Do an Organization’s Digital Transformation and Employees’ Digital Competence Catalyze the Use of Telepresence?
Abstract
:1. Introduction
2. Theoretical Background and Framework
2.1. Metaverse and the Intention of Continuous Use by Employees
2.2. Uses and Gratification Theory, and the Organization-Related Metaverse
Variable of Uses and Gratification | Dependent Variables | Domain | Reference |
---|---|---|---|
Hedonic Gratification | Self-disclosure | Social Network Site | [33] |
Navigation, Enjoyment, Realism, Community, Coolness | User Attitude, Continued Use | Virtual Reality | [34] |
Pursuing Learning from Entertainment, Pursuing Social Conformity, Pursuing Convenience | Content Attitude, | Virtual Reality of Arts | [27] |
Pursuing Learning from Entertainment, Pursuing Social Conformity, Pursuing Convenience Academic Assistance, Convenience, Social Influence | WOM Intention | Virtual Reality of Arts Educational Apps | [27] [35] |
Intention to Use | |||
User’s Feedback | Number of Creators’ Posts, | Online Music Community | [36] |
User’s Feedback Social Interactivity | Quality of Creators’ Posts | Online Music Community Virtual Reality | [36] [28] |
VR Use Intention, | |||
Social Interactivity Ritualized Use, Instrumental Use | VR Purchase Intention | Virtual Reality Online Streaming Service | [28] [37] |
Intention to Use | |||
Enjoyment, Fantasy, Escapism | Continuance | Virtual Game | [38] |
Enjoyment, Fantasy, Escapism Information Seeking, Escape, Entertainment, Exposure, Social Sharing, Affection | Intention | Virtual Game Virtual Goods | [38] [26] |
Purchase | |||
Information Seeking, Escape, Entertainment, Exposure, Social Sharing, Affection Informativeness, Social Interactivity, Playfulness | Intention | Virtual Goods Virtual Reality Tourism | [26] [23] |
Continuation | |||
Intention | |||
Behavioral | |||
Informativeness, Social Interactivity, Playfulness Virtual Interaction for Escaping from Reality, Play and Relaxation, Informational Learning, Pursuit of Practicability | Intention | Virtual Reality Tourism Smart Speaker | [23] [25] |
Advertising | |||
Virtual Interaction for Escaping from Reality, Play and Relaxation, Informational Learning, Pursuit of Practicability Use for Entertainment, Use for Convenience, Use for Information, Use for Social, Social Media Co-creation, | Attitude | Smart Speaker Social Media Platform | [25] [39] |
Brand Attitude | |||
Brand | |||
Use for Entertainment, Use for Convenience, Use for Information, Use for Social, Social Media Co-creation, Arousal, Passing Time, Camaraderie, Entertainment, Self-expression, Habitual Use, Escape, Information Surveillance, Building a Virtual Community, Companionship, Coolness, Maintaining Relationships | Involvement | Social Media Platform Sport Social Media | [39] [40] |
Behavioral | |||
Arousal, Passing Time, Camaraderie, Entertainment, Self-expression, Habitual Use, Escape, Information Surveillance, Building a Virtual Community, Companionship, Coolness, Maintaining Relationships Achievement, Challenge, Escapism, Social Interaction | Intention | Sport Social Media AR Game | [40] [41] |
Continuance of Intention to Play | |||
Enjoyment, Challenge, Outdoor Activity, Nostalgia | Intention to Reuse | AR Game | [32] |
Product Variety, Stimulation, Social Interaction, Idea Seeking, Bargain | Before-search Web Personalization Use, | M-Shopping | [15] |
Product Variety, Stimulation, Social Interaction, Idea Seeking, Bargain Social Connection Need | After-search Web Personalization Use | M-Shopping Social Network Site | [15] [14] |
Continued Usage Intention | |||
Achievement, Enjoyment, Social Interaction | Proactive Stickiness | Online Game | [42] |
2.3. Telepresence of the Metaverse
2.4. Shared Goal of the Organization’s Digital Transformation
2.5. Digital Competence of Employees
3. Research Model and Hypotheses
3.1. Research Model
3.2. Measurement and Data Descriptions
4. Data Analysis and Results
4.1. Reliability and Validity
4.2. Results of the Hypothesis Test
4.3. Discussion
5. Conclusions
5.1. Theoretical Implications
5.2. Managerial Implications
5.3. 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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Constructs | Items | Items | References |
---|---|---|---|
Telepresence | TP1 | When I used the metaverse, I felt that my heart was in the metaverse world. | [22,45] |
TP2 | I felt immersed in the metaverse world while playing in the metaverse. | ||
TP3 | The metaverse environment seemed to be “a place I visited” rather than “what I saw.” | ||
TP4 | When I was in the metaverse, I felt closer to the real world. | ||
Informativeness | Inf1 | I am grateful to be able to secure various things that I aim for in an organization through the metaverse. | [23] |
Inf2 | While using the metaverse, I gain desired organizational experiences. | ||
Inf3 | Through the metaverse, I gain desired organizational knowledge. | ||
Inf4 | Through the metaverse, I collect information about my goals in the organization. | ||
Interactivity | Int1 | Metaverse activities allow me to create social relationships with peers in my organization. | [23,30] |
Int2 | Metaverse activities help me maintain social relationships with peers in my organization. | ||
Int3 | Metaverse activities help me become closer with my peers in my organization. | ||
Int4 | Metaverse activities enhance my social relationships with peers in my organization. | ||
Enjoyment | Enj1 | Using the metaverse is enjoyable for me. | [23,31] |
Enj2 | Using the metaverse VR activities is pleasurable for me. | ||
Enj3 | Using the metaverse is fun for me. | ||
Enj4 | Using the metaverse keeps me happy. | ||
The intention of Continuous Use | ICU1 | I would like to continue to use the metaverse system for work. | [22,63] |
ICU2 | I intend to continuously use the metaverse system for work. | ||
ICU3 | I predict that I will continue to use the metaverse system in the future. | ||
Shared Goal of Digital Transformation | DG1 | Our organization shares the same vision for digital transformation goals. | [44] |
DG2 | The members of our organization share a common goal of digital transformation. | ||
DG3 | The members of our organization are committed to achieving the organization’s digital transformation goals. | ||
DG4 | The members of our organization fully agree with the work in achieving digital transformation goals. | ||
Technological Competence | TC1 | I can use the organization’s digital technology. | [60] |
TC2 | I can adapt to the digital environment of the organization. | ||
TC3 | I can handle the digital content of the organization. | ||
Ethical Competence | EC1 | I try to protect the privacy of others in the organization. | [60] |
EC2 | I respect copyrights when retrieving and using information in my organization. | ||
EC3 | I am willing to pay to get the content I need. | ||
Cognitive Competence | CC1 | I am aware of the sensitivity of information management in an organization’s digital environment. | [60] |
CC2 | I understand the importance of securing digital information in an organization. | ||
CC3 | I understand the value of an organization’s digital resources. |
Demographic Categories | Frequency | Percentage (%) | |
---|---|---|---|
Gender | Male | 203 | 66.8 |
Female | 101 | 33.2 | |
Age | 21–30 | 44 | 14.5 |
31–40 | 134 | 44.1 | |
41–50 | 89 | 29.3 | |
Over 51 | 37 | 12.3 | |
Industry | Manufacturing | 106 | 34.9 |
Service | 198 | 65.1 | |
Organizational Size | Under 50 | 27 | 8.9 |
51–100 | 83 | 27.3 | |
101–300 | 75 | 24.7 | |
Over 301 | 119 | 39.1 | |
Job Position | Staff | 81 | 26.6 |
Assistant Manager | 60 | 19.7 | |
Manager | 80 | 26.3 | |
General Manager | 83 | 27.3 | |
Monthly Usage | 1–2 | 98 | 32.2 |
3–4 | 122 | 40.1 | |
5–6 | 35 | 11.5 | |
7–8 | 22 | 7.2 | |
Over 9 | 27 | 8.9 | |
Purpose of Use (Multiple Response) | Organizational Event | 189 | 62.1 |
Team Meetings or Seminars | 162 | 53.3 | |
Education & Training Programs | 61 | 20.0 | |
Others | 6 | 1.9 | |
Total | 304 | 100.0 |
Construct | Item | Factor Loading | α | CR | AVE |
---|---|---|---|---|---|
Telepresence | TP1 | 0.850 | 0.903 | 0.847 | 0.580 |
TP2 | 0.838 | ||||
TP3 | 0.838 | ||||
TP4 | 0.822 | ||||
Informativeness | Inf1 | 0.833 | 0.860 | 0.804 | 0.578 |
Inf3 | 0.835 | ||||
Inf4 | 0.792 | ||||
Interactivity | Int1 | 0.822 | 0.902 | 0.847 | 0.649 |
Int2 | 0.845 | ||||
Int3 | 0.942 | ||||
Enjoyment | Enj1 | 0.833 | 0.907 | 0.862 | 0.610 |
Enj2 | 0.839 | ||||
Enj3 | 0.857 | ||||
Enj4 | 0.840 | ||||
The intention of Continuous Use | ICU1 | 0.890 | 0.913 | 0.883 | 0.716 |
ICU2 | 0.880 | ||||
ICU3 | 0.875 | ||||
Shared Goal of Digital Transformation | SG1 | 0.847 | 0.907 | 0.848 | 0.583 |
SG2 | 0.871 | ||||
SG3 | 0.857 | ||||
SG4 | 0.796 | ||||
Technological Competence | TC1 | 0.888 | 0.911 | 0.870 | 0.691 |
TC2 | 0.918 | ||||
TC3 | 0.834 | ||||
Ethical Competence | EC1 | 0.873 | 0.915 | 0.871 | 0.692 |
EC2 | 0.885 | ||||
EC3 | 0.898 | ||||
Cognitive Competence | CC1 | 0.860 | 0.926 | 0.887 | 0.724 |
CC2 | 0.940 | ||||
CC3 | 0.901 | ||||
Digital Competence a | TC | 0.855 | 0.830 | 0.798 | 0.572 |
EC | 0.844 | ||||
CC | 0.651 |
Construct | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
---|---|---|---|---|---|---|---|
Telepresence | 0.762 b | ||||||
Informativeness | 0.431 ** | 0.760 b | |||||
Interactivity | 0.557 ** | 0.371 ** | 0.806 b | ||||
Enjoyment | 0.317 ** | 0.519 ** | 0.326 ** | 0.781 b | |||
Intention of Continuous Use | 0.646 ** | 0.567 ** | 0.618 ** | 0.477 ** | 0.846 b | ||
Shared Goal | 0.540 ** | 0.441 ** | 0.518 ** | 0.362 ** | 0.671 ** | 0.763 b | |
Digital Competence a | 0.444 ** | 0.601 ** | 0.384 ** | 0.621 ** | 0.560 ** | 0.484 ** | 0.756 b |
Hypothesis | Path | Path Coefficient | t-Value | Result |
---|---|---|---|---|
H1 | Informativeness → Intention of Continuous Use | 0.358 | 6.929 ** | Supported |
H2 | Interactivity → Intention of Continuous Use | 0.508 | 9.507 ** | Supported |
H3 | Enjoyment → Intention of Continuous Use | 0.198 | 4.232 ** | Supported |
H4 | Telepresence → Informativeness | 0.501 | 7.804 ** | Supported |
H5 | Telepresence → Interactivity | 0.644 | 10.408 ** | Supported |
H6 | Telepresence → Enjoyment | 0.393 | 6.291 ** | Supported |
Hypothesis | Dependent Variable | Coefficient | t-Value | Result | |
---|---|---|---|---|---|
H7a | Constant | Informativeness | 0.3122 | 0.4449 | Supported |
Telepresence | 0.7921 | 4.5951 ** | |||
Shared Goal of Digital Transformation | 0.7445 | 4.8115 ** | |||
Interaction | −0.1149 | −3.3015 ** | |||
F = 37.6738, R2 = 0.2736 | |||||
H7b | Constant | Interactivity | 0.2790 | 0.3755 | Not Supported |
Telepresence | 0.6429 | 3.5222 ** | |||
Shared Goal of Digital Transformation | 0.5185 | 3.1645 ** | |||
Interaction | −0.0486 | −1.3179 | |||
F = 61.3906, R2 = 0.3804 | |||||
H7c | Constant | Enjoyment | −0.1896 | −0.2469 | Supported |
Telepresence | 0.9956 | 5.2789 ** | |||
Shared Goal of Digital Transformation | 0.9916 | 5.8567 ** | |||
Interaction | −0.1764 | −4.6324 ** | |||
F = 26.3590, R2 = 0.2086 | |||||
H8a | Constant | Intention of Continuous Use | −0.8849 | −1.0697 | Supported |
Informativeness | 0.8315 | 4.1261 ** | |||
Digital Competence | 0.8175 | 4.7361 ** | |||
Interaction | −0.0968 | −2.5284 * | |||
F = 72.5456, R2 = 0.4204 | |||||
H8b | Constant | Intention of Continuous Use | −0.0966 | −0.1457 | Not Supported |
Interactivity | 0.6639 | 3.9283 ** | |||
Digital Competence | 0.5920 | 4.4581 ** | |||
Interaction | −0.0471 | −1.4617 | |||
F = 103.2519, R2 = 0.5080 | |||||
H8c | Constant | Intention of Continuous Use | −1.9543 | −2.3626 * | Supported |
Enjoyment | 0.9370 | 4.9366 ** | |||
Digital Competence | 1.2081 | 6.9070 ** | |||
Interaction | −0.1539 | −4.2594 ** | |||
F = 64.8069, R2 = 0.3932 |
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Hwang, I.; Shim, H.; Lee, W.J. Do an Organization’s Digital Transformation and Employees’ Digital Competence Catalyze the Use of Telepresence? Sustainability 2022, 14, 8604. https://doi.org/10.3390/su14148604
Hwang I, Shim H, Lee WJ. Do an Organization’s Digital Transformation and Employees’ Digital Competence Catalyze the Use of Telepresence? Sustainability. 2022; 14(14):8604. https://doi.org/10.3390/su14148604
Chicago/Turabian StyleHwang, Inho, Hoshik Shim, and Woo Jin Lee. 2022. "Do an Organization’s Digital Transformation and Employees’ Digital Competence Catalyze the Use of Telepresence?" Sustainability 14, no. 14: 8604. https://doi.org/10.3390/su14148604