Adoption and Continuance in the Metaverse
Abstract
:1. Introduction
- Investigate the key factors influencing user behavior in the metaverse, focusing on both adoption and continuance intentions.
- Analyze the role of perceived usefulness, ease of use, enjoyment, and satisfaction in shaping user intentions.
- Explore the impact of trust and innovativeness on the adoption intentions of inexperienced metaverse users and the continuance intentions of experienced metaverse users.
2. Literature Review and Hypothesis Development
2.1. Perceived Ease of Use
2.2. Perceived Usefulness
2.3. Perceived Enjoyment
2.4. Trust
2.5. Innovativeness
2.6. Satisfaction
3. Materials and Methods
3.1. Measurement Instrument
3.2. Sample
4. Results
4.1. Common Method Bias
4.2. Measurement Model
4.3. Structural Model
4.3.1. Inexperienced Group
4.3.2. Experienced Group
5. Discussion
- Perceived ease of use has a differing impact on satisfaction between user groups, affecting experienced users positively but showing no effect on inexperienced users.
- Perceived usefulness significantly influences both satisfaction and behavioral intentions (adoption for inexperienced users and continuance for experienced users), reinforcing the core principles of TAM in the metaverse context.
- Perceived enjoyment plays a crucial role in influencing satisfaction across both user groups but impacts continuance intention only for experienced users, suggesting that enjoyment becomes more relevant after initial adoption.
- Trust is more influential on continuance intention for experienced users, highlighting its growing importance as users become more familiar with the metaverse environment.
- Innovativeness affects continuance intention in experienced users but does not significantly impact adoption intention in inexperienced users, emphasizing the need for onboarding strategies to help new users recognize the platform’s innovative features.
- User satisfaction is a pivotal factor driving adoption for inexperienced users and continuance for experienced users, reflecting a transition from utilitarian to hedonic motivation as users gain experience.
- The role of experience is crucial in shaping user behavior, with significant differences in how various factors like ease of use, usefulness, and trust affect behavioral intentions based on users’ prior familiarity with the metaverse.
6. Conclusions
6.1. Theoretical Contributions
- User experience differentiation: this study categorizes metaverse users into two distinct groups—experienced and inexperienced—providing a thorough understanding of user behavior and enriching the existing literature on metaverse adoption.
- Validation of TAM in the metaverse: this research reinforces the applicability of the TAM within the metaverse, though it questions the impact of perceived ease of use, suggesting that familiarity with IT reduces its relevance.
- Role of trust: this study highlights trust as a key factor influencing behavioral intentions, particularly for experienced users, suggesting a deeper academic exploration into trust in virtual environments.
- Innovativeness as a driver: innovativeness significantly influences continuance intention in experienced users but has a lesser effect on inexperienced users, emphasizing the role of individual traits in metaverse engagement.
- Relevance of perceived usefulness: perceived usefulness remains a critical determinant of both satisfaction and behavioral intentions, reinforcing TAM principles but offering a unique perspective within the metaverse context.
- Evolving impact of ease of use: the results challenge the traditional role of ease of use in influencing behavioral intentions, with its impact diminishing as users become more familiar with the metaverse.
6.2. Managerial Implications
- User onboarding: emphasize functionality and benefits with user-friendly tutorials, gamified onboarding processes, and clear instructions to improve ease of use and adoption rates.
- Trust and data security: web developers should implement strong encryption, transparent data policies, and visible security reminders during key user actions like transactions or avatar customizations.
- Perceived enjoyment: enhance entertainment and social interaction by introducing immersive experiences like virtual concerts or multiplayer games to maintain user engagement.
- Innovative features: continuously update platforms with cutting-edge technology, such as improved AR/VR capabilities, to keep experienced users engaged.
- Cross-industry collaboration: partner with industries like fashion or real estate for virtual reality experiences to expand market opportunities.
6.3. Limitations and Future Research Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Construct | Item | Description | Source |
---|---|---|---|
(a) Inexperienced users | |||
Perceived Ease of Use | PEOU1 | Using a metaverse would be easy for me. | Davis [62]; Lund [108] |
PEOU2 | Learning to use a metaverse would require less effort. | ||
PEOU3 | The steps for using a metaverse would be simple. | ||
Perceived Usefulness | PUS1 | Using metaverse would help me accomplish things more quickly. | Davis [62]; Lund [108] |
PUS2 | Using metaverse would help me perform many things more conveniently. | ||
PUS3 | Using metaverse would increase my productivity. | ||
Perceived Enjoyment | PEN1 | Using metaverse would be enjoyable. | Davis et al. [82] |
PEN2 | Using metaverse would be pleasurable. | ||
PEN3 | Using metaverse would be interesting. | ||
Trust | TRU1 | I trust that my personal information will not be used for any other purpose. | Nguyen et al. [89] |
TRU2 | I believe that my personal information is protected. | ||
TRU3 | I am confident that my personal information is secure. | ||
Innovativeness | INO1 | I like to experiment with new technology. | Agarwal and Prasad [66] |
INO2 | Among my peers, I am usually one of the first to try out new technology. | ||
INO3 | If I heard about a new technology, I would look for ways to experiment with it. | ||
Satisfaction | SAT1 | I would be generally satisfied with the use of metaverse. | Wixom and Todd [109]; Lund [108] |
SAT2 | Overall, metaverse would satisfy my expectations. | ||
SAT3 | I would be satisfied with my experience of using metaverse. | ||
Adoption Intention | ADI1 | I intend to use metaverse in the future. | Davis [62] |
ADI2 | I expect that I would metaverse in the future. | ||
ADI3 | I plan to use metaverse in the future. | ||
(b) Experienced users | |||
Perceived Ease of Use | PEOU1 | Using a metaverse is easy for me. | Davis [62]; Lund [108] |
PEOU2 | Learning to use a metaverse requires less effort. | ||
PEOU3 | The steps for using a metaverse are simple. | ||
Perceived Usefulness | PUS1 | Using metaverse helps me accomplish things more quickly. | Davis [62]; Lund [108] |
PUS2 | Using metaverse helps me perform many things more conveniently. | ||
PUS3 | Using metaverse increases my productivity. | ||
Perceived Enjoyment | PEN1 | Using metaverse is enjoyable. | Davis et al. [82] |
PEN2 | Using metaverse is pleasurable. | ||
PEN3 | I find using metaverse to be interesting. | ||
Trust | TRU1 | I trust that my personal information will not be used for any other purpose. | Nguyen et al. [89] |
TRU2 | I believe that my personal information is protected. | ||
TRU3 | I am confident that my personal information is secure. | ||
Innovativeness | INO1 | I like to experiment with new technology. | Agarwal and Prasad [66] |
INO2 | Among my peers, I am usually one of the first to try out new technology. | ||
INO3 | If I heard about a new technology, I would look for ways to experiment with it. | ||
Satisfaction | SAT1 | I am generally satisfied with the use of metaverse. | Wixom and Todd [109]; Lund [108] |
SAT2 | Overall, metaverse satisfies my expectations. | ||
SAT3 | I am satisfied with my experience using metaverse. | ||
Continuance Intention | COI1 | I intend to continue my use of metaverse in the future. | Bhattacherjee [110] |
COI2 | I intend to increase my use of metaverse in the future. | ||
COI3 | I will keep using metaverse as regularly as I do now. |
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SWOT | Key Points | References |
---|---|---|
Strengths | Immersive user experiences that blend physical and virtual worlds, enhancing interactivity and engagement. Extensive business opportunities in industries like gaming, education, health, and retail. Advanced technology integration (VR, AR, XR) allowing real-time interaction. | [1,6,7] |
Weaknesses | Privacy and data security concerns related to personal information. High cost of infrastructure, hardware, and technological maintenance. | [9,10,31,57] |
Opportunities | Potential to revolutionize sectors like tourism, education, and healthcare through virtual engagement. Opportunities for global collaboration and social interaction in virtual environments. Expanding market for virtual goods, services, and experiences. | [4,15,45] |
Threats | Legal and ethical challenges, including regulatory uncertainty and intellectual property issues. Risk of digital addiction and social isolation due to over-immersion in virtual environments. Competition among major tech companies for dominance, which could hinder standardization. | [58,59,60,61] |
Demographics | Item | Inexperienced Users (N = 131) | Experienced Users (N = 241) | ||
---|---|---|---|---|---|
Frequency | Percentage | Frequency | Percentage | ||
Gender | Male | 63 | 48.1% | 124 | 51.5% |
Female | 68 | 51.9% | 117 | 48.5% | |
Age (years) | 10–19 | 1 | 0.8% | 1 | 0.4% |
20–29 | 11 | 8.4% | 35 | 14.5% | |
30–39 | 32 | 24.4% | 46 | 19.1% | |
40–49 | 39 | 29.8% | 83 | 34.4% | |
50–59 | 45 | 34.4% | 76 | 31.5% | |
60+ | 3 | 2.3% | 0 | 0.0% |
Construct | Items | Mean | St. Dev. | Factor Loading | Cronbach’s Alpha | CR | AVE |
---|---|---|---|---|---|---|---|
Inexperienced Users | |||||||
Perceived Ease of Use | PEU1 | 2.740 | 0.727 | 0.775 | 0.773 | 0.869 | 0.689 |
PEU2 | 2.847 | 0.895 | 0.866 | ||||
PEU3 | 2.740 | 0.797 | 0.847 | ||||
Perceived Usefulness | PUS1 | 3.107 | 0.849 | 0.803 | 0.758 | 0.861 | 0.673 |
PUS2 | 3.260 | 0.843 | 0.823 | ||||
PUS3 | 3.527 | 0.841 | 0.836 | ||||
Perceived Enjoyment | PEN1 | 3.359 | 0.801 | 0.830 | 0.840 | 0.903 | 0.757 |
PEN2 | 3.427 | 0.811 | 0.892 | ||||
PEN3 | 3.389 | 0.861 | 0.887 | ||||
Trust | TRU1 | 2.702 | 0.880 | 0.893 | 0.868 | 0.919 | 0.790 |
TRU2 | 2.649 | 0.907 | 0.909 | ||||
TRU3 | 2.565 | 0.925 | 0.864 | ||||
Innovativeness | INO1 | 3.160 | 0.863 | 0.881 | 0.849 | 0.907 | 0.766 |
INO2 | 2.687 | 0.942 | 0.840 | ||||
INO3 | 3.015 | 0.874 | 0.903 | ||||
Satisfaction | SAT1 | 3.099 | 0.846 | 0.846 | 0.832 | 0.899 | 0.749 |
SAT2 | 3.137 | 0.799 | 0.898 | ||||
SAT3 | 3.076 | 0.737 | 0.851 | ||||
AdoptionIntention | ADI1 | 3.053 | 0.832 | 0.801 | 0.740 | 0.852 | 0.657 |
ADI2 | 3.412 | 0.790 | 0.822 | ||||
ADI3 | 3.107 | 0.943 | 0.809 | ||||
Experienced Users | |||||||
Perceived Ease of Use | PEU1 | 3.224 | 0.815 | 0.869 | 0.819 | 0.891 | 0.732 |
PEU2 | 3.307 | 0.936 | 0.813 | ||||
PEU3 | 3.303 | 0.927 | 0.883 | ||||
Perceived Usefulness | PUS1 | 3.419 | 0.842 | 0.830 | 0.744 | 0.854 | 0.661 |
PUS2 | 3.622 | 0.856 | 0.825 | ||||
PUS3 | 3.809 | 0.905 | 0.783 | ||||
Perceived Enjoyment | PEN1 | 3.817 | 0.799 | 0.848 | 0.827 | 0.896 | 0.743 |
PEN2 | 3.834 | 0.863 | 0.877 | ||||
PEN3 | 3.780 | 0.833 | 0.859 | ||||
Trust | TRU1 | 2.983 | 1.035 | 0.894 | 0.901 | 0.938 | 0.835 |
TRU2 | 2.892 | 0.979 | 0.936 | ||||
TRU3 | 2.834 | 1.092 | 0.910 | ||||
Innovativeness | INO1 | 3.556 | 0.901 | 0.860 | 0.859 | 0.914 | 0.780 |
INO2 | 3.228 | 0.982 | 0.890 | ||||
INO3 | 3.523 | 0.943 | 0.899 | ||||
Satisfaction | SAT1 | 3.515 | 0.757 | 0.869 | 0.836 | 0.901 | 0.752 |
SAT2 | 3.535 | 0.888 | 0.895 | ||||
SAT3 | 3.639 | 0.854 | 0.837 | ||||
Continuance Intention | COI1 | 3.402 | 0.883 | 0.817 | 0.718 | 0.842 | 0.639 |
COI2 | 3.718 | 0.742 | 0.774 | ||||
COI3 | 3.427 | 0.958 | 0.807 |
Constructs | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
---|---|---|---|---|---|---|---|
Inexperienced Users | |||||||
1. Perceived Ease of Use | 0.830 | ||||||
2. Perceived Usefulness | 0.177 | 0.821 | |||||
3. Perceived Enjoyment | 0.170 | 0.758 | 0.870 | ||||
4. Trust | 0.311 | 0.324 | 0.322 | 0.889 | |||
5. Innovativeness | 0.091 | 0.391 | 0.369 | 0.493 | 0.875 | ||
6. Satisfaction | 0.229 | 0.637 | 0.691 | 0.494 | 0.507 | 0.865 | |
7. Adoption Intention | 0.180 | 0.667 | 0.572 | 0.403 | 0.458 | 0.612 | 0.811 |
Experienced Users | |||||||
1. Perceived Ease of Use | 0.855 | ||||||
2. Perceived Usefulness | 0.393 | 0.813 | |||||
3. Perceived Enjoyment | 0.399 | 0.774 | 0.862 | ||||
4. Trust | 0.431 | 0.351 | 0.258 | 0.914 | |||
5. Innovativeness | 0.408 | 0.527 | 0.474 | 0.345 | 0.883 | ||
6. Satisfaction | 0.516 | 0.685 | 0.664 | 0.516 | 0.579 | 0.867 | |
7. Continuance Intention | 0.383 | 0.665 | 0.629 | 0.419 | 0.546 | 0.666 | 0.800 |
H | Cause | Effect | Inexperienced Users | Experienced Users | ||||
---|---|---|---|---|---|---|---|---|
Coefficient | t | Sig. | Coefficient | t | Sig. | |||
H1a | PEU | SAT | 0.102 | 1.526 | NS | 0.261 | 5.010 | <0.001 |
H1b | PEU | BIT | 0.014 | 0.187 | NS | −0.026 | 0.444 | NS |
H2a | PUS | SAT | 0.253 | 2.241 | <0.05 | 0.371 | 4.717 | <0.001 |
H2b | PUS | BIT | 0.441 | 3.634 | <0.001 | 0.240 | 2.891 | <0.01 |
H3a | PEN | SAT | 0.483 | 4.411 | <0.001 | 0.272 | 3.456 | <0.001 |
H3b | PEN | BIT | 0.015 | 0.112 | NS | 0.191 | 2.498 | <0.05 |
H4 | Trust | BIT | 0.083 | 1.106 | NS | 0.121 | 2.254 | <0.05 |
H5 | INO | BIT | 0.131 | 1.650 | NS | 0.164 | 2.671 | <0.01 |
H6 | SAT | BIT | 0.210 | 1.985 | <0.05 | 0.231 | 3.208 | <0.01 |
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Shin, D.; Jo, H. Adoption and Continuance in the Metaverse. Electronics 2024, 13, 3917. https://doi.org/10.3390/electronics13193917
Shin D, Jo H. Adoption and Continuance in the Metaverse. Electronics. 2024; 13(19):3917. https://doi.org/10.3390/electronics13193917
Chicago/Turabian StyleShin, Donghyuk, and Hyeon Jo. 2024. "Adoption and Continuance in the Metaverse" Electronics 13, no. 19: 3917. https://doi.org/10.3390/electronics13193917
APA StyleShin, D., & Jo, H. (2024). Adoption and Continuance in the Metaverse. Electronics, 13(19), 3917. https://doi.org/10.3390/electronics13193917