.060 | 0.043 | 0.029 | 0.310 | 0.454 | 0.205 | 0.062 |
Unique coverage | 0.062 | 0.068 | 0.068 | 0.036 | 0.019 | 0.040 | 0.128 | 0.207 | 0.080 | 0.062 |
Consistency | 0.910 | 0.983 | 0.991 | 0.998 | 0.955 | 0.992 | 0.256 | 0.281 | 0.320 | 0.204 |
Solution coverage | 0.410 | 0.784 | ||||||||
Solution consistency | 0.956 | 0.254 |
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Fang, L.B.; Dong, X.; Weng, Z.; Chen, T. Designing an Attractive Metaverse: Research on Design Factors Influencing Audience Satisfaction with a Virtual Space Based on QCA. J. Theor. Appl. Electron. Commer. Res. 2023, 18, 37-54. https://doi.org/10.3390/jtaer18010003
Fang LB, Dong X, Weng Z, Chen T. Designing an Attractive Metaverse: Research on Design Factors Influencing Audience Satisfaction with a Virtual Space Based on QCA. Journal of Theoretical and Applied Electronic Commerce Research. 2023; 18(1):37-54. https://doi.org/10.3390/jtaer18010003
Chicago/Turabian StyleFang, Lingzhi Brian, Xiongfei Dong, Zhicheng Weng, and Taoqin Chen. 2023. "Designing an Attractive Metaverse: Research on Design Factors Influencing Audience Satisfaction with a Virtual Space Based on QCA" Journal of Theoretical and Applied Electronic Commerce Research 18, no. 1: 37-54. https://doi.org/10.3390/jtaer18010003
APA StyleFang, L. B., Dong, X., Weng, Z., & Chen, T. (2023). Designing an Attractive Metaverse: Research on Design Factors Influencing Audience Satisfaction with a Virtual Space Based on QCA. Journal of Theoretical and Applied Electronic Commerce Research, 18(1), 37-54. https://doi.org/10.3390/jtaer18010003