Effects of Technology, Content, and Social Relationship on Customer Continuance Intention in the Metaverse
Abstract
1. Introduction
2. Background and Hypotheses
2.1. A Review of Research on the Metaverse and Immersive Engagement
2.2. Theoretical Foundations
2.3. Hypotheses Development
2.3.1. Technological Sophistication
2.3.2. Security
2.3.3. Content Creativity
2.3.4. Content Richness
2.3.5. Social Interaction
2.3.6. Social Presence
2.3.7. Immersiveness
2.4. Research Model
3. Empirical Study
3.1. Method
3.1.1. Measurement
3.1.2. Data Collection
3.1.3. Reliability and Validity
3.1.4. Common Method Bias
3.2. Hypothesis Test
3.3. Mediating Effect
4. Discussion and Conclusions
4.1. Summary and Theoretical Implications
4.2. Practical Implications
4.3. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Source | Key Theory | Key Constructs | Relevance to This Study |
|---|---|---|---|
| Yoon & Nam [4] | Affordance-based view; presence; place attachment | affordance; presence (co-presence; social realism; cybersickness; spatial presence); immersion; place attachment; usage intention; visit intention | Links affordances to presence and place attachment; immersion predicts use intention. |
| Roh et al. [5] | Affordance theory; IS Success Model; Stimulus–Organism–Response (SOR) | autonomy; interactivity; enjoyment; competition; system/information/service quality; flow; satisfaction; continued use | Links psychological and technological stimuli to flow, satisfaction, and continuance. |
| Tao et al. [6] | Experience-dominant logic; value co-creation | sociability; immersiveness; environmental fidelity; consumer experience; continuance intention | Tests metaverse characteristics and consumer experience as a mediator of continuance. |
| Basu et al. [19] | Cognitive Load Theory (CLT); Cognitive Absorption Theory (CAT) | CLT factors (interactivity; sociability; density; stability; telepresence; social presence); CAT factors (temporal dissociation; focused immersion; heightened enjoyment; curiosity; playfulness); user experience | Tests CLT/CAT-based antecedents of metaverse experience using mined user reviews. |
| Soni et al. [20] | Behavioral Reasoning Theory; Technology Readiness | technology readiness; reasons-for/against (privacy, risk); attitude; intention | Shows privacy and risk as key reasons-against shaping intention; supports security as retention-relevant. |
| Oh et al. [21] | Social presence perspective; social support/self-efficacy | time spent; number of friends; social presence; supportive interaction; social self-efficacy; loneliness | Shows social presence driving supportive interaction, which relates to self-efficacy and loneliness. |
| Ghali et al. [22] | SOR framework | amount-of-time spent; number of friends; use of social virtual places; social presence; attachment; engagement; (re)visit intentions | Uses SOR to link time/friends/virtual-place use to social presence and attachment, predicting (re)visit intention. |
| Chi et al. [23] | Critical success factors (CSF) perspective on metaverse implementation | technology maturity; cyber/user security; employee training; top management support | Structures implementation CSFs; identifies technology maturity as a root driver. |
| This study | Technological–content–social-relational perspective; immersiveness | technological sophistication; security; content creativity/richness; social interaction/presence; immersiveness; continuance intention | Tests technology/content/social-relational factors for immersiveness and continuance; examines immersiveness’ role. |
| Constructs | Definition of Constructs | Sources of Construct Development |
|---|---|---|
| Technological sophistication | Advanced, innovative service technology that supports enjoyable use. | [24,25,26,35,36] |
| Security | Safety, reliability, and protection of data/privacy and transactions. | [9,58,59] |
| Content creativity | Support for creating and customizing avatars, interfaces, and content. | Newly developed for this study |
| Content richness | Breadth and cross-domain coverage of activities and content in the metaverse. | Newly developed for this study |
| Social interaction | Information sharing and socioemotional exchange enabled by the service. | [47,50,51] |
| Social presence | Others feel socially real and communication feels interpersonal and immediate. | [31,32,53] |
| Immersiveness | Absorptive involvement and experiential realism with minimal distraction. | [54,55,56,57] |
| Continuance intention | Intention to keep using, prioritize, and recommend the service. | [13] |
| Descriptive Index | Frequency | Percentage (%) |
|---|---|---|
| Gender | ||
| Male | 136 | 58.9 |
| Female | 95 | 41.1 |
| Age | ||
| <20 | 7 | 3.0 |
| 20~29 | 163 | 70.6 |
| 30~39 | 60 | 26.0 |
| 40< | 1 | 0.4 |
| Education | ||
| High school graduate or below | 2 | 0.9 |
| Be at college | 23 | 10.0 |
| College graduates | 168 | 72.7 |
| Master’s degree or above | 38 | 16.5 |
| Occupation | ||
| Student | 44 | 19.0 |
| Company employee | 154 | 66.7 |
| Civil servant | 23 | 10.0 |
| Self-employed | 9 | 3.9 |
| Homemaker | 1 | 0.4 |
| Experience | ||
| Less than 3 months | 29 | 12.6 |
| 3–6 months | 61 | 26.4 |
| 6 months–1 year | 70 | 30.3 |
| More than 1 year | 71 | 30.7 |
| Total | 231 | 100 |
| Items | Factor Loading | Cronbach’s α |
|---|---|---|
| <Technological sophistication> | 0.657 | |
| · The service’s technology makes it enjoyable to use. | 0.751 | |
| · The service integrates innovative technologies. | 0.666 | |
| · The service uses advanced technologies. | 0.815 | |
| <Security> | 0.754 | |
| · The system is safe and reliable. | 0.739 | |
| · The system protects data and privacy. | 0.800 | |
| · The system ensures secure financial transactions. | 0.811 | |
| <Content creativity> | 0.690 | |
| · The service supports creating a personalized interface. | 0.835 | |
| · The service provides a variety of tools for content creation. | 0.669 | |
| · The service supports freely creating an avatar that represents oneself. | 0.801 | |
| <Content richness> | 0.649 | |
| · The service provides rich content. | 0.712 | |
| · The content provided by the service covers a wide range of industries. | 0.759 | |
| · The service provides different types of task content. | 0.758 | |
| <Social interaction> | 0.686 | |
| · The service supports diverse forms of social interaction. | 0.647 | |
| · The service enables users to gain benefits through interaction. | 0.788 | |
| · The service helps users gain acceptance and respect through interaction. | 0.705 | |
| <Social presence> | 0.777 | |
| · Other users in the service are real people, not machines. | 0.770 | |
| · The service helps users feel a sense of community belonging through interaction. | 0.770 | |
| · Other users in the service perceive me as a real presence. | 0.836 | |
| · In the service, communication feels like “face-to-face” interaction among users. | 0.701 | |
| <Immersiveness> | 0.780 | |
| When using this service, | ||
| · It feels like being in the real world. | 0.862 | |
| · The sensory experience is realistic and natural. | 0.798 | |
| · External distractions are minimized. | 0.740 | |
| · I can experience continuous, uninterrupted immersion. | 0.685 | |
| <Continuance intention> | 0.856 | |
| · This service is worth using. | 0.834 | |
| · I plan to use this service in the long term. | 0.770 | |
| · I intend to recommend this service to others. | 0.715 | |
| · If similar services are available, I would give priority to this one. | 0.792 | |
| · I will continue to use this service in the future. | 0.869 |
| Constructs | Mean | S.D. | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1. Technological sophistication | 4.34 | 0.58 | 1 | |||||||
| 2. Security | 3.93 | 0.70 | 0.28 ** | 1 | ||||||
| 3. Content creativity | 4.14 | 0.64 | 0.38 ** | 0.27 ** | 1 | |||||
| 4. Content richness | 4.11 | 0.59 | 0.34 ** | 0.47 ** | 0.31 ** | 1 | ||||
| 5. Social interaction | 3.93 | 0.68 | 0.43 ** | 0.52 ** | 0.41 ** | 0.36 ** | 1 | |||
| 6. Social presence | 3.85 | 0.70 | 0.29 ** | 0.40 ** | 0.46 ** | 0.43 ** | 0.43 ** | 1 | ||
| 7. Immersiveness | 3.82 | 0.72 | 0.46 ** | 0.40 ** | 0.48 ** | 0.38 ** | 0.57 ** | 0.52 ** | 1 | |
| 8. Continuance intention | 4.06 | 0.69 | 0.42 ** | 0.67 ** | 0.38 ** | 0.58 ** | 0.53 ** | 0.44 ** | 0.51 ** | 1 |
| Hypothesis | Standard β | T Value | Test Result | |||
|---|---|---|---|---|---|---|
| H1a | Technological sophistication | → a | Immersiveness | 0.179 | 3.214 ** | Supported |
| H2a | Security | 0.039 | 0.651 | Not supported | ||
| H3a | Content creativity | 0.16 | 2.774 ** | Supported | ||
| H4a | Content richness | 0.048 | 0.822 | Not supported | ||
| H5a | Social interaction | 0.292 | 4.647 *** | Supported | ||
| H6a | Social presence | 0.234 | 3.932 *** | Supported | ||
| H7 | Immersiveness | → b | Continuance intention | 0.513 | 9.033 *** | Supported |
| H1b | Technological sophistication | → c | Continuance intention | 0.13 | 2.611 ** | Supported |
| H2b | Security | 0.41 | 7.577 *** | Supported | ||
| H3b | Content creativity | 0.067 | 1.303 | Not supported | ||
| H4b | Content richness | 0.258 | 4.966 *** | Supported | ||
| H5b | Social interaction | 0.119 | 2.134 * | Supported | ||
| H6b | Social presence | 0.051 | 0.964 | Not supported | ||
| Path a: R2 = 0.483, adj R2 = 0.469, F = 34.85 (p < 0.001), VIF = 1.348~1.704, Durbin-Watson = 2.004 Path b: R2 = 0.263, adj R2 = 0.259, F = 81.60 (p < 0.001), VIF = 1, Durbin-Watson = 2.115 Path c: R2 = 0.589, adj R2 = 0.578, F = 53.54 (p < 0.001), VIF = 1.348~1.704, Durbin-Watson = 1.937 | ||||||
| Constructs | Direct Effect (c′), B (95% CI) | Indirect Effect (ab), Boot 95% CI | Test Result |
|---|---|---|---|
| H8a: Technological sophistication | B = 0.129, [0.010, 0.247] | ab = 0.026, [−0.015, 0.077] | Direct only |
| H8b: Security | B = 0.399, [0.295, 0.504] | ab = 0.005, [−0.010, 0.076] | Direct only |
| H8c: Content creativity | B = 0.051, [−0.059, 0.160] | ab = 0.021, [−0.010, 0.075] | Direct & indirect n.s. |
| H8d: Content richness | B = 0.292, [0.174, 0.409] | ab = 0.007, [−0.024, 0.069] | Direct only |
| H8e: Social interaction | B = 0.084, [−0.031, 0.200] | ab = 0.036, [−0.016, 0.134] | Direct & indirect n.s. |
| H8f: Social presence | B = 0.022, [−0.083, 0.127] | ab = 0.028, [−0.012, 0.093] | Direct & indirect n.s. |
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Feng, J.-Q.; Xu, C.; Cho, S.-E. Effects of Technology, Content, and Social Relationship on Customer Continuance Intention in the Metaverse. J. Theor. Appl. Electron. Commer. Res. 2026, 21, 75. https://doi.org/10.3390/jtaer21030075
Feng J-Q, Xu C, Cho S-E. Effects of Technology, Content, and Social Relationship on Customer Continuance Intention in the Metaverse. Journal of Theoretical and Applied Electronic Commerce Research. 2026; 21(3):75. https://doi.org/10.3390/jtaer21030075
Chicago/Turabian StyleFeng, Jia-Qi, Chao Xu, and Sung-Eui Cho. 2026. "Effects of Technology, Content, and Social Relationship on Customer Continuance Intention in the Metaverse" Journal of Theoretical and Applied Electronic Commerce Research 21, no. 3: 75. https://doi.org/10.3390/jtaer21030075
APA StyleFeng, J.-Q., Xu, C., & Cho, S.-E. (2026). Effects of Technology, Content, and Social Relationship on Customer Continuance Intention in the Metaverse. Journal of Theoretical and Applied Electronic Commerce Research, 21(3), 75. https://doi.org/10.3390/jtaer21030075

