As a rapidly developing information technology in recent years, the metaverse has significantly transformed how we live, learn, and work. In order to accelerate the use of metaverse technology and promote users' acceptance of the metaverse, this study constructs an integrated model based on flow theory and use and satisfaction theory, to further explore the factors affecting users' acceptance of the metaverse. A total of 265 valid questionnaires were obtained through a situational questionnaire survey. Considering the limitations of a single analysis technique, we use two methods to analyze the data. Among them, the symmetric PLS-SEM method is mainly used to analyze the effects of single variables, while the asymmetric fsQCA method is used to analyze the combined effects of variables. The PLS-SEM results manifest that flow experience, perceived risk, and personal innovation directly influence users' acceptance of the metaverse, while perceived cost has no effect. Simultaneously, interactivity, presence, and social presence indirectly affect users' acceptance of the metaverse, while informativeness and enjoyment have no indirect effect. Significantly, fsQCA unveiled five configurations resulting in a high user acceptance of the metaverse, as well as six configurations leading to a negative acceptance. The complementary findings from PLS-SEM and fsQCA offer valuable insights for both theoretical understanding and practical implementation.
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http://dx.doi.org/10.1016/j.heliyon.2024.e33394 | DOI Listing |
PeerJ Comput Sci
October 2024
Department of Educational Technology, College of Education, University of Ha'il, Ha'il, Saudi Arabia.
The metaverse, an interactive and immersive 3D virtual environment, has recently become popular and is widely used in several fields, including education. However, the successful use of metaverse relies on the extent to which users intend to adopt and use it. Close examination of this critical issue reveals a lack of research that examines the effects of certain factors on users' intentions toward using metaverses.
View Article and Find Full Text PDFHeliyon
October 2024
Ho Chi Minh City University of Foreign Languages-Information Technology, HUFLIT, 828 Su Van Hanh, Ward 13, District 10, Ho Chi Minh City, Viet Nam.
The metaverse, an immersive virtual environment enabling users to engage with digital experiences, has the potential to revolutionize education. However, research pertaining to this area is still in its early stages. This study investigates the variables that influence the acceptance of educational metaverses and the intention to use them.
View Article and Find Full Text PDFActa Psychol (Amst)
October 2024
The Peter J. Tobin College of Business, St. John's University, NY, USA. Electronic address:
JMIR Form Res
September 2024
Sungkyunkwan University, Seoul, Republic of Korea.
Background: The COVID-19 pandemic has exacerbated the prevalence of loneliness and depression among college students. Digital interventions, such as Woebot (Woebot Health, Inc) and Happify (Twill Inc), have shown promise in alleviating these symptoms.
Objective: This study aims to investigate the effectiveness and acceptability of Woebot and Happify in reducing loneliness and depression among college students after the COVID-19 pandemic.
Health Expect
October 2024
Psychology Department, Faculty of Health Sciences, Rey Juan Carlos University, Madrid, Spain.
Background And Objective: Mental health treatment for psychosexual problems is effective, but treatment rates are low. Metaverse-based therapy offers one solution to increase overall treatment rates. Understanding attitudes towards this novel approach could lead to wider adoption of metaverse-based therapy, resulting in higher treatment rates for psychosexual problems.
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