Abstract
Since 2021, big tech companies have been interested in metaverse platforms and services. Metaverse is the permanent, immersive mixed-reality world where people and people and people and objects can synchronously interact, collaborate, and live beyond the limitations of time and space, using avatars and the immersion-supporting devices, platforms, and infrastructures. On metaverse platforms, people can merge the real world and the virtual world. Because the metaverse has only recently begun to be studied, there are only dozens of studies on the metaverse published in qualified academic journals. There are few empirical studies on the extent to which metaverse platforms will be accommodated in the lives of information system users from an integrated perspective. Therefore, this paper aimed to empirically verify user acceptance of metaverse platforms by referring the unified theory of acceptance and use of technology (UTAUT). This study was conducted in two stages. (1) The concept and research trends of the metaverse platform were examined, and (2) the UTAUT model was introduced in “Ifland”, one of the metaverse platforms, to verify its acceptance of information system users. I conducted a laboratory experiment while complying with the quarantine rules. Participants were required to watch a 15 min lecture on artificial intelligence on the metaverse platform “Ifland” for a sufficient time, then they discussed the impacts of artificial intelligence with others in the lecture. A total of 120 valid data points, excluding insincere responses, were collected, and hypotheses were verified through PLS analysis. Results indicate that performance expectancy, effort expectancy, and social influence of the metaverse platform significantly increased satisfaction, usage intention, purchase intention, and word-of-mouth intention. Facilitating conditions had no significant impact on satisfaction. The results of this study provide implications for how the metaverse platform should be designed and what factors should be emphasized to increase user acceptance of metaverse platforms.
Subject
Computer Science Applications,General Business, Management and Accounting
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